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## About The Pull Request 1. Monkeys will only seek out food to eat if they are actually hungry, rather than on an arbitrary cooldown. 2. Monkeys will no longer teleport-yoink food out of your hands. Instead, they may get angry at you for stealing their food, and fight you over it. The hungrier the monkey, the more likely they are to fight. 3. Monkeys will discard trash and empty glasses (on the floor) after eating or drinking them. 4. Monkeys can target soup to eat 5. PunPun will no longer seek out drinks if they are hungry. 6. PunPun will now, if the bartender is absent and there are multiple patrons around, attempt to find filled glasses or food to hand out to patrons. 7. Several places that sought edible items no longer include drinking glasses as edible items <img width="656" height="185" alt="image" src="https://github.com/user-attachments/assets/8b3a6ac1-ae2c-41a0-919f-b471ad93bb0f" /> ## Why It's Good For The Game PunPun shouldn't be yoinking glasses out of patron's hands - their intended behavior is to serve drinks not steal them Otherwise, monkey eating was a bit jank due to it being some of our oldest ai code. I largely just brought it up to more modern ai standards. ## Changelog 🆑 Melbert add: If the bartender is absent, PunPun will serve filled drink glasses to patrons that don't have one. add: PunPun will now ignore filled drinks and items being held when looking for stuff to eat. add: Monkeys can eat soup. add: Monkeys will no longer seek out food if they are not hungry. add: Hungry monkeys might fight you over the food you are holding. The hungrier the monkey, the angrier the monkey. fix: Monkeys can no longer teleport items out of your hands to eat. /🆑
377 lines
15 KiB
Plaintext
377 lines
15 KiB
Plaintext
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/datum/ai_behavior/resist/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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living_pawn.ai_controller.set_blackboard_key(BB_RESISTING, TRUE)
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living_pawn.execute_resist()
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/battle_screech
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///List of possible screeches the behavior has
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var/list/screeches
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/datum/ai_behavior/battle_screech/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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INVOKE_ASYNC(living_pawn, TYPE_PROC_REF(/mob, emote), pick(screeches))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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///Moves to target then finishes
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/datum/ai_behavior/move_to_target
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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/datum/ai_behavior/move_to_target/perform(seconds_per_tick, datum/ai_controller/controller)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/break_spine
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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action_cooldown = 0.7 SECONDS
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var/give_up_distance = 10
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/datum/ai_behavior/break_spine/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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set_movement_target(controller, target)
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/datum/ai_behavior/break_spine/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/mob/living/batman = controller.blackboard[target_key]
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var/mob/living/big_guy = controller.pawn //he was molded by the darkness
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if(QDELETED(batman) || get_dist(batman, big_guy) >= give_up_distance)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
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if(batman.stat != CONSCIOUS)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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big_guy.start_pulling(batman)
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big_guy.face_atom(batman)
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batman.visible_message(span_warning("[batman] gets a slightly too tight hug from [big_guy]!"), span_userdanger("You feel your body break as [big_guy] embraces you!"))
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for(var/zone in GLOB.all_body_zones - BODY_ZONE_HEAD)
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batman.apply_damage(15, BRUTE, zone, wound_bonus = 35)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/break_spine/finish_action(datum/ai_controller/controller, succeeded, target_key)
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if(succeeded)
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var/mob/living/bane = controller.pawn
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if(QDELETED(bane)) // pawn can be null at this point
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return ..()
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bane.stop_pulling()
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controller.clear_blackboard_key(target_key)
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return ..()
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/// Use in hand the currently held item
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/datum/ai_behavior/use_in_hand
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behavior_flags = AI_BEHAVIOR_MOVE_AND_PERFORM
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/datum/ai_behavior/use_in_hand/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/pawn = controller.pawn
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var/obj/item/held = pawn.get_active_held_item()
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if(!held)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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pawn.activate_hand()
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/// Use the currently held item, or unarmed, on a weakref to an object in the world
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/datum/ai_behavior/use_on_object
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required_distance = 1
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/use_on_object/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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if(target == controller.pawn) // this can sometimes end up as ourselves, in which case there is no reason to move
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return FALSE
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set_movement_target(controller, target)
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/datum/ai_behavior/use_on_object/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target = target, combat_mode = FALSE)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/give
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/give/setup(datum/ai_controller/controller, target_key)
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. = ..()
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set_movement_target(controller, controller.blackboard[target_key])
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/datum/ai_behavior/give/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/mob/living/pawn = controller.pawn
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var/obj/item/held_item = pawn.get_active_held_item()
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var/atom/target = controller.blackboard[target_key]
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if(!held_item) //if held_item is null, we pretend that action was successful
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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if(QDELETED(target) || !target.IsReachableBy(pawn))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/mob/living/living_target = target
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if(!isliving(living_target)) // target should reasonably only ever be set to a living mob
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stack_trace("Tried to give an item to a non-living target!")
