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Basic mobs targeting, attacks, and pig migration. (#28987)
* Basic mobs targeting, attacks, and pig migration. * run updatepaths * fix duplicate macro def * Update code/datums/ai/basic_mobs/basic_ai_behaviors/basic_attacking.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: warriorstar-orion <orion@snowfrost.garden> --------- Signed-off-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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Burzah
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/// Sets the BB target to a mob which you can see and who has recently attacked you
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/datum/ai_planning_subtree/target_retaliate
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operational_datums = list(/datum/element/ai_retaliate, /datum/component/ai_retaliate_advanced)
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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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/// Blackboard key in which to store selected target
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var/target_key = BB_BASIC_MOB_CURRENT_TARGET
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/// Blackboard key in which to store selected target's hiding place
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var/hiding_place_key = BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION
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/// do we check for faction?
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var/check_faction = FALSE
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/datum/ai_planning_subtree/target_retaliate/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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controller.queue_behavior(/datum/ai_behavior/target_from_retaliate_list, BB_BASIC_MOB_RETALIATE_LIST, target_key, targeting_strategy_key, hiding_place_key, check_faction)
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/datum/ai_planning_subtree/target_retaliate/check_faction
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check_faction = TRUE
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/// Places a mob which you can see and who has recently attacked you into some 'run away from this' AI keys
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/// Can use a different targeting strategy than you use to select attack targets
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/// Not required if fleeing is the only target behaviour or uses the same target datum
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/datum/ai_planning_subtree/target_retaliate/to_flee
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targeting_strategy_key = BB_FLEE_TARGETING_STRATEGY
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target_key = BB_BASIC_MOB_FLEE_TARGET
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hiding_place_key = BB_BASIC_MOB_FLEE_TARGET_HIDING_LOCATION
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/**
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* Picks a target from a provided list of atoms who have been pissing you off
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* You will probably need /datum/element/ai_retaliate to take advantage of this unless you're populating the blackboard yourself
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*/
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/datum/ai_behavior/target_from_retaliate_list
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action_cooldown = 2 SECONDS
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/// How far can we see stuff?
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var/vision_range = 9
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/datum/ai_behavior/target_from_retaliate_list/perform(seconds_per_tick, datum/ai_controller/controller, shitlist_key, target_key, targeting_strategy_key, hiding_location_key, check_faction)
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var/mob/living/living_mob = controller.pawn
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var/datum/targeting_strategy/targeting_strategy = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
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if(!targeting_strategy)
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. = AI_BEHAVIOR_DELAY
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CRASH("No target datum was supplied in the blackboard for [controller.pawn]")
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var/list/shitlist = controller.blackboard[shitlist_key]
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var/atom/existing_target = controller.blackboard[target_key]
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if(!check_faction)
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controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, TRUE)
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if(!QDELETED(existing_target) && (locate(existing_target) in shitlist) && targeting_strategy.can_attack(living_mob, existing_target, vision_range))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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var/list/enemies_list = list()
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for(var/mob/living/potential_target as anything in shitlist)
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if(!targeting_strategy.can_attack(living_mob, potential_target, vision_range))
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continue
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enemies_list += potential_target
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if(!length(enemies_list))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/atom/new_target = pick_final_target(controller, enemies_list)
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controller.set_blackboard_key(target_key, new_target)
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var/atom/potential_hiding_location = targeting_strategy.find_hidden_mobs(living_mob, new_target)
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if(potential_hiding_location) //If they're hiding inside of something, we need to know so we can go for that instead initially.
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controller.set_blackboard_key(hiding_location_key, potential_hiding_location)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/// Returns the desired final target from the filtered list of enemies
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/datum/ai_behavior/target_from_retaliate_list/proc/pick_final_target(datum/ai_controller/controller, list/enemies_list)
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return pick(enemies_list)
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/datum/ai_behavior/target_from_retaliate_list/finish_action(datum/ai_controller/controller, succeeded, shitlist_key, target_key, targeting_strategy_key, hiding_location_key, check_faction)
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. = ..()
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if(succeeded || check_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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