mirror of
https://github.com/ParadiseSS13/Paradise.git
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153 lines
6.4 KiB
Plaintext
153 lines
6.4 KiB
Plaintext
/datum/ai_planning_subtree/random_speech/deer
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speech_chance = 2
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speak_verbs = list("grunts", "snorts", "bleats")
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emote_hear = list("grunts.", "snorts.", "bleats.")
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emote_see = list("shakes its head.")
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/datum/ai_controller/basic_controller/deer
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blackboard = list(
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BB_STATIONARY_MOVE_TO_TARGET = TRUE,
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
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)
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ai_traits = AI_FLAG_STOP_MOVING_WHEN_PULLED
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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planning_subtrees = list(
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/datum/ai_planning_subtree/random_speech/deer,
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/datum/ai_planning_subtree/stare_at_thing,
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/datum/ai_planning_subtree/find_nearest_thing_which_attacked_me_to_flee,
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/datum/ai_planning_subtree/flee_target,
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/datum/ai_planning_subtree/rest_at_home,
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/datum/ai_planning_subtree/play_with_friends,
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/datum/ai_planning_subtree/find_and_hunt_target/mark_territory,
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/datum/ai_planning_subtree/find_and_hunt_target/graze,
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/datum/ai_planning_subtree/find_and_hunt_target/drink_water,
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)
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/// subtree to go around drinking water
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/datum/ai_planning_subtree/find_and_hunt_target/drink_water
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target_key = BB_DEER_WATER_TARGET
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finding_behavior = /datum/ai_behavior/find_and_set/in_list/turf_types
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hunting_behavior = /datum/ai_behavior/hunt_target/drink_water
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hunt_targets = list(
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/turf/simulated/floor/beach/away/water,
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)
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hunt_range = 7
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hunt_chance = 5
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/datum/ai_behavior/hunt_target/drink_water
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always_reset_target = TRUE
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hunt_cooldown = 20 SECONDS
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/datum/ai_behavior/hunt_target/drink_water/target_caught(mob/living/hunter, atom/hunted)
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var/static/list/possible_emotes = list("drinks the water!", "dances in the water!", "splashes around happily!")
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hunter.custom_emote(EMOTE_VISIBLE, pick(possible_emotes))
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/// subtree to go around grazing
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/datum/ai_planning_subtree/find_and_hunt_target/graze
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target_key = BB_DEER_GRASS_TARGET
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finding_behavior = /datum/ai_behavior/find_and_set/in_list/turf_types
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hunting_behavior = /datum/ai_behavior/hunt_target/eat_grass
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hunt_targets = list(
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/turf/simulated/floor/grass,
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)
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hunt_range = 7
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hunt_chance = 45
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/datum/ai_behavior/hunt_target/eat_grass
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always_reset_target = TRUE
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hunt_cooldown = 15 SECONDS
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/datum/ai_behavior/hunt_target/eat_grass/target_caught(mob/living/hunter, atom/hunted)
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var/static/list/possible_emotes = list("eats the grass!", "munches down the grass!", "chews on the grass!")
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hunter.custom_emote(EMOTE_VISIBLE, pick(possible_emotes))
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/// subtree to go around playing with other deers
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/datum/ai_planning_subtree/play_with_friends
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/datum/ai_planning_subtree/play_with_friends/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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var/static/list/emote_list = list("plays with", "dances with", "celebrates with")
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var/static/list/friend_types = typecacheof(list(/mob/living/basic/deer))
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if(controller.blackboard_key_exists(BB_DEER_PLAYFRIEND))
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controller.queue_behavior(/datum/ai_behavior/emote_on_target, BB_DEER_PLAYFRIEND, emote_list)
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if(SPT_PROB(3, seconds_per_tick))
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controller.queue_behavior(/datum/ai_behavior/find_hunt_target/valid_deer, BB_DEER_PLAYFRIEND, friend_types)
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return SUBTREE_RETURN_FINISH_PLANNING
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/datum/ai_behavior/emote_on_target/deer_play
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/datum/ai_behavior/emote_on_target/deer_play/run_emote(mob/living/living_pawn, atom/target, list/emote_list)
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. = ..()
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living_pawn.spin(spintime = 4, speed = 1)
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/datum/ai_behavior/find_hunt_target/valid_deer/valid_dinner(mob/living/source, mob/living/deer, radius, datum/ai_controller/controller, seconds_per_tick)
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if(deer.stat == DEAD)
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return FALSE
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if(!can_see(source, deer, radius))
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return FALSE
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deer.ai_controller?.set_blackboard_key(BB_DEER_PLAYFRIEND, source)
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return can_see(source, deer, radius)
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/// subtree to mark trees as territories
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/datum/ai_planning_subtree/find_and_hunt_target/mark_territory
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target_key = BB_DEER_TREE_TARGET
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hunting_behavior = /datum/ai_behavior/hunt_target/mark_territory
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hunt_targets = list(/obj/structure/flora/tree)
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hunt_range = 7
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hunt_chance = 75
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/datum/ai_behavior/hunt_target/mark_territory
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always_reset_target = TRUE
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hunt_cooldown = 15 SECONDS
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/datum/ai_behavior/hunt_target/mark_territory/target_caught(mob/living/hunter, atom/hunted)
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hunter.custom_emote(EMOTE_VISIBLE, "marks [hunted] with its hooves!")
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hunter.ai_controller.set_blackboard_key(BB_DEER_TREEHOME, hunted)
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/datum/ai_planning_subtree/find_and_hunt_target/mark_territory/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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if(controller.blackboard_key_exists(BB_DEER_TREEHOME)) // already found our home, abort!
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return
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return ..()
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/datum/ai_planning_subtree/rest_at_home/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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if(controller.blackboard[BB_DEER_RESTING] > world.time) // we're resting for now, nothing more to do
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return SUBTREE_RETURN_FINISH_PLANNING
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if(!controller.blackboard_key_exists(BB_DEER_TREEHOME) || controller.blackboard[BB_DEER_NEXT_REST_TIMER] > world.time)
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return
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controller.queue_behavior(/datum/ai_behavior/return_home, BB_DEER_TREEHOME)
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/datum/ai_behavior/return_home
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required_distance = 0
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
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/// minimum time till next rest
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var/minimum_time = 2 MINUTES
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/// maximum time till next rest
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var/maximum_time = 4 MINUTES
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/datum/ai_behavior/return_home/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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var/list/possible_turfs = get_adjacent_open_turfs(target)
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shuffle_inplace(possible_turfs)
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for(var/turf/possible_turf as anything in possible_turfs)
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if(!possible_turf.is_blocked_turf())
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set_movement_target(controller, possible_turf)
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return TRUE
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return FALSE
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/datum/ai_behavior/return_home/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/mob/living/living_pawn = controller.pawn
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var/static/list/possible_emotes = list("rests its legs...", "yawns and naps...", "curls up and rests...")
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living_pawn.custom_emote(EMOTE_VISIBLE, pick(possible_emotes))
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controller.set_blackboard_key(BB_DEER_RESTING, world.time + 15 SECONDS)
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controller.set_blackboard_key(BB_DEER_NEXT_REST_TIMER, world.time + rand(minimum_time, maximum_time))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/return_home/incursion_portal
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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/datum/ai_behavior/return_home/incursion_portal/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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return AI_BEHAVIOR_SUCCEEDED
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