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## About The Pull Request Consider this a continuation of https://github.com/tgstation/tgstation/pull/80202  ~~It seems I missed a few.~~ Edit: Modified per request to handle this more broadly. If a pawn gets `qdel`'d, the ai controller should be set to off and get removed from the list of active controllers, and all their actions should be canceled. Also adds some qdeleted checks to `finish_action()`, which can still run after the pawn gets qdeleted as part of the `CancelActions()` chain. ## Why It's Good For The Game Less spurious CI failures. ## Changelog Nothing player facing really.
70 lines
3.0 KiB
Plaintext
70 lines
3.0 KiB
Plaintext
/datum/ai_planning_subtree/monkey_shenanigans/SelectBehaviors(datum/ai_controller/monkey/controller, seconds_per_tick)
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if(prob(5))
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controller.queue_behavior(/datum/ai_behavior/use_in_hand)
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if(!SPT_PROB(MONKEY_SHENANIGAN_PROB, seconds_per_tick))
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return
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if(!controller.blackboard[BB_MONKEY_CURRENT_PRESS_TARGET])
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controller.queue_behavior(/datum/ai_behavior/find_nearby, BB_MONKEY_CURRENT_PRESS_TARGET)
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return
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if(prob(50))
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controller.queue_behavior(/datum/ai_behavior/use_on_object, BB_MONKEY_CURRENT_PRESS_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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if(!controller.blackboard[BB_MONKEY_CURRENT_GIVE_TARGET])
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controller.queue_behavior(/datum/ai_behavior/find_and_set/pawn_must_hold_item, BB_MONKEY_CURRENT_GIVE_TARGET, /mob/living, 2)
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else
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if(prob(5))
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controller.queue_behavior(/datum/ai_behavior/give, BB_MONKEY_CURRENT_GIVE_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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controller.TryFindWeapon()
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///monkey combat subtree.
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/datum/ai_planning_subtree/monkey_combat/SelectBehaviors(datum/ai_controller/monkey/controller, seconds_per_tick)
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var/mob/living/living_pawn = controller.pawn
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var/list/enemies = controller.blackboard[BB_MONKEY_ENEMIES]
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if((HAS_TRAIT(controller.pawn, TRAIT_PACIFISM)) || (!length(enemies) && !controller.blackboard[BB_MONKEY_AGGRESSIVE])) //Pacifist, or we have no enemies and we're not pissed
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living_pawn.set_combat_mode(FALSE)
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return
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if(!controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET])
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controller.queue_behavior(/datum/ai_behavior/monkey_set_combat_target, BB_MONKEY_CURRENT_ATTACK_TARGET, BB_MONKEY_ENEMIES)
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living_pawn.set_combat_mode(FALSE)
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return SUBTREE_RETURN_FINISH_PLANNING
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var/mob/living/selected_enemy = controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET]
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if(QDELETED(selected_enemy))
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living_pawn.set_combat_mode(FALSE)
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return
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if(!selected_enemy.stat) //He's up, get him!
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if(living_pawn.health < MONKEY_FLEE_HEALTH) //Time to skeddadle
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controller.queue_behavior(/datum/ai_behavior/monkey_flee)
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return SUBTREE_RETURN_FINISH_PLANNING //I'm running fuck you guys
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if(controller.TryFindWeapon()) //Getting a weapon is higher priority if im not fleeing.
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return SUBTREE_RETURN_FINISH_PLANNING
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if(controller.blackboard[BB_MONKEY_RECRUIT_COOLDOWN] < world.time)
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controller.queue_behavior(/datum/ai_behavior/recruit_monkeys, BB_MONKEY_CURRENT_ATTACK_TARGET)
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controller.queue_behavior(/datum/ai_behavior/battle_screech/monkey)
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controller.queue_behavior(/datum/ai_behavior/monkey_attack_mob, BB_MONKEY_CURRENT_ATTACK_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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//by this point we have a target but they're down, let's try dumpstering this loser
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living_pawn.set_combat_mode(FALSE)
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if(!controller.blackboard[BB_MONKEY_TARGET_DISPOSAL])
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controller.queue_behavior(/datum/ai_behavior/find_and_set, BB_MONKEY_TARGET_DISPOSAL, /obj/machinery/disposal, MONKEY_ENEMY_VISION)
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return
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controller.queue_behavior(/datum/ai_behavior/disposal_mob, BB_MONKEY_CURRENT_ATTACK_TARGET, BB_MONKEY_TARGET_DISPOSAL)
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return SUBTREE_RETURN_FINISH_PLANNING
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