mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-06 07:22:42 +00:00
81 lines
2.6 KiB
Plaintext
81 lines
2.6 KiB
Plaintext
// 'Interfaces' are procs that the ai_holder datum uses to communicate its will to the mob its attached.
|
|
// The reason for using this proc in the middle is to ensure the AI has some form of compatibility with most mob types,
|
|
// since some actions work very differently between mob types (e.g. executing an attack as a simple animal compared to a human).
|
|
// The AI can just call holder.IAttack(target) and the mob is responsible for determining how to actually attack the target.
|
|
|
|
/mob/living/proc/IAttack(atom/A)
|
|
return FALSE
|
|
|
|
/mob/living/simple_mob/IAttack(atom/A)
|
|
if(!canClick()) // Still on cooldown from a "click".
|
|
return FALSE
|
|
return attack_target(A) // This will set click cooldown.
|
|
|
|
/mob/living/proc/IRangedAttack(atom/A)
|
|
return FALSE
|
|
|
|
/mob/living/simple_mob/IRangedAttack(atom/A)
|
|
if(!canClick()) // Still on cooldown from a "click".
|
|
return FALSE
|
|
return shoot_target(A)
|
|
|
|
// Test if the AI is allowed to use to attempt a ranged attack.
|
|
/mob/living/proc/ICheckRangedAttack(atom/A)
|
|
return FALSE
|
|
|
|
/mob/living/simple_mob/ICheckRangedAttack(atom/A)
|
|
return projectiletype ? TRUE : FALSE
|
|
|
|
/mob/living/proc/ISpecialAttack(atom/A)
|
|
return FALSE
|
|
|
|
/mob/living/simple_mob/ISpecialAttack(atom/A)
|
|
return special_attack_target(A)
|
|
|
|
// Is the AI allowed to attempt to do it?
|
|
/mob/living/proc/ICheckSpecialAttack(atom/A)
|
|
return FALSE
|
|
|
|
/mob/living/simple_mob/ICheckSpecialAttack(atom/A)
|
|
return can_special_attack(A)
|
|
|
|
/mob/living/proc/ISay(message)
|
|
|
|
/mob/living/proc/IIsAlly(mob/living/L)
|
|
return src.faction == L.faction
|
|
|
|
/mob/living/simple_animal/IIsAlly(mob/living/L)
|
|
. = ..()
|
|
if(!.) // Outside the faction, try to see if they're friends.
|
|
return L in friends
|
|
|
|
/mob/living/simple_mob/IIsAlly(mob/living/L)
|
|
. = ..()
|
|
if(!.) // Outside the faction, try to see if they're friends.
|
|
return L in friends
|
|
|
|
/mob/living/proc/IGetID()
|
|
|
|
/mob/living/simple_animal/IGetID()
|
|
if(myid)
|
|
return myid.GetID()
|
|
|
|
// Respects move cooldowns as if it had a client.
|
|
/mob/living/proc/IMove(newloc)
|
|
if(check_move_cooldown())
|
|
// if(!newdir)
|
|
// newdir = get_dir(get_turf(src), newloc)
|
|
|
|
// Move()ing to another tile successfully returns 32 because BYOND. Would rather deal with TRUE/FALSE-esque terms.
|
|
// Note that moving to the same tile will be 'successful'.
|
|
var/turf/old_T = get_turf(src)
|
|
. = SelfMove(newloc) ? MOVEMENT_SUCCESSFUL : MOVEMENT_FAILED
|
|
if(. == MOVEMENT_SUCCESSFUL)
|
|
set_dir(get_dir(old_T, newloc))
|
|
// Apply movement delay.
|
|
// Player movement has more factors but its all in the client and fixing that would be its own project.
|
|
setMoveCooldown(movement_delay())
|
|
return
|
|
|
|
. = MOVEMENT_ON_COOLDOWN // To avoid superfast mobs that aren't meant to be superfast. Is actually -1.
|