puppet

Vars | |
feed | the feed ability |
---|---|
master_ref | weakref to our puppeteer |
too_far_escort | should we go back to escorting the puppeteer if we stray too far |
Procs | |
attack_target | Signal handler to try to attack our target Attack our current atom we are moving to, if targetted is specified attack that instead |
change_order | changes our current behavior with a define (order), optionally with a target, FALSE means fail and TRUE means success |
cleanup_signals | cleans up signals and unregisters obstructed move signal |
climb_window_frame | makes our parent climb over a turf with a window by setting its location to it |
deal_with_obstacle | behavior to deal with obstacles |
die_on_master_death | signal handler for if the master (puppeteer) dies, gibs the puppet |
do_feed | uses our feed ability if possible and it exists, on the target |
do_jump | resist when puppeter does |
look_for_new_state | looks for a new state, handles recalling if too far and some AI shenanigans |
parent_resist | resist when puppeter does |
register_action_signals | override for MOVING_TO_ATOM to register signals for maintaining distance with our target and attacking |
seek_and_attack | seeks a living humans in a 9 tile range near our parent, picks one, then changes our action to move towards it and attack. |
seek_and_attack_closest | attack the first closest human, by moving towards it |
start_ai | starts AI and registers obstructed move signal |
start_resting | rest when puppeter does |
stop_resting | stop resting when puppeter does |
unregister_action_signals | override for MOVING_TO_ATOM to unregister signals for maintaining distance with our target and attacking |
Var Details
feed

the feed ability
master_ref

weakref to our puppeteer
too_far_escort

should we go back to escorting the puppeteer if we stray too far
Proc Details
attack_target
Signal handler to try to attack our target Attack our current atom we are moving to, if targetted is specified attack that instead
change_order
changes our current behavior with a define (order), optionally with a target, FALSE means fail and TRUE means success
cleanup_signals
cleans up signals and unregisters obstructed move signal
climb_window_frame
makes our parent climb over a turf with a window by setting its location to it
deal_with_obstacle
behavior to deal with obstacles
die_on_master_death
signal handler for if the master (puppeteer) dies, gibs the puppet
do_feed
uses our feed ability if possible and it exists, on the target
do_jump
resist when puppeter does
look_for_new_state
looks for a new state, handles recalling if too far and some AI shenanigans
parent_resist
resist when puppeter does
register_action_signals
override for MOVING_TO_ATOM to register signals for maintaining distance with our target and attacking
seek_and_attack
seeks a living humans in a 9 tile range near our parent, picks one, then changes our action to move towards it and attack.
seek_and_attack_closest
attack the first closest human, by moving towards it
start_ai
starts AI and registers obstructed move signal
start_resting
rest when puppeter does
stop_resting
stop resting when puppeter does
unregister_action_signals
override for MOVING_TO_ATOM to unregister signals for maintaining distance with our target and attacking