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* Monke Mode * Punch * Some comment stuff * Linters, excess * Linters * Emote stuff * Pause monkey AI during do afters * Small improvements * Oops * Fixes monkeys trying to drink forever from a glass * Knockdowns and stamcrit fixes * Removes eating/drinking from Pun Pun * Monkey controller improvement, bug fix * Fixes monkey item giving * Fixes brain swaps * Fixes * Update code/datums/ai/monkey/monkey_controller.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Addresses code review * Oops * Oops round 2 * Fixes monkeys staying in trip mode when evolved --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
57 lines
2.2 KiB
Plaintext
57 lines
2.2 KiB
Plaintext
/**
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* Generic Resist Subtree, resist if it makes sense to!
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*
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* Requires nothing beyond a living pawn, makes sense on a good amount of mobs since anything can get buckled.
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*
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* relevant blackboards:
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* * None!
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*/
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/datum/ai_planning_subtree/generic_resist/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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var/mob/living/living_pawn = controller.pawn
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if(SHOULD_RESIST(living_pawn) && SPT_PROB(RESIST_SUBTREE_PROB, seconds_per_tick))
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controller.queue_behavior(/datum/ai_behavior/resist) // BRO IM ON FUCKING FIRE BRO
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return SUBTREE_RETURN_FINISH_PLANNING // IM NOT DOING ANYTHING ELSE BUT EXTINGUISH MYSELF, GOOD GOD HAVE MERCY.
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/**
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* Generic Hunger Subtree,
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*
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* Requires at least a living mob that can hold items.
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*
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* relevant blackboards:
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* * BB_NEXT_HUNGRY - set by this subtree, is when the controller is next hungry
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*/
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/datum/ai_planning_subtree/generic_hunger/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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var/mob/living/living_pawn = controller.pawn
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if(living_pawn.incapacitated()) // We're restrained or stunned - what are we gonna do?
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return SUBTREE_RETURN_FINISH_PLANNING
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var/next_eat = controller.blackboard[BB_NEXT_HUNGRY]
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if(!next_eat)
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// inits the blackboard timer
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next_eat = world.time + rand(0, 30 SECONDS)
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controller.set_blackboard_key(BB_NEXT_HUNGRY, next_eat)
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if(world.time < next_eat)
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return
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var/atom/food_target = controller.blackboard[BB_FOOD_TARGET]
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if(isnull(food_target))
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controller.queue_behavior(/datum/ai_behavior/find_and_set/edible, BB_FOOD_TARGET, /obj/item, 2)
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return
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if(!length(living_pawn.get_empty_held_indexes()) && !(food_target in living_pawn.held_items()))
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controller.queue_behavior(/datum/ai_behavior/drop_item)
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return SUBTREE_RETURN_FINISH_PLANNING
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if(istype(food_target, /obj/item/reagent_containers))
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var/obj/item/reagent_containers/container = food_target
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if(!container.reagents.total_volume) // This thing empty.
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controller.queue_behavior(/datum/ai_behavior/drop_item)
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controller.clear_blackboard_key(BB_FOOD_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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controller.queue_behavior(/datum/ai_behavior/consume, BB_FOOD_TARGET, BB_NEXT_HUNGRY)
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return SUBTREE_RETURN_FINISH_PLANNING
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