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Bubberstation/code/datums/ai/objects/vending_machines/vending_machine_controller.dm
Ghom 7e8328c0d2 Cardboard cutouts are now tactical. (#81245)
## About The Pull Request
Basically, this means players holding cardboard cutouts will now assume
their appearance, just like for potted plants. Good for pranking.

I've had to tweak the tactical component and the waddling element a bit
to get them to work as intended while dealing with the multiple sources
of the waddling element.

## Why It's Good For The Game
![](https://media1.tenor.com/m/X1GimXmuByYAAAAd/tom-cruise-doorbell.gif)

## Changelog

🆑
add: Players holding cardboard cutouts will now assume their appearance,
just like for potted plants.
/🆑
2024-02-17 17:17:18 +00:00

49 lines
2.2 KiB
Plaintext

///AI controller for vending machine gone rogue, Don't try using this on anything else, it wont work.
/datum/ai_controller/vending_machine
movement_delay = 0.4 SECONDS
blackboard = list(BB_VENDING_CURRENT_TARGET = null,
BB_VENDING_TILT_COOLDOWN = 0,
BB_VENDING_UNTILT_COOLDOWN = 0,
BB_VENDING_BUSY_TILTING = FALSE,
BB_VENDING_LAST_HIT_SUCCESFUL = FALSE)
var/vision_range = 7
var/search_for_enemy_cooldown = 2 SECONDS
/datum/ai_controller/vending_machine/TryPossessPawn(atom/new_pawn)
if(!istype(new_pawn, /obj/machinery/vending))
return AI_CONTROLLER_INCOMPATIBLE
var/obj/machinery/vending/vendor_pawn = new_pawn
vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now aggressively doing it ourselves.
vendor_pawn.AddElementTrait(TRAIT_WADDLING, REF(src), /datum/element/waddling)
vendor_pawn.AddElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE)
vendor_pawn.squish_damage = 15
return ..() //Run parent at end
/datum/ai_controller/vending_machine/UnpossessPawn(destroy)
var/obj/machinery/vending/vendor_pawn = pawn
vendor_pawn.tiltable = TRUE
REMOVE_TRAIT(vendor_pawn, TRAIT_WADDLING, REF(src))
vendor_pawn.squish_damage = initial(vendor_pawn.squish_damage)
RemoveElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE)
return ..() //Run parent at end
/datum/ai_controller/vending_machine/SelectBehaviors(seconds_per_tick)
current_behaviors = list()
var/obj/machinery/vending/vendor_pawn = pawn
if(vendor_pawn.tilted) //We're tilted, try to untilt
if(blackboard[BB_VENDING_UNTILT_COOLDOWN] > world.time)
return
queue_behavior(/datum/ai_behavior/vendor_rise_up)
return
else //Not tilted, try to find target to tilt onto.
if(blackboard[BB_VENDING_TILT_COOLDOWN] > world.time)
return
for(var/mob/living/living_target in oview(vision_range, pawn))
if(living_target.stat || living_target.incorporeal_move) //They're already fucked up or incorporeal
continue
set_blackboard_key(BB_VENDING_CURRENT_TARGET, living_target)
queue_behavior(/datum/ai_behavior/vendor_crush, BB_VENDING_CURRENT_TARGET)
return
set_blackboard_key(BB_VENDING_TILT_COOLDOWN, world.time + search_for_enemy_cooldown)