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* fixes bad arguments to /datum/footstep/Attach() (vary to sound_vary) (#61231) #60479 changed the attach argument "vary" into "sound_vary" but didnt change the two associative arguments for vary to sound_vary. this does that. now Attach() wont runtime for the footstep element * fixes bad arguments to /datum/footstep/Attach() (vary to sound_vary) Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
49 lines
2.1 KiB
Plaintext
49 lines
2.1 KiB
Plaintext
///AI controller for vending machine gone rogue, Don't try using this on anything else, it wont work.
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/datum/ai_controller/vending_machine
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movement_delay = 0.4 SECONDS
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blackboard = list(BB_VENDING_CURRENT_TARGET = null,
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BB_VENDING_TILT_COOLDOWN = 0,
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BB_VENDING_UNTILT_COOLDOWN = 0,
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BB_VENDING_BUSY_TILTING = FALSE,
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BB_VENDING_LAST_HIT_SUCCESFUL = FALSE)
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var/vision_range = 7
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var/search_for_enemy_cooldown = 2 SECONDS
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/datum/ai_controller/vending_machine/TryPossessPawn(atom/new_pawn)
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if(!istype(new_pawn, /obj/machinery/vending))
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return AI_CONTROLLER_INCOMPATIBLE
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var/obj/machinery/vending/vendor_pawn = new_pawn
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vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now aggressively doing it ourselves.
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vendor_pawn.AddElement(/datum/element/waddling)
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vendor_pawn.AddElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE)
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vendor_pawn.squish_damage = 15
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return ..() //Run parent at end
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/datum/ai_controller/vending_machine/UnpossessPawn(destroy)
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var/obj/machinery/vending/vendor_pawn = pawn
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vendor_pawn.tiltable = TRUE
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vendor_pawn.RemoveElement(/datum/element/waddling)
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vendor_pawn.squish_damage = initial(vendor_pawn.squish_damage)
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RemoveElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, sound_vary = TRUE)
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return ..() //Run parent at end
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/datum/ai_controller/vending_machine/SelectBehaviors(delta_time)
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current_behaviors = list()
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var/obj/machinery/vending/vendor_pawn = pawn
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if(vendor_pawn.tilted) //We're tilted, try to untilt
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if(blackboard[BB_VENDING_UNTILT_COOLDOWN] > world.time)
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return
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queue_behavior(/datum/ai_behavior/vendor_rise_up)
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return
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else //Not tilted, try to find target to tilt onto.
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if(blackboard[BB_VENDING_TILT_COOLDOWN] > world.time)
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return
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for(var/mob/living/living_target in oview(vision_range, pawn))
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if(living_target.stat || living_target.incorporeal_move) //They're already fucked up or incorporeal
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continue
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blackboard[BB_VENDING_CURRENT_TARGET] = living_target
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queue_behavior(/datum/ai_behavior/vendor_crush, BB_VENDING_CURRENT_TARGET)
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return
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blackboard[BB_VENDING_TILT_COOLDOWN] = world.time + search_for_enemy_cooldown
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