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Adds a priority targeting framework, and priority targeting to mining mobs (#95720)
## About The Pull Request Introduces a new targeting priority strategy system for basicmob AIs, which allows controllers to decide which mob to prioritize over others. Mining mobs will now focus on the NODE drone unless hit, and will pursue the attacker for 25 seconds before dropping the aggro. They also get increased aggro if you've attacked other mobs in their view recently, and after a few hits will have enough aggro to swap to you from the NODE drone. Ashwalkers get a reduction in aggro because they live there. Legion broods and brimdemons will immediately target anyone who attacks their allies rather than waiting for multiple hits. Broods also now inherit their parent's targets and retaliation/reinforcements lists. https://github.com/user-attachments/assets/6baaba8a-8b3c-4b2f-ae8b-842f0b1f2b6d #### This is a bounty for ArcaneMusic ## Why It's Good For The Game Makes vent defense mob behavior more predictable and easier for players to manipulate, allowing them to draw aggro from the NODE drone should make vents more engaging and less of an AI rng fest ## Changelog 🆑 add: Mining mobs now use priority when choosing their target, prioritizing NODE drones over miners who haven't attacked them or their allies /🆑
This commit is contained in:
@@ -1,5 +1,3 @@
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#define REINFORCEMENTS_COOLDOWN (30 SECONDS)
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/// Calls all nearby mobs that share a faction to give backup in combat
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/datum/ai_planning_subtree/call_reinforcements
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/// Blackboard key containing something to say when calling reinforcements (takes precedence over emotes)
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@@ -21,8 +19,6 @@
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controller.queue_behavior(/datum/ai_behavior/perform_speech, call_say)
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else if(!isnull(call_emote))
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controller.queue_behavior(/datum/ai_behavior/perform_emote, call_emote)
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else
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controller.queue_behavior(/datum/ai_behavior/perform_emote, "cries for help!")
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controller.queue_behavior(call_type)
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@@ -30,20 +26,43 @@
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/datum/ai_planning_subtree/call_reinforcements/proc/decide_to_call(datum/ai_controller/controller)
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return controller.blackboard_key_exists(BB_BASIC_MOB_CURRENT_TARGET) && istype(controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET], /mob)
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/datum/ai_planning_subtree/call_reinforcements/mining
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call_type = /datum/ai_behavior/call_reinforcements/mining
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/// Call out to all mobs in the specified range for help
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/datum/ai_behavior/call_reinforcements
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/// How frequently can we call for reinforcements?
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var/cooldown = 30 SECONDS
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/// Range to call reinforcements from
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var/reinforcements_range = 15
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/datum/ai_behavior/call_reinforcements/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/pawn_mob = controller.pawn
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for(var/mob/other_mob in oview(reinforcements_range, pawn_mob))
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if(pawn_mob.faction_check_atom(other_mob) && !isnull(other_mob.ai_controller))
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// Add our current target to their retaliate list so that they'll attack our aggressor
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other_mob.ai_controller.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET])
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other_mob.ai_controller.set_blackboard_key(BB_BASIC_MOB_REINFORCEMENT_TARGET, pawn_mob)
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if(!pawn_mob.faction_check_atom(other_mob) || isnull(other_mob.ai_controller))
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continue
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// Add our current target to their retaliate list so that they'll attack our aggressor
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other_mob.ai_controller.set_blackboard_key_assoc_lazylist(BB_BASIC_MOB_RETALIATE_LIST, controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET], world.time)
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other_mob.ai_controller.set_blackboard_key(BB_BASIC_MOB_REINFORCEMENT_TARGET, pawn_mob)
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controller.set_blackboard_key(BB_BASIC_MOB_REINFORCEMENTS_COOLDOWN, world.time + REINFORCEMENTS_COOLDOWN)
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controller.set_blackboard_key(BB_BASIC_MOB_REINFORCEMENTS_COOLDOWN, world.time + cooldown)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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#undef REINFORCEMENTS_COOLDOWN
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/// Does not force retaliation, but increases targeting priority instead
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/datum/ai_behavior/call_reinforcements/mining
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cooldown = 1 SECONDS
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reinforcements_range = 7
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/datum/ai_behavior/call_reinforcements/mining/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/pawn_mob = controller.pawn
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var/atom/target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
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for(var/mob/other_mob in oview(reinforcements_range, pawn_mob))
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if(!pawn_mob.faction_check_atom(other_mob) || isnull(other_mob.ai_controller))
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continue
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var/list/existing_requests = other_mob.ai_controller.blackboard[BB_MINING_MOB_REINFORCEMENTS_REQUESTS]
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if (!existing_requests || !existing_requests[target])
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other_mob.ai_controller.set_blackboard_key_assoc_lazylist(BB_MINING_MOB_REINFORCEMENTS_REQUESTS, target, list())
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other_mob.ai_controller.add_blackboard_key_assoc(BB_MINING_MOB_REINFORCEMENTS_REQUESTS, target, world.time)
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controller.set_blackboard_key(BB_BASIC_MOB_REINFORCEMENTS_COOLDOWN, world.time + cooldown)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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@@ -49,7 +49,7 @@
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failed_targeting(pawn)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, final_target)
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controller.set_blackboard_key_assoc_lazylist(BB_BASIC_MOB_RETALIATE_LIST, final_target, world.time)
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pawn.visible_message(span_warning("[pawn] glares grumpily at [final_target]!"))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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@@ -43,6 +43,12 @@
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var/list/shitlist = controller.blackboard[shitlist_key]
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var/atom/existing_target = controller.blackboard[target_key]
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var/datum/target_priority_strategy/priority_strategy = GET_TARGET_PRIORITY_STRATEGY(controller.blackboard[BB_TARGET_PRIORITY_STRATEGY])
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var/existing_priority = 0
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// If we have an existing target and its priority is higher than our new target's, don't switch focus
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if (priority_strategy && existing_target)
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existing_priority = priority_strategy.get_target_priority(controller, existing_target)
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if (!check_faction)
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controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, TRUE)
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@@ -53,13 +59,12 @@
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for(var/mob/living/potential_target as anything in shitlist)
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if(!targeting_strategy.can_attack(living_mob, potential_target, vision_range))
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continue
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// Strict comparasion because priority strategies might not care about retaliation, so this makes existing targets not override potential retaliates
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if (priority_strategy && priority_strategy.get_target_priority(controller, potential_target) < existing_priority)
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continue
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enemies_list += potential_target
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if(!length(enemies_list))
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if(existing_target)
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controller.clear_blackboard_key(target_key)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/atom/new_target = pick_final_target(controller, enemies_list)
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@@ -74,7 +79,10 @@
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/// Returns the desired final target from the filtered list of enemies
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/datum/ai_behavior/target_from_retaliate_list/proc/pick_final_target(datum/ai_controller/controller, list/enemies_list)
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return pick(enemies_list)
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var/datum/target_priority_strategy/priority_strategy = GET_TARGET_PRIORITY_STRATEGY(controller.blackboard[BB_TARGET_PRIORITY_STRATEGY])
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if (!priority_strategy)
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return pick(enemies_list)
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return priority_strategy.select_target(controller, enemies_list)
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/datum/ai_behavior/target_from_retaliate_list/finish_action(datum/ai_controller/controller, succeeded, shitlist_key, target_key, targeting_strategy_key, hiding_location_key, check_faction)
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. = ..()
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