[MIRROR] Dog AI 2.0 (#3972)

* Dog AI 2.0 (#57186)

Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead

* Dog AI 2.0

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
This commit is contained in:
SkyratBot
2021-03-07 03:29:00 +01:00
committed by GitHub
parent de299e82b3
commit 136915aa72
18 changed files with 711 additions and 71 deletions

View File

@@ -0,0 +1,314 @@
/datum/ai_controller/dog
blackboard = list(\
BB_SIMPLE_CARRY_ITEM = null,\
BB_FETCH_TARGET = null,\
BB_FETCH_DELIVER_TO = null,\
BB_DOG_FRIENDS = list(),\
BB_FETCH_IGNORE_LIST = list(),\
BB_DOG_ORDER_MODE = DOG_COMMAND_NONE,\
BB_DOG_PLAYING_DEAD = FALSE,\
BB_DOG_HARASS_TARGET = null)
ai_movement = /datum/ai_movement/jps
COOLDOWN_DECLARE(heel_cooldown)
COOLDOWN_DECLARE(command_cooldown)
COOLDOWN_DECLARE(reset_ignore_cooldown)
/datum/ai_controller/dog/process(delta_time)
if(ismob(pawn))
var/mob/living/living_pawn = pawn
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..()
/datum/ai_controller/dog/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
RegisterSignal(new_pawn, COMSIG_PARENT_EXAMINE, .proc/on_examined)
RegisterSignal(new_pawn, COMSIG_CLICK_ALT, .proc/check_altclicked)
RegisterSignal(SSdcs, COMSIG_GLOB_CARBON_THROW_THING, .proc/listened_throw)
return ..() //Run parent at end
/datum/ai_controller/dog/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_PARENT_EXAMINE, COMSIG_GLOB_CARBON_THROW_THING, COMSIG_CLICK_ALT))
return ..() //Run parent at end
/datum/ai_controller/dog/able_to_run()
var/mob/living/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return FALSE
return ..()
/datum/ai_controller/dog/get_access()
var/mob/living/simple_animal/simple_pawn = pawn
if(!istype(simple_pawn))
return
return simple_pawn.access_card
/datum/ai_controller/dog/SelectBehaviors(delta_time)
current_behaviors = list()
var/mob/living/living_pawn = pawn
// occasionally reset our ignore list
if(COOLDOWN_FINISHED(src, reset_ignore_cooldown) && length(blackboard[BB_FETCH_IGNORE_LIST]))
COOLDOWN_START(src, reset_ignore_cooldown, AI_FETCH_IGNORE_DURATION)
blackboard[BB_FETCH_IGNORE_LIST] = list()
// if we were just ordered to heel, chill out for a bit
if(!COOLDOWN_FINISHED(src, heel_cooldown))
return
// if we're not already carrying something and we have a fetch target (and we're not already doing something with it), see if we can eat/equip it
if(!blackboard[BB_SIMPLE_CARRY_ITEM] && blackboard[BB_FETCH_TARGET])
var/atom/movable/interact_target = blackboard[BB_FETCH_TARGET]
if(in_range(living_pawn, interact_target) && (isturf(interact_target.loc)))
current_movement_target = interact_target
if(IS_EDIBLE(interact_target))
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/eat_snack)
else
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/simple_equip)
return
// if we're carrying something and we have a destination to deliver it, do that
if(blackboard[BB_SIMPLE_CARRY_ITEM] && blackboard[BB_FETCH_DELIVER_TO])
var/atom/return_target = blackboard[BB_FETCH_DELIVER_TO]
if(!can_see(pawn, return_target, length=AI_DOG_VISION_RANGE))
// if the return target isn't in sight, we'll just forget about it and carry the thing around
blackboard[BB_FETCH_DELIVER_TO] = null
return
current_movement_target = return_target
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/deliver_item)
return
// occasionally see if there's any loose snacks in sight nearby
if(DT_PROB(40, delta_time))
for(var/obj/item/potential_snack in oview(living_pawn,2))