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/perform_flags = try_to_give_item(controller, living_target, held_item)
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if(perform_flags & AI_BEHAVIOR_FAILED)
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return perform_flags
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controller.PauseAi(1.5 SECONDS)
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living_target.visible_message(
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span_info("[pawn] starts trying to give [held_item] to [living_target]!"),
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span_warning("[pawn] tries to give you [held_item]!")
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)
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if(!do_after(pawn, 1 SECONDS, living_target))
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return AI_BEHAVIOR_DELAY | perform_flags
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perform_flags |= try_to_give_item(controller, living_target, held_item, actually_give = TRUE)
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return AI_BEHAVIOR_DELAY | perform_flags
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/datum/ai_behavior/give/proc/try_to_give_item(datum/ai_controller/controller, mob/living/target, obj/item/held_item, actually_give)
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if(QDELETED(held_item) || QDELETED(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/has_left_pocket = target.can_equip(held_item, ITEM_SLOT_LPOCKET)
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var/has_right_pocket = target.can_equip(held_item, ITEM_SLOT_RPOCKET)
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var/has_valid_hand
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for(var/hand_index in target.get_empty_held_indexes())
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if(target.can_put_in_hand(held_item, hand_index))
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has_valid_hand = TRUE
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break
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if(!has_left_pocket && !has_right_pocket && !has_valid_hand)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(!actually_give)
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return AI_BEHAVIOR_DELAY
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if(!has_valid_hand || prob(50))
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target.equip_to_slot_if_possible(held_item, (!has_left_pocket ? ITEM_SLOT_RPOCKET : (prob(50) ? ITEM_SLOT_LPOCKET : ITEM_SLOT_RPOCKET)))
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else
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target.put_in_hands(held_item)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/give/finish_action(datum/ai_controller/controller, succeeded, target_key)
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. = ..()
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controller.clear_blackboard_key(target_key)
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/datum/ai_behavior/consume
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action_cooldown = 2 SECONDS
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/datum/ai_behavior/consume/perform(seconds_per_tick, datum/ai_controller/controller, target_key, hunger_timer_key)
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[target_key]
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if(QDELETED(target) || !living_pawn.is_holding(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target = living_pawn, combat_mode = FALSE)
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return AI_BEHAVIOR_DELAY | (is_content(living_pawn, target) ? AI_BEHAVIOR_SUCCEEDED : AI_BEHAVIOR_FAILED)
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/datum/ai_behavior/consume/finish_action(datum/ai_controller/controller, succeeded, target_key, hunger_timer_key)
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. = ..()
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if(!succeeded)
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return
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controller.set_blackboard_key(hunger_timer_key, world.time + rand(12 SECONDS, 60 SECONDS))
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[target_key]
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if(!QDELETED(target) && !DOING_INTERACTION_WITH_TARGET(living_pawn, target))
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controller.clear_blackboard_key(target_key)
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living_pawn.dropItemToGround(target) // drops empty drink glasses
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for(var/obj/item/trash/trash in living_pawn.held_items)
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living_pawn.dropItemToGround(trash) // drops spawned trash items
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/// Check if the target is fully consumed, or being actively consumed, or if we're just bored of eating it
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/datum/ai_behavior/consume/proc/is_content(mob/living/living_pawm, obj/item/target)
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if(QDELETED(target))
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return TRUE
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if(DOING_INTERACTION_WITH_TARGET(living_pawm, target))
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return TRUE
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if(target.reagents?.total_volume <= 0)
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return TRUE
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// Even if we don't finish it all we can randomly decide to be done
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return prob(10)
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// navigate to target item and pick it up if we can
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/datum/ai_behavior/navigate_to_and_pick_up
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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action_cooldown = 2 SECONDS
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/datum/ai_behavior/navigate_to_and_pick_up/setup(datum/ai_controller/controller, target_key, drop_held = TRUE)
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. = ..()
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set_movement_target(controller, controller.blackboard[target_key])
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/datum/ai_behavior/navigate_to_and_pick_up/setup(datum/ai_controller/controller, target_key, drop_held = TRUE)
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(living_pawn.is_holding(target)) // already in hands
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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if(!target.IsReachableBy(living_pawn)) // can't reach it, despite being adjacent
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(living_pawn.get_active_held_item()) // something is in our hands already
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if(!drop_held || !living_pawn.dropItemToGround(living_pawn.get_active_held_item()))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target, combat_mode = FALSE)
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return AI_BEHAVIOR_DELAY | (target.loc == living_pawn ? AI_BEHAVIOR_SUCCEEDED : AI_BEHAVIOR_FAILED)
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/**
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* Drops items in hands, very important for future behaviors that require the pawn to grab stuff
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*/
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/datum/ai_behavior/drop_item
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/datum/ai_behavior/drop_item/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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var/list/my_held_items = living_pawn.held_items - GetBestWeapon(controller, null, living_pawn.held_items)
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if(!length(my_held_items))
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return AI_BEHAVIOR_FAILED | AI_BEHAVIOR_DELAY
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living_pawn.dropItemToGround(pick(my_held_items))
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return AI_BEHAVIOR_SUCCEEDED | AI_BEHAVIOR_DELAY
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/// This behavior involves attacking a target.
