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https://github.com/CHOMPStation2/CHOMPStation2.git
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91 lines
3.3 KiB
Plaintext
91 lines
3.3 KiB
Plaintext
// Used for fighting invisible things.
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// Used when a target is out of sight or invisible.
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/datum/ai_holder/proc/engage_unseen_enemy()
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ai_log("engage_unseen_enemy() : Entering.", AI_LOG_TRACE)
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// Lets do some last things before giving up.
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if(conserve_ammo || !holder.ICheckRangedAttack(target_last_seen_turf))
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if(get_dist(holder, target_last_seen_turf) > 1) // We last saw them over there.
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// Go to where you last saw the enemy.
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return give_destination(target_last_seen_turf, 1, TRUE) // Sets stance as well
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else if(lose_target_time < world.time) // We last saw them next to us, so do a blind attack on that tile.
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if(melee_on_tile(target_last_seen_turf) != ATTACK_SUCCESSFUL && intelligence_level >= AI_NORMAL)
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var/obj/O = find_escape_route()
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if(istype(O))
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return give_destination(get_turf(O), 0, TRUE)
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else
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return find_target()
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else
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return shoot_near_turf(target_last_seen_turf)
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// This shoots semi-randomly near a specific turf.
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/datum/ai_holder/proc/shoot_near_turf(turf/targeted_turf)
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if(get_dist(holder, targeted_turf) > max_range(targeted_turf))
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return ATTACK_FAILED// Too far to shoot.
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var/turf/T = pick(RANGE_TURFS(2, targeted_turf)) // The turf we're actually gonna shoot at.
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on_engagement(T)
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if(firing_lanes && !test_projectile_safety(T))
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step_rand(holder)
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holder.face_atom(T)
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return ATTACK_FAILED
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return ranged_attack(T)
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// Attempts to attack something on a specific tile.
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// TODO: Put on mob/living?
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/datum/ai_holder/proc/melee_on_tile(turf/T)
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ai_log("melee_on_tile() : Entering.", AI_LOG_TRACE)
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var/mob/living/L = locate() in T
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if(!L)
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T.visible_message("\The [holder] attacks nothing around \the [T].")
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return ATTACK_FAILED
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if(holder.IIsAlly(L)) // Don't hurt our ally.
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return ATTACK_FAILED
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return melee_attack(L)
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// Attempts to locate any possible avenues that the target might have escaped via
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// Could be an open door, could be a stairwell or a ladder
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// Returns object to path to. If multiple targets are equidistant, picks randomly
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/datum/ai_holder/proc/find_escape_route()
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ai_log("find_escape_route() : Entering.", AI_LOG_DEBUG)
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var/list/closest_escape = list()
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var/closest_dist = world.view // We can't see any further than this
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var/list/possible_escape_types = list(
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/obj/machinery/door,
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/obj/structure/stairs/top,
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/obj/structure/stairs/bottom
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)
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if(intelligence_level >= AI_SMART)
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possible_escape_types += /obj/structure/ladder
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for(var/atom/A in view(world.view, holder))
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if(!is_type_in_list(A, possible_escape_types))
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continue // Not something they could have escaped through
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if(turn(holder.dir, 180) & get_dir(get_turf(holder), get_turf(A)))
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continue // Surely, they couldn't have escaped *behind* us!
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if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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if(D.glass) // Surely, they couldn't hide behind a transparent door!
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continue
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if(D.density && intelligence_level < AI_SMART) // Surely, they couldn't have escaped through a *closed* door
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continue
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var/dist = get_dist(holder, A)
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if(dist == closest_dist)
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closest_escape += A
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else if(dist < closest_dist)
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closest_escape.Cut()
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closest_escape += A
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closest_dist = dist
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ai_log("find_escape_route() : Found [closest_escape.len] candidates [closest_dist] tiles away.", AI_LOG_DEBUG)
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if(closest_escape.len)
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return pick(closest_escape)
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return null
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