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Adds some generic AI controllers (#30061)
* Generic controllers * Linters
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/// Add or remove people to our retaliation shitlist just on an arbitrary whim
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/datum/ai_planning_subtree/capricious_retaliate
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/// Blackboard key which tells us how to select valid targets
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var/targeting_strategy_key = BB_TARGETING_STRATEGY
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/// Whether we should skip checking faction for our decision
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var/ignore_faction = TRUE
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/datum/ai_planning_subtree/capricious_retaliate/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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controller.queue_behavior(/datum/ai_behavior/capricious_retaliate, targeting_strategy_key, ignore_faction)
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/// Add or remove people to our retaliation shitlist just on an arbitrary whim
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/datum/ai_behavior/capricious_retaliate
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action_cooldown = 1 SECONDS
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/datum/ai_behavior/capricious_retaliate/perform(seconds_per_tick, datum/ai_controller/controller, targeting_strategy_key, ignore_faction)
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var/atom/pawn = controller.pawn
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if(controller.blackboard_key_exists(BB_BASIC_MOB_RETALIATE_LIST))
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var/deaggro_chance = controller.blackboard[BB_RANDOM_DEAGGRO_CHANCE] || 10
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if(!SPT_PROB(deaggro_chance, seconds_per_tick))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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pawn.visible_message("<span class='notice'>[pawn] calms down.</span>") // We can blackboard key this if anyone else actually wants to customise it
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controller.clear_blackboard_key(BB_BASIC_MOB_RETALIATE_LIST)
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controller.clear_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET)
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controller.cancel_actions() // Otherwise they will try and get one last kick in
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return AI_BEHAVIOR_DELAY
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var/aggro_chance = controller.blackboard[BB_RANDOM_AGGRO_CHANCE] || 0.5
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if(!SPT_PROB(aggro_chance, seconds_per_tick))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/aggro_range = controller.blackboard[BB_AGGRO_RANGE] || 10
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var/list/potential_targets = hearers(aggro_range, get_turf(pawn)) - pawn
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if(!length(potential_targets))
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failed_targeting(pawn)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/datum/targeting_strategy/target_helper = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
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var/mob/living/final_target = null
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if(ignore_faction)
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controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, TRUE)
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while(isnull(final_target) && length(potential_targets))
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var/mob/living/test_target = pick_n_take(potential_targets)
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if(target_helper.can_attack(pawn, test_target, vision_range = aggro_range))
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final_target = test_target
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if(isnull(final_target))
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failed_targeting(pawn)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, final_target)
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pawn.visible_message("<span class='warning'>[pawn] glares grumpily at [final_target]!</span>")
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/// Called if we try but fail to target something
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/datum/ai_behavior/capricious_retaliate/proc/failed_targeting(atom/pawn)
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pawn.visible_message("<span class='notice'>[pawn] grumbles.</span>") // We're pissed off but with no outlet to vent our frustration upon
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/datum/ai_behavior/capricious_retaliate/finish_action(datum/ai_controller/controller, succeeded, ignore_faction)
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. = ..()
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if(succeeded || !ignore_faction)
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return
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var/usually_ignores_faction = controller.blackboard[BB_ALWAYS_IGNORE_FACTION] || FALSE
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controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, usually_ignores_faction)
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