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* Targeting Datums Renamed (and global) (#79513)
## About The Pull Request
[Implements the backend required to make targeting datums
global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e)
It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?
[Implements
GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0)
Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)
Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)
I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.
## Why It's Good For The Game
Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Targeting Datums Renamed (and global)
* Update dogs.dm
* Modular
* Modular
* Modular
* Merge skew?
* Revert "Merge skew?"
This reverts commit 0889389ab5.
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
100 lines
3.8 KiB
Plaintext
100 lines
3.8 KiB
Plaintext
/datum/ai_controller/basic_controller/trooper
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
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BB_TARGET_MINIMUM_STAT = HARD_CRIT,
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BB_REINFORCEMENTS_SAY = "411 in progress, requesting backup!"
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)
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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planning_subtrees = list(
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/attack_obstacle_in_path/trooper,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
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)
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/datum/ai_planning_subtree/basic_melee_attack_subtree/trooper
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melee_attack_behavior = /datum/ai_behavior/basic_melee_attack
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/datum/ai_planning_subtree/attack_obstacle_in_path/trooper
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attack_behaviour = /datum/ai_behavior/attack_obstructions/trooper
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/datum/ai_behavior/attack_obstructions/trooper
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action_cooldown = 1.2 SECONDS
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/datum/ai_controller/basic_controller/trooper/calls_reinforcements
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planning_subtrees = list(
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/call_reinforcements,
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/datum/ai_planning_subtree/attack_obstacle_in_path/trooper,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
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)
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/datum/ai_controller/basic_controller/trooper/peaceful
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planning_subtrees = list(
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/datum/ai_planning_subtree/target_retaliate,
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/datum/ai_planning_subtree/call_reinforcements,
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/datum/ai_planning_subtree/attack_obstacle_in_path/trooper,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
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)
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/datum/ai_controller/basic_controller/trooper/ranged
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planning_subtrees = list(
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper,
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/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
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)
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/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper
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ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/trooper
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/datum/ai_behavior/basic_ranged_attack/trooper
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action_cooldown = 1 SECONDS
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required_distance = 5
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avoid_friendly_fire = TRUE
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/datum/ai_controller/basic_controller/trooper/ranged/burst
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planning_subtrees = list(
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_burst,
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/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
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)
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/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_burst
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ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/trooper_burst
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/datum/ai_behavior/basic_ranged_attack/trooper_burst
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action_cooldown = 3 SECONDS
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avoid_friendly_fire = TRUE
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/datum/ai_controller/basic_controller/trooper/ranged/burst/peaceful
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planning_subtrees = list(
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/datum/ai_planning_subtree/target_retaliate,
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/datum/ai_planning_subtree/call_reinforcements,
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/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_burst,
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/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
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)
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/datum/ai_controller/basic_controller/trooper/ranged/shotgunner
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planning_subtrees = list(
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_shotgun,
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/datum/ai_planning_subtree/travel_to_point/and_clear_target/reinforce,
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)
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/datum/ai_planning_subtree/basic_ranged_attack_subtree/trooper_shotgun
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ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack/trooper_shotgun
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/datum/ai_behavior/basic_ranged_attack/trooper_shotgun
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action_cooldown = 3 SECONDS
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required_distance = 3
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avoid_friendly_fire = TRUE
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/datum/ai_controller/basic_controller/trooper/viscerator
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
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)
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