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Paradise/code/datums/ai/basic_mobs/basic_subtrees/capricious_retaliate.dm
kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
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2025-12-13 23:55:48 +00:00

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/// Add or remove people to our retaliation shitlist just on an arbitrary whim
/datum/ai_planning_subtree/capricious_retaliate
/// Blackboard key which tells us how to select valid targets
var/targeting_strategy_key = BB_TARGETING_STRATEGY
/// Whether we should skip checking faction for our decision
var/ignore_faction = TRUE
/datum/ai_planning_subtree/capricious_retaliate/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
controller.queue_behavior(/datum/ai_behavior/capricious_retaliate, targeting_strategy_key, ignore_faction)
/// Add or remove people to our retaliation shitlist just on an arbitrary whim
/datum/ai_behavior/capricious_retaliate
action_cooldown = 1 SECONDS
/datum/ai_behavior/capricious_retaliate/perform(seconds_per_tick, datum/ai_controller/controller, targeting_strategy_key, ignore_faction)
. = ..()
var/atom/pawn = controller.pawn
if(controller.blackboard_key_exists(BB_BASIC_MOB_RETALIATE_LIST))
var/deaggro_chance = controller.blackboard[BB_RANDOM_DEAGGRO_CHANCE] || 10
if(!SPT_PROB(deaggro_chance, seconds_per_tick))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
pawn.visible_message(SPAN_NOTICE("[pawn] calms down.")) // We can blackboard key this if anyone else actually wants to customise it
controller.clear_blackboard_key(BB_BASIC_MOB_RETALIATE_LIST)
controller.clear_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET)
controller.cancel_actions() // Otherwise they will try and get one last kick in
return AI_BEHAVIOR_DELAY
var/aggro_chance = controller.blackboard[BB_RANDOM_AGGRO_CHANCE] || 0.5
if(!SPT_PROB(aggro_chance, seconds_per_tick))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/aggro_range = controller.blackboard[BB_AGGRO_RANGE] || 10
var/list/potential_targets = hearers(aggro_range, get_turf(pawn)) - pawn
if(!length(potential_targets))
failed_targeting(pawn)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/datum/targeting_strategy/target_helper = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
var/mob/living/final_target = null
if(ignore_faction)
controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, TRUE)
while(isnull(final_target) && length(potential_targets))
var/mob/living/test_target = pick_n_take(potential_targets)
if(target_helper.can_attack(pawn, test_target, vision_range = aggro_range))
final_target = test_target
if(isnull(final_target))
failed_targeting(pawn)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, final_target)
pawn.visible_message(SPAN_WARNING("[pawn] glares grumpily at [final_target]!"))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/// Called if we try but fail to target something
/datum/ai_behavior/capricious_retaliate/proc/failed_targeting(atom/pawn)
pawn.visible_message(SPAN_NOTICE("[pawn] grumbles.")) // We're pissed off but with no outlet to vent our frustration upon
/datum/ai_behavior/capricious_retaliate/finish_action(datum/ai_controller/controller, succeeded, ignore_faction)
. = ..()
if(succeeded || !ignore_faction)
return
var/usually_ignores_faction = controller.blackboard[BB_ALWAYS_IGNORE_FACTION] || FALSE
controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, usually_ignores_faction)