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* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com>
339 lines
13 KiB
Plaintext
339 lines
13 KiB
Plaintext
/datum/ai_behavior/battle_screech/monkey
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screeches = list("roar","screech")
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/datum/ai_behavior/monkey_equip
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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/datum/ai_behavior/monkey_equip/finish_action(datum/ai_controller/controller, success)
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. = ..()
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if(!success) //Don't try again on this item if we failed
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var/list/item_blacklist = controller.blackboard[BB_MONKEY_BLACKLISTITEMS]
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var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
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item_blacklist[target] = TRUE
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if(istype(controller, /datum/ai_controller/monkey)) //What the fuck
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controller.RegisterSignal(target, COMSIG_PARENT_QDELETING, /datum/ai_controller/monkey/proc/target_del)
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controller.blackboard[BB_MONKEY_PICKUPTARGET] = null
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/datum/ai_behavior/monkey_equip/proc/equip_item(datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
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var/best_force = controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND]
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if(!isturf(living_pawn.loc))
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finish_action(controller, FALSE)
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return
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if(!target)
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finish_action(controller, FALSE)
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return
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if(target.anchored) //Can't pick it up, so stop trying.
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finish_action(controller, FALSE)
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return
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// Strong weapon
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else if(target.force > best_force)
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living_pawn.drop_all_held_items()
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living_pawn.put_in_hands(target)
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controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND] = target.force
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finish_action(controller, TRUE)
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return
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else if(target.slot_flags) //Clothing == top priority
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living_pawn.dropItemToGround(target, TRUE)
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living_pawn.update_icons()
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if(!living_pawn.equip_to_appropriate_slot(target))
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finish_action(controller, FALSE)
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return //Already wearing something, in the future this should probably replace the current item but the code didn't actually do that, and I dont want to support it right now.
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finish_action(controller, TRUE)
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return
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// EVERYTHING ELSE
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else if(living_pawn.get_empty_held_indexes())
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living_pawn.put_in_hands(target)
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finish_action(controller, TRUE)
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return
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finish_action(controller, FALSE)
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/datum/ai_behavior/monkey_equip/ground
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required_distance = 0
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/datum/ai_behavior/monkey_equip/ground/perform(delta_time, datum/ai_controller/controller)
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. = ..()
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equip_item(controller)
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/datum/ai_behavior/monkey_equip/pickpocket
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/datum/ai_behavior/monkey_equip/pickpocket/perform(delta_time, datum/ai_controller/controller)
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. = ..()
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if(controller.blackboard[BB_MONKEY_PICKPOCKETING]) //We are pickpocketing, don't do ANYTHING!!!!
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return
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INVOKE_ASYNC(src, PROC_REF(attempt_pickpocket), controller)
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/datum/ai_behavior/monkey_equip/pickpocket/proc/attempt_pickpocket(datum/ai_controller/controller)
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var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
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var/mob/living/victim = target.loc
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var/mob/living/living_pawn = controller.pawn
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if(!istype(victim) || !living_pawn.CanReach(victim))
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finish_action(controller, FALSE)
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return
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victim.visible_message(span_warning("[living_pawn] starts trying to take [target] from [victim]!"), span_danger("[living_pawn] tries to take [target]!"))
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controller.blackboard[BB_MONKEY_PICKPOCKETING] = TRUE
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var/success = FALSE
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if(do_mob(living_pawn, victim, MONKEY_ITEM_SNATCH_DELAY) && target && living_pawn.CanReach(victim))
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for(var/obj/item/I in victim.held_items)
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if(I == target)
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victim.visible_message(span_danger("[living_pawn] snatches [target] from [victim]."), span_userdanger("[living_pawn] snatched [target]!"))
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if(victim.temporarilyRemoveItemFromInventory(target))
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if(!QDELETED(target) && !equip_item(controller))
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target.forceMove(living_pawn.drop_location())
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success = TRUE
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break
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else
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victim.visible_message(span_danger("[living_pawn] tried to snatch [target] from [victim], but failed!"), span_userdanger("[living_pawn] tried to grab [target]!"))
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finish_action(controller, success) //We either fucked up or got the item.
