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* Goldgrubs * Gutlunches, breeding code, goldgrub fixes * Lints * Extra define * Config screwup * Linters again * Oops * Gets rid of extra kangaroo * Formatting and grammar Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
98 lines
3.4 KiB
Plaintext
98 lines
3.4 KiB
Plaintext
/**
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* Reproduce with a similar mob.
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*/
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/datum/ai_planning_subtree/make_babies
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operational_datums = list(/datum/component/breed)
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/// chance to make babies
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var/chance = 5
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/// make babies behavior we will use
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var/datum/ai_behavior/reproduce_behavior = /datum/ai_behavior/make_babies
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/datum/ai_planning_subtree/make_babies/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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if(!SPT_PROB(chance, seconds_per_tick) || controller.blackboard[BB_PARTNER_SEARCH_TIMEOUT] >= world.time)
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return
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if(controller.blackboard_key_exists(BB_BABIES_TARGET))
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controller.queue_behavior(reproduce_behavior, BB_BABIES_TARGET, BB_BABIES_CHILD_TYPES)
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return SUBTREE_RETURN_FINISH_PLANNING
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if(controller.pawn.gender == FEMALE || !controller.blackboard[BB_BREED_READY])
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return
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if(!controller.blackboard[BB_BABIES_PARTNER_TYPES] || !controller.blackboard[BB_BABIES_CHILD_TYPES])
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return
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// Find target
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controller.queue_behavior(/datum/ai_behavior/find_partner, BB_BABIES_TARGET, BB_BABIES_PARTNER_TYPES, BB_BABIES_CHILD_TYPES)
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#define FIND_PARTNER_COOLDOWN 1 MINUTES
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/**
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* Find a compatible, living partner, if we're also alone.
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*/
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/datum/ai_behavior/find_partner
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action_cooldown = 5 SECONDS
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/// Range to look.
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var/range = 7
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/// Maximum number of nearby pop
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var/max_nearby_pop = 3
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/datum/ai_behavior/find_partner/perform(seconds_per_tick, datum/ai_controller/controller, target_key, partner_types_key, child_types_key)
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var/maximum_pop = controller.blackboard[BB_MAX_CHILDREN] || max_nearby_pop
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var/mob/pawn_mob = controller.pawn
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var/list/similar_species_types = controller.blackboard[partner_types_key] + controller.blackboard[child_types_key]
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var/mob/living/living_pawn = controller.pawn
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var/list/possible_partners = list()
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var/nearby_pop = 0
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for(var/mob/living/other in oview(range, pawn_mob))
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if(!pawn_mob.faction_check_mob(other))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(!is_type_in_list(other, similar_species_types))
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continue
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if(++nearby_pop >= maximum_pop)
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controller.set_blackboard_key(BB_PARTNER_SEARCH_TIMEOUT, world.time + FIND_PARTNER_COOLDOWN)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(other.stat != CONSCIOUS) // Check if it's conscious FIRST.
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continue
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if(other.gender != living_pawn.gender)
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possible_partners += other
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if(!length(possible_partners))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.set_blackboard_key(target_key, pick(possible_partners))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/**
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* Reproduce.
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*/
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/datum/ai_behavior/make_babies
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/make_babies/setup(datum/ai_controller/controller, target_key, child_types_key)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(!target)
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return FALSE
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set_movement_target(controller, target)
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/datum/ai_behavior/make_babies/perform(seconds_per_tick, datum/ai_controller/controller, target_key, child_types_key)
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var/mob/target = controller.blackboard[target_key]
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if(QDELETED(target) || target.stat != CONSCIOUS)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target = target, intent = INTENT_HELP)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/make_babies/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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#undef FIND_PARTNER_COOLDOWN
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