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/datum/ai_behavior/attack
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/attack/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn) || !isturf(living_pawn.loc))
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return AI_BEHAVIOR_DELAY
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var/atom/movable/attack_target = controller.blackboard[BB_ATTACK_TARGET]
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if(!attack_target || !can_see(living_pawn, attack_target, length = controller.blackboard[BB_VISION_RANGE]))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/mob/living/living_target = attack_target
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if(istype(living_target) && (living_target.stat == DEAD))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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set_movement_target(controller, living_target)
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attack(controller, living_target)
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/attack/finish_action(datum/ai_controller/controller, succeeded)
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. = ..()
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controller.clear_blackboard_key(BB_ATTACK_TARGET)
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/// A proc representing when the mob is pushed to actually attack the target. Again, subtypes can be used to represent different attacks from different animals, or it can be some other generic behavior
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/datum/ai_behavior/attack/proc/attack(datum/ai_controller/controller, mob/living/living_target)
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn))
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return
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living_pawn.ClickOn(living_target, list())
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/// This behavior involves attacking a target.
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/datum/ai_behavior/follow
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM
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/datum/ai_behavior/follow/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn) || !isturf(living_pawn.loc))
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return AI_BEHAVIOR_DELAY
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var/atom/movable/follow_target = controller.blackboard[BB_FOLLOW_TARGET]
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if(!follow_target || get_dist(living_pawn, follow_target) > controller.blackboard[BB_VISION_RANGE])
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/mob/living/living_target = follow_target
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if(istype(living_target) && (living_target.stat == DEAD))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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set_movement_target(controller, living_target)
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/follow/finish_action(datum/ai_controller/controller, succeeded)
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. = ..()
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controller.clear_blackboard_key(BB_FOLLOW_TARGET)
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/datum/ai_behavior/perform_emote
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/datum/ai_behavior/perform_emote/perform(seconds_per_tick, datum/ai_controller/controller, emote, speech_sound)
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn))
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return AI_BEHAVIOR_INSTANT
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living_pawn.manual_emote(emote)
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if(speech_sound) // Only audible emotes will pass in a sound
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playsound(living_pawn, speech_sound, 80, vary = TRUE, pressure_affected =TRUE, ignore_walls = FALSE)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/perform_speech
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/datum/ai_behavior/perform_speech/perform(seconds_per_tick, datum/ai_controller/controller, speech, speech_sound)
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. = ..()
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn))
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return AI_BEHAVIOR_INSTANT
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living_pawn.say(speech, forced = "AI Controller")
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if(speech_sound)
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playsound(living_pawn, speech_sound, 80, vary = TRUE)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/perform_speech_radio
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/datum/ai_behavior/perform_speech_radio/perform(seconds_per_tick, datum/ai_controller/controller, speech, obj/item/radio/speech_radio, list/try_channels = list(RADIO_CHANNEL_COMMON))
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn) || !istype(speech_radio) || QDELETED(speech_radio) || !length(try_channels))
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
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speech_radio.talk_into(living_pawn, speech, pick(try_channels))
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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//song behaviors
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/datum/ai_behavior/setup_instrument
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/datum/ai_behavior/setup_instrument/perform(seconds_per_tick, datum/ai_controller/controller, song_instrument_key, song_lines_key)
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var/obj/item/instrument/song_instrument = controller.blackboard[song_instrument_key]
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var/datum/song/song = song_instrument.song
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var/song_lines = controller.blackboard[song_lines_key]
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//just in case- it won't do anything if the instrument isn't playing
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song.stop_playing()
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song.ParseSong(new_song = song_lines)
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song.repeat = 10
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song.volume = song.max_volume - 10
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/play_instrument
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/datum/ai_behavior/play_instrument/perform(seconds_per_tick, datum/ai_controller/controller, song_instrument_key)
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var/obj/item/instrument/song_instrument = controller.blackboard[song_instrument_key]
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var/datum/song/song = song_instrument.song
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song.start_playing(controller.pawn)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/find_nearby
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/datum/ai_behavior/find_nearby/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/list/possible_targets = list()
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for(var/atom/thing in view(2, controller.pawn))
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if(!thing.mouse_opacity)
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continue
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if(thing.IsObscured())
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continue
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if(isitem(thing))
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var/obj/item/item = thing
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if(item.item_flags & ABSTRACT)
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continue
|
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possible_targets += thing
|
|
if(!possible_targets.len)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.set_blackboard_key(target_key, pick(possible_targets))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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