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/datum/ai_behavior/monkey_equip/pickpocket/finish_action(datum/ai_controller/controller, success)
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. = ..()
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controller.blackboard[BB_MONKEY_PICKPOCKETING] = FALSE
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controller.blackboard[BB_MONKEY_PICKUPTARGET] = null
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/datum/ai_behavior/monkey_flee
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/datum/ai_behavior/monkey_flee/perform(delta_time, datum/ai_controller/controller)
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. = ..()
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var/mob/living/living_pawn = controller.pawn
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if(living_pawn.health >= MONKEY_FLEE_HEALTH)
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finish_action(controller, TRUE) //we're back in bussiness
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return
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var/mob/living/target = null
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// flee from anyone who attacked us and we didn't beat down
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for(var/mob/living/L in view(living_pawn, MONKEY_FLEE_VISION))
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if(controller.blackboard[BB_MONKEY_ENEMIES][WEAKREF(L)] && L.stat == CONSCIOUS)
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target = L
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break
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if(target)
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SSmove_manager.move_away(living_pawn, target, max_dist=MONKEY_ENEMY_VISION, delay=5)
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else
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finish_action(controller, TRUE)
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/datum/ai_behavior/monkey_attack_mob
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration
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/datum/ai_behavior/monkey_attack_mob/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/datum/weakref/target_ref = controller.blackboard[target_key]
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controller.current_movement_target = target_ref?.resolve()
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/datum/ai_behavior/monkey_attack_mob/perform(delta_time, datum/ai_controller/controller, target_key)
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. = ..()
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var/datum/weakref/target_ref = controller.blackboard[target_key]
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var/mob/living/target = target_ref?.resolve()
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var/mob/living/living_pawn = controller.pawn
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if(!target || target.stat != CONSCIOUS)
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finish_action(controller, TRUE) //Target == owned
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return
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if(isturf(target.loc) && !IS_DEAD_OR_INCAP(living_pawn)) // Check if they're a valid target
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// check if target has a weapon
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var/obj/item/W
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for(var/obj/item/I in target.held_items)
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if(!(I.item_flags & ABSTRACT))
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W = I
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break
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// if the target has a weapon, chance to disarm them
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if(W && DT_PROB(MONKEY_ATTACK_DISARM_PROB, delta_time))
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monkey_attack(controller, target, delta_time, TRUE)
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else
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monkey_attack(controller, target, delta_time, FALSE)
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/datum/ai_behavior/monkey_attack_mob/finish_action(datum/ai_controller/controller, succeeded, target_key)
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. = ..()
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var/mob/living/living_pawn = controller.pawn
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SSmove_manager.stop_looping(living_pawn)
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controller.blackboard[target_key] = null
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/// attack using a held weapon otherwise bite the enemy, then if we are angry there is a chance we might calm down a little
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/datum/ai_behavior/monkey_attack_mob/proc/monkey_attack(datum/ai_controller/controller, mob/living/target, delta_time, disarm)
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var/mob/living/living_pawn = controller.pawn
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if(living_pawn.next_move > world.time)
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return
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living_pawn.changeNext_move(CLICK_CD_MELEE) //We play fair
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var/obj/item/weapon = locate(/obj/item) in living_pawn.held_items
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living_pawn.face_atom(target)
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living_pawn.set_combat_mode(TRUE)
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if(isnull(controller.blackboard[BB_MONKEY_GUN_WORKED]))
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controller.blackboard[BB_MONKEY_GUN_WORKED] = TRUE
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// attack with weapon if we have one
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if(living_pawn.CanReach(target, weapon))
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if(weapon)
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weapon.melee_attack_chain(living_pawn, target)
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else
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living_pawn.UnarmedAttack(target, null, disarm ? list("right" = TRUE) : null) //Fake a right click if we're disarmin
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controller.blackboard[BB_MONKEY_GUN_WORKED] = TRUE // We reset their memory of the gun being 'broken' if they accomplish some other attack
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else if(weapon)
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var/atom/real_target = target
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if(prob(10)) // Artificial miss
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real_target = pick(oview(2, target))
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var/obj/item/gun/gun = locate() in living_pawn.held_items
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var/can_shoot = gun?.can_shoot() || FALSE
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if(gun && controller.blackboard[BB_MONKEY_GUN_WORKED] && prob(95))
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// We attempt to attack even if we can't shoot so we get the effects of pulling the trigger
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gun.afterattack(real_target, living_pawn, FALSE)
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controller.blackboard[BB_MONKEY_GUN_WORKED] = can_shoot ? TRUE : prob(80) // Only 20% likely to notice it didn't work
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if(can_shoot)
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controller.blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] = TRUE
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else
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living_pawn.throw_item(real_target)
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controller.blackboard[BB_MONKEY_GUN_WORKED] = TRUE // 'worked'
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// no de-aggro
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if(controller.blackboard[BB_MONKEY_AGGRESSIVE])
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return
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/// mob refs are uids, so this is safe
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var/datum/weakref/target_ref = WEAKREF(target)
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if(DT_PROB(MONKEY_HATRED_REDUCTION_PROB, delta_time))
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controller.blackboard[BB_MONKEY_ENEMIES][target_ref]--
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// if we are not angry at our target, go back to idle
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if(controller.blackboard[BB_MONKEY_ENEMIES][target_ref] <= 0)
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var/list/enemies = controller.blackboard[BB_MONKEY_ENEMIES]
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enemies.Remove(target_ref)
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if(controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET] == WEAKREF(target))
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finish_action(controller, TRUE)
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/datum/ai_behavior/disposal_mob
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration
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/datum/ai_behavior/disposal_mob/setup(datum/ai_controller/controller, attack_target_key, disposal_target_key)
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. = ..()
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var/datum/weakref/target_ref = controller.blackboard[attack_target_key]
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controller.current_movement_target = target_ref?.resolve()
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/datum/ai_behavior/disposal_mob/finish_action(datum/ai_controller/controller, succeeded, attack_target_key, disposal_target_key)
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. = ..()
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controller.blackboard[attack_target_key] = null //Reset attack target
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controller.blackboard[BB_MONKEY_DISPOSING] = FALSE //No longer disposing
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controller.blackboard[disposal_target_key] = null //No target disposal
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/datum/ai_behavior/disposal_mob/perform(delta_time, datum/ai_controller/controller, attack_target_key, disposal_target_key)
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. = ..()
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if(controller.blackboard[BB_MONKEY_DISPOSING]) //We are disposing, don't do ANYTHING!!!!
