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Bubberstation/code/__DEFINES/ai.dm
SkyratBot 4770eca75e [MIRROR] Adds tourist robots that order food and drinks from the bar and cafeteria (#3651)
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)

* Adds Tourism Economy

Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds tourist robots that order food and drinks from the bar and cafeteria

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-02-27 09:19:00 +00:00

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#define GET_AI_BEHAVIOR(behavior_type) SSai_controllers.ai_behaviors[behavior_type]
#define HAS_AI_CONTROLLER_TYPE(thing, type) istype(thing?.ai_controller, type)
#define AI_STATUS_ON 1
#define AI_STATUS_OFF 2
///Monkey checks
#define SHOULD_RESIST(source) (source.on_fire || source.buckled || HAS_TRAIT(source, TRAIT_RESTRAINED) || (source.pulledby && source.pulledby.grab_state > GRAB_PASSIVE))
#define IS_DEAD_OR_INCAP(source) (HAS_TRAIT(source, TRAIT_INCAPACITATED) || HAS_TRAIT(source, TRAIT_HANDS_BLOCKED) || IS_IN_STASIS(source) || source.stat)
///Max pathing attempts before auto-fail
#define MAX_PATHING_ATTEMPTS 16
///Flags for ai_behavior new()
#define AI_CONTROLLER_INCOMPATIBLE (1<<0)
///Does this task require movement from the AI before it can be performed?
#define AI_BEHAVIOR_REQUIRE_MOVEMENT (1<<0)
///Does this task let you perform the action while you move closer? (Things like moving and shooting)
#define AI_BEHAVIOR_MOVE_AND_PERFORM (1<<1)
///Monkey AI controller blackboard keys
#define BB_MONKEY_AGRESSIVE "BB_monkey_agressive"
#define BB_MONKEY_BEST_FORCE_FOUND "BB_monkey_bestforcefound"
#define BB_MONKEY_ENEMIES "BB_monkey_enemies"
#define BB_MONKEY_BLACKLISTITEMS "BB_monkey_blacklistitems"
#define BB_MONKEY_PICKUPTARGET "BB_monkey_pickuptarget"
#define BB_MONKEY_PICKPOCKETING "BB_monkey_pickpocketing"
#define BB_MONKEY_CURRENT_ATTACK_TARGET "BB_monkey_current_attack_target"
#define BB_MONKEY_TARGET_DISPOSAL "BB_monkey_target_disposal"
#define BB_MONKEY_DISPOSING "BB_monkey_disposing"
#define BB_MONKEY_RECRUIT_COOLDOWN "BB_monkey_recruit_cooldown"
///Haunted item controller defines
///Chance for haunted item to haunt someone
#define HAUNTED_ITEM_ATTACK_HAUNT_CHANCE 10
///Chance for haunted item to try to get itself let go.
#define HAUNTED_ITEM_ESCAPE_GRASP_CHANCE 20
///Chance for haunted item to warp somewhere new
#define HAUNTED_ITEM_TELEPORT_CHANCE 4
///Amount of aggro you get when picking up a haunted item
#define HAUNTED_ITEM_AGGRO_ADDITION 2
///Blackboard keys for haunted items
#define BB_TO_HAUNT_LIST "BB_to_haunt_list"
///Actual mob the item is haunting at the moment
#define BB_HAUNT_TARGET "BB_haunt_target"
///Amount of successful hits in a row this item has had
#define BB_HAUNTED_THROW_ATTEMPT_COUNT "BB_haunted_throw_attempt_count"
///Vending machine AI controller blackboard keys
#define BB_VENDING_CURRENT_TARGET "BB_vending_current_target"
#define BB_VENDING_TILT_COOLDOWN "BB_vending_tilt_cooldown"
#define BB_VENDING_UNTILT_COOLDOWN "BB_vending_untilt_cooldown"
#define BB_VENDING_BUSY_TILTING "BB_vending_busy_tilting"
#define BB_VENDING_LAST_HIT_SUCCESFUL "BB_vending_last_hit_succesful"
///Robot customer AI controller blackboard keys
#define BB_CUSTOMER_CURRENT_ORDER "BB_customer_current_order"
#define BB_CUSTOMER_MY_SEAT "BB_customer_my_seat"
#define BB_CUSTOMER_PATIENCE "BB_customer_patience"
#define BB_CUSTOMER_CUSTOMERINFO "BB_customer_customerinfo"
#define BB_CUSTOMER_EATING "BB_customer_eating"
#define BB_CUSTOMER_ATTENDING_VENUE "BB_customer_attending_avenue"
#define BB_CUSTOMER_LEAVING "BB_customer_leaving"