Files
Paradise/code/modules/mob/living/basic/farm_animals/deer_ai.dm
T
2025-07-27 20:52:39 +00:00

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