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https://github.com/ParadiseSS13/Paradise.git
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ec7005b7c5
* Fixes monkeys breaking from grabs, fixes monkeys not stopping on stamcrit * istype checks
305 lines
13 KiB
Plaintext
305 lines
13 KiB
Plaintext
/datum/ai_behavior/battle_screech/monkey
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screeches = list("scream")
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/datum/ai_behavior/monkey_equip
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/monkey_equip/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/obj/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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set_movement_target(controller, target)
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/datum/ai_behavior/monkey_equip/finish_action(datum/ai_controller/controller, success, target_key)
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. = ..()
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if(!success) // Don't try again on this item if we failed
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controller.set_blackboard_key_assoc(BB_MONKEY_BLACKLISTITEMS, controller.blackboard[target_key], TRUE)
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controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
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/// Equips an item on the monkey
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/// Returns TRUE if it works out, FALSE otherwise
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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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return FALSE
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if(!target)
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return FALSE
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if(target.anchored) // Can't pick it up, so stop trying.
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return FALSE
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// Strong weapon
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else if(target.force > best_force)
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living_pawn.drop_l_hand()
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living_pawn.drop_r_hand()
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living_pawn.put_in_hands(target)
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controller.set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, target.force)
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return TRUE
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else if(target.slot_flags) // Clothing == top priority
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living_pawn.drop_item_to_ground(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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return FALSE // 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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return TRUE
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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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return TRUE
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return FALSE
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/datum/ai_behavior/monkey_equip/ground
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/datum/ai_behavior/monkey_equip/ground/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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. = ..()
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if(equip_item(controller))
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return . | AI_BEHAVIOR_SUCCEEDED
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return . | AI_BEHAVIOR_FAILED
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/datum/ai_behavior/monkey_equip/pickpocket
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/datum/ai_behavior/monkey_equip/pickpocket/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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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))
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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.set_blackboard_key(BB_MONKEY_PICKPOCKETING, TRUE)
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var/success = FALSE
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if(do_after(living_pawn, MONKEY_ITEM_SNATCH_DELAY, victim) && target && living_pawn.Adjacent(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.unequip(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.set_blackboard_key(BB_MONKEY_PICKPOCKETING, FALSE)
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controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
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/datum/ai_behavior/monkey_flee
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/datum/ai_behavior/monkey_flee/perform(seconds_per_tick, 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) // we're back in business
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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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][L] && L.stat == CONSCIOUS)
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target = L
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break
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if(target && !(living_pawn.IsWeakened() || living_pawn.IsStunned() || living_pawn.stam_paralyzed))
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GLOB.move_manager.move_away(living_pawn, target, max_dist=MONKEY_ENEMY_VISION, delay=5)
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return AI_BEHAVIOR_DELAY
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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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 | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION // 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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set_movement_target(controller, controller.blackboard[target_key])
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/datum/ai_behavior/monkey_attack_mob/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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. = ..()
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var/mob/living/target = controller.blackboard[target_key]
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var/mob/living/living_pawn = controller.pawn
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var/datum/targeting_strategy/strategy = GET_TARGETING_STRATEGY(controller.blackboard[BB_TARGETING_STRATEGY])
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if(QDELETED(target) || !strategy.can_attack(living_pawn, target)) // Target == owned
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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// check if target has a weapon
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var/holding_weapon
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for(var/obj/item/potential_weapon in target.held_items())
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if(!(potential_weapon.flags & ABSTRACT))
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holding_weapon = potential_weapon
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break
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var/attack_results = monkey_attack(controller, target, seconds_per_tick, holding_weapon && SPT_PROB(MONKEY_ATTACK_DISARM_PROB, seconds_per_tick), holding_weapon)
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if(!attack_results || controller.blackboard[BB_MONKEY_AGGRESSIVE])
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return AI_BEHAVIOR_DELAY
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// check if we can de-aggro on the enemy...
