/tg/ Station 13 - Modules - TypesVar Details - Proc Details

agile_melee_movement

Yakety sax type melee movement; If you can attack (next_move off cooldown), then get in range, otherwise, move inbetween standdoff_min and max, if within the band; randomly jitter in the band.

Vars

current_modeWhich AGILE_MELEE_MODE_ we drove movement with last tick, so we only tear the moveloop down when it flips.
hold_untilWhen we can move post attack
jitter_chancePercent chance per tick to take another step while loitering inside the standoff band.
last_next_moveLast next_move we saw on the pawn. A jump means a hit landed, which is what starts the post attack pause.
movement_failedSet by on_movement_failed() when the movement system gives up pathing.
standoff_maxDistance past which we close in again even while on cooldown, so we never lose the target.
standoff_minDistance we back off to once we've swung.
target_keyBlackboard key holding the atom to fight.
wait_after_attacktime to stay planted until after a hit. Makes it a bit more fair to fight against.

Procs

can_swingWhether our melee attack is off cooldown, meaning it's worth being adjacent right now.
close_inBeelines into melee range. Retargeting to a new target is handled inside start_moving_towards().
jitterTakes one step to a random adjacent turf, anywhere that keeps us inside the standoff band.
retreatSteps one tile away from target using backstep avoidance, falling back to shuffled directions if blocked.
set_movement_modeSwitches which mode is driving our movement, tearing the current moveloop down first.

Var Details

current_mode

Which AGILE_MELEE_MODE_ we drove movement with last tick, so we only tear the moveloop down when it flips.

hold_until

When we can move post attack

jitter_chance

Percent chance per tick to take another step while loitering inside the standoff band.

last_next_move

Last next_move we saw on the pawn. A jump means a hit landed, which is what starts the post attack pause.

movement_failed

Set by on_movement_failed() when the movement system gives up pathing.

standoff_max

Distance past which we close in again even while on cooldown, so we never lose the target.

standoff_min

Distance we back off to once we've swung.

target_key

Blackboard key holding the atom to fight.

wait_after_attack

time to stay planted until after a hit. Makes it a bit more fair to fight against.

Proc Details

can_swing

Whether our melee attack is off cooldown, meaning it's worth being adjacent right now.

close_in

Beelines into melee range. Retargeting to a new target is handled inside start_moving_towards().

jitter

Takes one step to a random adjacent turf, anywhere that keeps us inside the standoff band.

retreat

Steps one tile away from target using backstep avoidance, falling back to shuffled directions if blocked.

set_movement_mode

Switches which mode is driving our movement, tearing the current moveloop down first.