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https://github.com/PolarisSS13/Polaris.git
synced 2026-08-23 13:17:03 +01:00
several improvements: WIP
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@@ -4,7 +4,7 @@
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/datum/ai_holder/proc/engage_unseen_enemy()
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ai_log("engage_unseen_enemy() : Entering.", AI_LOG_TRACE)
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// Also handled in strategic updates but handling it here allows for more fine resolution timeouts
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if((lose_target_time+lose_target_timeout) >= world.time)
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if((lose_target_time+lose_target_timeout) <= world.time)
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return remove_target()
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// Lets do some last things before giving up.
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if(conserve_ammo || !holder.ICheckRangedAttack(target_last_seen_turf))
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@@ -12,7 +12,7 @@
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// Go to where you last saw the enemy.
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return give_destination(target_last_seen_turf, 1, TRUE) // Sets stance as well
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// We last saw them next to us, so do a blind attack on that tile.
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else if(melee_on_tile(target_last_seen_turf) != ATTACK_SUCCESSFUL && intelligence_level >= AI_NORMAL)
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else if((melee_on_tile(target_last_seen_turf) != ATTACK_SUCCESSFUL) && (intelligence_level >= AI_NORMAL))
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var/obj/O = find_escape_route()
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if(istype(O))
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return give_destination(get_turf(O), 0, TRUE)
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@@ -0,0 +1,37 @@
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/*
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/// For Skathari
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/// In its own file to easily expand upon. Mob found in alien.dm
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*/
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/datum/ai_holder/simple_mob/xeno_alien /// Basic
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hostile = TRUE
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retaliate = TRUE
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cooperative = TRUE
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returns_home = FALSE
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can_flee = FALSE
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speak_chance = 0
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wander = TRUE
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base_wander_delay = 4
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/datum/ai_holder/simple_mob/xeno_alien/post_melee_attack(atom/A)
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if(holder.Adjacent(A))
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holder.IMove(get_step(holder, pick(alldirs)))
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holder.face_atom(A)
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/datum/ai_holder/simple_mob/xeno_alien/ranged /// Drones
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pointblank = TRUE
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ignore_incapacitated = TRUE /// We're squishier and our tox hits hard. Focus on who's up.
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var/run_if_this_close = 4
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var/max_distance = 6
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/datum/ai_holder/simple_mob/xeno_alien/ranged/on_engagement(atom/A)
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if(get_dist(holder, A) < run_if_this_close)
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holder.IMove(get_step_away(holder, A, run_if_this_close))
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holder.face_atom(A)
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else if(get_dist(holder, A) > max_distance)
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holder.IMove(get_step_towards(holder, A))
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holder.face_atom(A)
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/datum/ai_holder/simple_mob/xeno_alien/empress /// Big mama
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ignore_incapacitated = TRUE /// Focus on better threats.
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intelligence_level = AI_SMART /// She's got the brains
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@@ -4,6 +4,7 @@
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var/hostile = FALSE // Do we try to hurt others?
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var/retaliate = FALSE // Attacks whatever struck it first. Mobs will still attack back if this is false but hostile is true.
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var/mauling = FALSE // Attacks unconscious mobs
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var/ignore_incapacitated = FALSE // If it's interested in attacking targets that are STUNNED.
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var/handle_corpse = FALSE // Allows AI to acknowledge corpses (e.g. nurse spiders)
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var/atom/movable/target = null // The thing (mob or object) we're trying to kill.
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@@ -129,6 +130,9 @@
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return TRUE
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else
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return FALSE
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if(L.incapacitated(INCAPACITATION_STUNNED)) // Are they stunned and do we care?
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if(ignore_incapacitated)
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return FALSE
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if(holder.IIsAlly(L))
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return FALSE
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return TRUE
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@@ -161,6 +165,10 @@
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/datum/ai_holder/proc/lose_target()
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ai_log("lose_target() : Entering.", AI_LOG_TRACE)
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if(target)
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ai_log("lose_target() : Had a target, checking if still valid.", AI_LOG_DEBUG)
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if(!can_attack(target, FALSE)) /// If it's not valid to chase, don't keep looking.
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remove_target()
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return find_target()
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ai_log("lose_target() : Had a target, setting to null and LTT.", AI_LOG_DEBUG)
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target = null
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lose_target_time = world.time
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