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var/hatred_value = controller.blackboard[BB_MONKEY_ENEMIES][target]
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if(isnull(hatred_value))
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hatred_value = 1
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controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, hatred_value)
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if(!SPT_PROB(MONKEY_HATRED_REDUCTION_PROB, seconds_per_tick))
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return AI_BEHAVIOR_DELAY
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// we decrease our hatred value to them by 1
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hatred_value--
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if(hatred_value <= 0)
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controller.remove_thing_from_blackboard_key(BB_MONKEY_ENEMIES, target)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, hatred_value)
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return AI_BEHAVIOR_DELAY
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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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controller.clear_blackboard_key(target_key)
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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, seconds_per_tick, disarm, holding_weapon)
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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 FALSE
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// are we holding a gun? can we shoot it? if so, FIRE
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var/obj/item/gun/gun_to_shoot = locate() in living_pawn.held_items()
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if(gun_to_shoot?.can_shoot())
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if(gun_to_shoot != living_pawn.get_active_hand())
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living_pawn.swap_hand()
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controller.ai_interact(target, INTENT_HARM)
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return TRUE
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// look for any potential weapons we're holding
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var/obj/item/potential_weapon = locate() in living_pawn.held_items()
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if(!living_pawn.Adjacent(target, potential_weapon))
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return FALSE
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if(isnull(potential_weapon))
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controller.ai_interact(target, INTENT_HARM)
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if(disarm && !isnull(holding_weapon) && controller.blackboard[BB_MONKEY_BLACKLISTITEMS][holding_weapon])
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controller.remove_thing_from_blackboard_key(BB_MONKEY_BLACKLISTITEMS, holding_weapon) // lets try to pickpocket it again!
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return TRUE
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if(potential_weapon != living_pawn.get_active_hand())
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living_pawn.swap_hand()
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controller.ai_interact(target, INTENT_HARM)
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return 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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set_movement_target(controller, controller.blackboard[attack_target_key])
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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.clear_blackboard_key(attack_target_key) // Reset attack target
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controller.set_blackboard_key(BB_MONKEY_DISPOSING, FALSE) // No longer disposing
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controller.clear_blackboard_key(disposal_target_key) // No target disposal
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/datum/ai_behavior/disposal_mob/perform(seconds_per_tick, 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 AI_BEHAVIOR_DELAY
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var/mob/living/target = controller.blackboard[attack_target_key]
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var/mob/living/living_pawn = controller.pawn
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set_movement_target(controller, target)
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if(!target)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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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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living_pawn.start_pulling(target)
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return AI_BEHAVIOR_DELAY // Do the rest next turn
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var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
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set_movement_target(controller, disposal)
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if(!disposal)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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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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return AI_BEHAVIOR_DELAY
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// This means we might be getting pissed!
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return AI_BEHAVIOR_DELAY
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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/mob/living/target = controller.blackboard[attack_target_key]
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var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
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controller.set_blackboard_key(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(seconds_per_tick, datum/ai_controller/controller)
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. = ..()
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controller.set_blackboard_key(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/nearby_monkey in view(living_pawn, MONKEY_ENEMY_VISION))
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if(QDELETED(nearby_monkey) || !HAS_AI_CONTROLLER_TYPE(nearby_monkey, /datum/ai_controller/monkey))
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continue
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if(!SPT_PROB(MONKEY_RECRUIT_PROB, seconds_per_tick))
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continue
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// Recruited a monkey to our side
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controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN)
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// Other monkeys now also hate the guy we're currently targeting
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nearby_monkey.ai_controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET], MONKEY_RECRUIT_HATED_AMOUNT)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/monkey_set_combat_target/perform(seconds_per_tick, datum/ai_controller/controller, set_key, enemies_key)
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. = ..()
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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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if(!enemies[possible_enemy]) // We don't hate this creature! But we might still attack it!
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if(!controller.blackboard[BB_MONKEY_AGGRESSIVE]) // We are not aggressive either, so we won't attack!
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continue
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if(faction_check(possible_enemy.faction, list("monkey", "jungle"), exact_match = FALSE) && !controller.blackboard[BB_MONKEY_TARGET_MONKEYS]) // do not target your team. includes monkys gorillas etc.
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continue
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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[possible_enemy] = CEILING(100 / (get_dist(controller.pawn, possible_enemy) || 1), 1)
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if(!length(valids))
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
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controller.set_blackboard_key(set_key, pickweight(valids))
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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