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* Initial commit. Event. * Started converting mobs to basic mobs. Migo and Creature. Needs aggressiveness AI * Makes CI happy * Fixes some file names * Ticks files * Fixes file again * Update code/modules/events/demon_incursion.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Announcement sound, spawn adjustments * Reduced spread when portals multiply * Elite spawns when portal count gets high * Fixes missing comma * Converted migo, blank, and most of hellhounds to basic mobs. Added new controllers and behaviors * Fixes * Linters! * Faithless moved to basic mob * LINTERS * Makes skeletons basic mobs * Fixes, Ranged Attacks, Ranged variants of nether mobs * Handles portal expansion chance * Linters * Fixes mobs not breaking shit * Fixes ranged attacks * Fixes ranged attacks * oops * Another oops. No config changes are needed here * Twenty percent chance that a nether mob is a grappler * Dimensional tear fixes * Adjusts awaken distance for hostile mobs, makes variable melee attack rate for basic mobs * Variable initial spawns, variable spread rates. * Whole lot of fixes from merge, hellhound completion * Updated lavaland winter biodome * Makes basic mobs able to hurt other mobs * Makes spawners properly rally basic mobs to beat up the attacker * Extra line * Removed comment * Makes hellhounds stop resting when attacked or when they find a new target * Fixed initial portal spawn amounts * Borgs now affected by basic mobs * Nerfs portal spawn rate, nerfs portal integrity, nerfs portal max mobs * Grapplers now teleport to missed turfs * Removes duplicate notices * Buff portals a small bit * Makes nether portals no longer RR - the body is now recoverable from the blank it became * Makes portals layer above mobs * Removed excess ranged attack var * Changes list for determining start count to rely on mobs with client instead of all clients * Nerfs portal max mobs * Portals can no longer spread to within 3 tiles of another portal except on initial event start * Adjusts target portal count for big mobs * Spawners now properly remove nest values of basic mobs * Portals now glow an evil red. When portals are destroyed, 50% chance per mob to slay the mob * add prowling and return to home behaviors * cut this down * be a tiny bit smarter * Some code cleanup * Removes hostile base type, removing excess code * Gives /obj/ a basic mob attack handler. Fixes turrets * Gives basic mobs a HUD * Fixes skeleton death flag * Adjusted initial spawns * Incursion portals now slowly convert turfs, up to range 3 of them, to hellish flooring * Increases reward per destroyed portal * Makes the final portal of an incursion play a sound on destruction, couple portal fixes * Fixes basic mob xenobiology interactions * Non-shit portal sprites * Adds hostile machine element, mobs now actively target turrets and emitters * Properly gibs things when they should gib * Linter fix * Portals now layer under living mobs but over dead ones * Adds blackbox checking for demon incursion portal counts * Increases mob sight range slightly to account for widescreen, adds alt-color for grappler, delays incursion announcement a bit more * Portals now are more likely to spread the less there are * Incursion portals now repair themselves after not being damaged for some time * Grilles now shock basic mobs * Portals will now clean up basic mob corpses near them by gibbing them * Portal spread chance is now exponential regression * Portal mob spawns now linearly scale in time * Fixes some skeleton oversights in ruin mapping * Demon incursions no longer can spread to tiles in a space area, such as near brig plating * Moves corpse cleanup to mobs via component * Portals now drop bodies that are being eaten when they're destroyed. * Addresses code review * Docs some vars --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
29 lines
1.3 KiB
Plaintext
29 lines
1.3 KiB
Plaintext
/datum/ai_behavior/find_hunt_target/prowl
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search_turf_types = TRUE
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/datum/ai_behavior/find_hunt_target/prowl/perform(seconds_per_tick, datum/ai_controller/controller, hunting_target_key, types_to_hunt, hunt_range)
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var/mob/living/living_mob = controller.pawn
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var/list/interesting_objects = search_turf_types ? RANGE_TURFS(hunt_range, living_mob) : oview(hunt_range, living_mob)
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shuffle_inplace(interesting_objects)
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for(var/atom/possible_dinner as anything in typecache_filter_list(interesting_objects, types_to_hunt))
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if(!valid_dinner(living_mob, possible_dinner, hunt_range, controller, seconds_per_tick))
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continue
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controller.set_blackboard_key(hunting_target_key, possible_dinner)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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/datum/ai_behavior/hunt_target/prowl
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always_reset_target = TRUE
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behavior_flags = parent_type::behavior_flags | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
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/datum/ai_behavior/hunt_target/prowl/target_caught(mob/living/hunter, atom/hunted)
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return // We're just going there
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/datum/ai_planning_subtree/find_and_hunt_target/prowl
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target_key = BB_PROWL_TARGET
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finding_behavior = /datum/ai_behavior/find_hunt_target/prowl
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hunting_behavior = /datum/ai_behavior/hunt_target/prowl
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hunt_targets = list(/turf/simulated/floor/plasteel)
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hunt_range = 8
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hunt_chance = 50
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