byond - Modules - TypesVar Details - Proc Details

puppet

Vars

feedthe feed ability
master_refweakref to our puppeteer
too_far_escortshould we go back to escorting the puppeteer if we stray too far

Procs

attack_targetSignal handler to try to attack our target Attack our current atom we are moving to, if targetted is specified attack that instead
change_orderchanges our current behavior with a define (order), optionally with a target, FALSE means fail and TRUE means success
cleanup_signalscleans up signals and unregisters obstructed move signal
climb_window_framemakes our parent climb over a turf with a window by setting its location to it
deal_with_obstaclebehavior to deal with obstacles
die_on_master_deathsignal handler for if the master (puppeteer) dies, gibs the puppet
do_feeduses our feed ability if possible and it exists, on the target
do_jumpresist when puppeter does
look_for_new_statelooks for a new state, handles recalling if too far and some AI shenanigans
parent_resistresist when puppeter does
register_action_signalsoverride for MOVING_TO_ATOM to register signals for maintaining distance with our target and attacking
seek_and_attackseeks 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_closestattack the first closest human, by moving towards it
start_aistarts AI and registers obstructed move signal
start_restingrest when puppeter does
stop_restingstop resting when puppeter does
unregister_action_signalsoverride 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