/// Similar to finding a target but looks for food types in the blackboard. /datum/ai_planning_subtree/find_food /// Behavior we use to find the food var/datum/ai_behavior/finding_behavior = /datum/ai_behavior/find_and_set/in_list /// Key of foods list var/food_list_key = BB_BASIC_FOODS /// Key where we store our food var/found_food_key = BB_TARGET_FOOD /// Key holding any emotes we play after eating food var/emotes_blackboard_list = BB_EAT_EMOTES /// Key where we store our search range var/search_range = BB_SEARCH_RANGE /datum/ai_planning_subtree/find_food/select_behaviors(datum/ai_controller/controller, seconds_per_tick) var/list/foods_list = controller.blackboard[food_list_key] if(!length(foods_list)) CRASH("the types of food has not been supplied in the [food_list_key] key!") if(controller.blackboard[BB_NEXT_FOOD_EAT] > world.time) return if(!controller.blackboard_key_exists(found_food_key)) controller.queue_behavior(finding_behavior, found_food_key, foods_list, controller.blackboard[BB_SEARCH_RANGE]) return controller.queue_behavior(/datum/ai_behavior/interact_with_target/eat_food, found_food_key, emotes_blackboard_list) return SUBTREE_RETURN_FINISH_PLANNING /datum/ai_behavior/interact_with_target/eat_food /// default list of actions we take after eating var/list/food_actions = list( "eats up happily!", "chomps with glee!", ) /datum/ai_behavior/interact_with_target/eat_food/perform(seconds_per_tick, datum/ai_controller/controller, target_key, emotes_blackboard_list) . = ..() if(. & AI_BEHAVIOR_FAILED) return var/list/emotes_to_pick = controller.blackboard[emotes_blackboard_list] || food_actions if(!length(emotes_to_pick)) return var/mob/living/living_pawn = controller.pawn living_pawn.custom_emote(EMOTE_VISIBLE, pick(emotes_to_pick))