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return
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var/datum/weakref/target_ref = controller.blackboard[attack_target_key]
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var/mob/living/target = target_ref?.resolve()
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var/mob/living/living_pawn = controller.pawn
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controller.current_movement_target = target
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if(!target)
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finish_action(controller, FALSE)
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return
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if(target.pulledby != living_pawn && !HAS_AI_CONTROLLER_TYPE(target.pulledby, /datum/ai_controller/monkey)) //Dont steal from my fellow monkeys.
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if(living_pawn.Adjacent(target) && isturf(target.loc))
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target.grabbedby(living_pawn)
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return //Do the rest next turn
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var/datum/weakref/disposal_ref = controller.blackboard[disposal_target_key]
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var/obj/machinery/disposal/disposal = disposal_ref.resolve()
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controller.current_movement_target = disposal
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if(!disposal)
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finish_action(controller, FALSE)
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return
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if(living_pawn.Adjacent(disposal))
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INVOKE_ASYNC(src, PROC_REF(try_disposal_mob), controller, attack_target_key, disposal_target_key) //put him in!
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else //This means we might be getting pissed!
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return
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/datum/ai_behavior/disposal_mob/proc/try_disposal_mob(datum/ai_controller/controller, attack_target_key, disposal_target_key)
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var/mob/living/living_pawn = controller.pawn
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var/datum/weakref/target_ref = controller.blackboard[attack_target_key]
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var/mob/living/target = target_ref?.resolve()
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var/datum/weakref/disposal_ref = controller.blackboard[disposal_target_key]
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var/obj/machinery/disposal/disposal = disposal_ref?.resolve()
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controller.blackboard[BB_MONKEY_DISPOSING] = TRUE
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if(target && disposal?.stuff_mob_in(target, living_pawn))
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disposal.flush()
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finish_action(controller, TRUE, attack_target_key, disposal_target_key)
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/datum/ai_behavior/recruit_monkeys/perform(delta_time, datum/ai_controller/controller)
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. = ..()
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controller.blackboard[BB_MONKEY_RECRUIT_COOLDOWN] = world.time + MONKEY_RECRUIT_COOLDOWN
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var/mob/living/living_pawn = controller.pawn
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for(var/mob/living/L in view(living_pawn, MONKEY_ENEMY_VISION))
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if(!HAS_AI_CONTROLLER_TYPE(L, /datum/ai_controller/monkey))
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continue
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if(!DT_PROB(MONKEY_RECRUIT_PROB, delta_time))
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continue
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var/datum/ai_controller/monkey/monkey_ai = L.ai_controller
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var/datum/weakref/enemy_ref = controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET]
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var/list/enemies = L.ai_controller.blackboard[BB_MONKEY_ENEMIES]
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enemies[enemy_ref] = MONKEY_RECRUIT_HATED_AMOUNT
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monkey_ai.blackboard[BB_MONKEY_RECRUIT_COOLDOWN] = world.time + MONKEY_RECRUIT_COOLDOWN
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finish_action(controller, TRUE)
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/datum/ai_behavior/monkey_set_combat_target/perform(delta_time, datum/ai_controller/controller, set_key, enemies_key)
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var/list/enemies = controller.blackboard[enemies_key]
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var/list/valids = list()
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for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, controller.pawn))
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if(possible_enemy == controller.pawn)
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continue // don't target ourselves
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var/datum/weakref/enemy_ref = WEAKREF(possible_enemy)
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if(enemy_ref in enemies)
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continue // don't target enemies we already hate
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if(!controller.blackboard[BB_MONKEY_AGGRESSIVE])
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continue // don't target enemies if we're not aggressive
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if(HAS_AI_CONTROLLER_TYPE(possible_enemy, /datum/ai_controller/monkey) && !controller.blackboard[BB_MONKEY_TARGET_MONKEYS])
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continue // don't target monkeys if we're not supposed to
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// Weighted list, so the closer they are the more likely they are to be chosen as the enemy
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valids[enemy_ref] = CEILING(100 / (get_dist(controller.pawn, possible_enemy) || 1), 1)
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if(!valids.len)
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finish_action(controller, FALSE)
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controller.blackboard[set_key] = pick_weight(valids)
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finish_action(controller, TRUE)
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