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Buildmode enhancement and removes simple_animal for real this time.
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@@ -259,62 +259,6 @@
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ai_log("handle_stance_strategical() : Exiting.", AI_LOG_TRACE)
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ai_log("++++++++++ Slow Process Ending ++++++++++", AI_LOG_TRACE)
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/*
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//Yes I'm breaking this into two if()'s for ease of reading
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//If we ARE ALLOWED TO
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if(returns_home && home_turf && !astarpathing && (world.time - stance_changed) > 10 SECONDS)
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if(get_dist(src,home_turf) > wander_distance)
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move_to_delay = initial(move_to_delay)*2 //Walk back.
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GoHome()
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else
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stop_automated_movement = 0
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*/
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/*
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// For proccessing the current stance, or setting and processing a new one
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/mob/living/simple_animal/proc/handle_stance(var/new_stance)
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if(ai_inactive)
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stance = STANCE_IDLE
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return
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if(new_stance)
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set_stance(new_stance)
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switch(stance)
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if(STANCE_IDLE)
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target_mob = null
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a_intent = I_HELP
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annoyed = max(0,annoyed--)
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//Yes I'm breaking this into two if()'s for ease of reading
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//If we ARE ALLOWED TO
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if(returns_home && home_turf && !astarpathing && (world.time - stance_changed) > 10 SECONDS)
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if(get_dist(src,home_turf) > wander_distance)
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move_to_delay = initial(move_to_delay)*2 //Walk back.
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GoHome()
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else
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stop_automated_movement = 0
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//Search for targets while idle
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if(hostile)
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FindTarget()
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if(STANCE_FOLLOW)
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annoyed = 15
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FollowTarget()
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if(follow_until_time && world.time > follow_until_time)
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LoseFollow()
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return
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if(hostile)
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FindTarget()
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if(STANCE_APPROACH)
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annoyed = 50
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a_intent = I_HURT
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RequestHelp()
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MoveToTarget()
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if(STANCE_FIGHT)
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annoyed = 50
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AttackTarget()
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*/
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// Helper proc to turn AI 'busy' mode on or off without having to check if there is an AI, to simplify writing code.
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/mob/living/proc/set_AI_busy(value)
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