Merges AI Branch into Master

This commit is contained in:
Atermonera
2018-12-01 00:06:38 -05:00
committed by VirgoBot
parent 15017e893e
commit 2df5e9fe0e
379 changed files with 22460 additions and 4751 deletions
+28 -20
View File
@@ -9,35 +9,42 @@
/atom/movable/proc/guess_threat_level(var/mob/living/threatened)
return 0
/mob/living/simple_animal
/mob/living/simple_mob
var/threat_level = null // Set this if you want an explicit danger rating.
/mob/living/simple_animal/guess_threat_level(var/mob/living/threatened)
/mob/living/simple_mob/guess_threat_level(var/mob/living/threatened)
if(threat_level) // If they have a predefined number, use it.
return threat_level
// Otherwise we need to guess how scary this thing is.
var/threat_guess = 0
// First lets consider their attack ability.
var/will_point_blank = FALSE
if(has_AI())
will_point_blank = ai_holder.pointblank
var/potential_damage = 0
if(!ranged) //Melee damage.
if(!projectiletype || ( get_dist(src, threatened >= 1) && !will_point_blank ) ) // Melee damage.
potential_damage = (melee_damage_lower + melee_damage_upper) / 2
// Treat potential_damage as estimated DPS. If the enemy attacks twice as fast as usual, it will double the number.
potential_damage *= 1 SECOND / (base_attack_cooldown + melee_attack_delay)
else
if(projectiletype)
var/obj/item/projectile/P = new projectiletype(src)
if(P.nodamage || P.taser_effect) // Tasers are somewhat less scary.
potential_damage = P.agony / 2
else
potential_damage = P.damage
if(P.damage_type == HALLOSS) // Not sure if any projectiles do this, but can't be too safe.
potential_damage /= 2
// Rubber bullets, I guess.
potential_damage += P.agony / 2
var/obj/item/projectile/P = new projectiletype(src)
if(P.nodamage || P.taser_effect) // Tasers are somewhat less scary.
potential_damage = P.agony / 2
else
potential_damage = P.damage
if(P.damage_type == HALLOSS) // Not sure if any projectiles do this, but can't be too safe.
potential_damage /= 2
// Rubber bullets, I guess.
potential_damage += P.agony / 2
qdel(P)
if(rapid) // This makes them shoot three times per cycle.
potential_damage *= 3
potential_damage *= 1 SECOND / (base_attack_cooldown + ranged_attack_delay)
// Special attacks are ultra-specific to the mob so a generic threat assessment isn't really possible.
qdel(P)
threat_guess += potential_damage
// Then consider their defense.
@@ -50,11 +57,12 @@
return 0
/mob/living/simple_animal/get_threat(var/mob/living/threatened)
/mob/living/simple_mob/get_threat(var/mob/living/threatened)
. = ..()
if(!hostile)
return 0 // Can't hurt anyone.
if(has_AI())
if(!ai_holder.hostile)
return 0 // Can't hurt anyone.
if(incapacitated(INCAPACITATION_DISABLED))
return 0 // Can't currently hurt you if it's stunned.
@@ -86,7 +94,7 @@
// Handle ability to harm.
// Being five tiles away from some spiders is a lot less scary than being in melee range of five spiders at once.
if(!ranged)
if(!projectiletype)
threat /= max(get_dist(src, threatened), 1)
return threat