if(IS_EDIBLE(potential_snack) && (isturf(potential_snack.loc) || ishuman(potential_snack.loc)))
current_movement_target = potential_snack
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/eat_snack)
return
/datum/ai_controller/dog/PerformIdleBehavior(delta_time)
var/mob/living/living_pawn = pawn
if(!isturf(living_pawn.loc) || living_pawn.pulledby)
return
// if we were just ordered to heel, chill out for a bit
if(!COOLDOWN_FINISHED(src, heel_cooldown))
return
// if we're just ditzing around carrying something, occasionally print a message so people know we have something
if(blackboard[BB_SIMPLE_CARRY_ITEM] && DT_PROB(5, delta_time))
var/obj/item/carry_item = blackboard[BB_SIMPLE_CARRY_ITEM]
living_pawn.visible_message("<span class='notice'>[living_pawn] gently teethes on \the [carry_item] in [living_pawn.p_their()] mouth.</span>", vision_distance=COMBAT_MESSAGE_RANGE)
if(DT_PROB(5, delta_time) && (living_pawn.mobility_flags & MOBILITY_MOVE))
var/move_dir = pick(GLOB.alldirs)
living_pawn.Move(get_step(living_pawn, move_dir), move_dir)
else if(DT_PROB(10, delta_time))
living_pawn.manual_emote(pick("dances around.","chases [living_pawn.p_their()] tail!"))
living_pawn.AddComponent(/datum/component/spinny)
/// Someone has thrown something, see if it's someone we care about and start listening to the thrown item so we can see if we want to fetch it when it lands
/datum/ai_controller/dog/proc/listened_throw(datum/source, mob/living/carbon/carbon_thrower)
SIGNAL_HANDLER
if(blackboard[BB_FETCH_TARGET] || blackboard[BB_FETCH_DELIVER_TO] || blackboard[BB_DOG_PLAYING_DEAD]) // we're already busy
return
if(!COOLDOWN_FINISHED(src, heel_cooldown))
return
if(!can_see(pawn, carbon_thrower, length=AI_DOG_VISION_RANGE))
return
var/obj/item/thrown_thing = carbon_thrower.get_active_held_item()
if(!isitem(thrown_thing))
return
if(blackboard[BB_FETCH_IGNORE_LIST][thrown_thing])
return
RegisterSignal(thrown_thing, COMSIG_MOVABLE_THROW_LANDED, .proc/listen_throw_land)
/// A throw we were listening to has finished, see if it's in range for us to try grabbing it
/datum/ai_controller/dog/proc/listen_throw_land(obj/item/thrown_thing, datum/thrownthing/throwing_datum)
SIGNAL_HANDLER
UnregisterSignal(thrown_thing, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_THROW_LANDED))
if(!istype(thrown_thing) || !isturf(thrown_thing.loc) || !can_see(pawn, thrown_thing, length=AI_DOG_VISION_RANGE))
return
current_movement_target = thrown_thing
blackboard[BB_FETCH_TARGET] = thrown_thing
blackboard[BB_FETCH_DELIVER_TO] = throwing_datum.thrower
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/fetch)
/// Someone's interacting with us by hand, see if they're being nice or mean
/datum/ai_controller/dog/proc/on_attack_hand(datum/source, mob/living/user)
SIGNAL_HANDLER
if(user.combat_mode)
unfriend(user)
else
if(prob(AI_DOG_PET_FRIEND_PROB))
befriend(user)
// if the dog has something in their mouth that they're not bringing to someone for whatever reason, have them drop it when pet by a friend
var/list/friends = blackboard[BB_DOG_FRIENDS]
if(blackboard[BB_SIMPLE_CARRY_ITEM] && !current_movement_target && friends[user])
var/obj/item/carried_item = blackboard[BB_SIMPLE_CARRY_ITEM]
pawn.visible_message("<span='danger'>[pawn] drops [carried_item] at [user]'s feet!</span>")
// maybe have a dedicated proc for dropping things
carried_item.forceMove(get_turf(user))
blackboard[BB_SIMPLE_CARRY_ITEM] = null
/// Someone is being nice to us, let's make them a friend!
/datum/ai_controller/dog/proc/befriend(mob/living/new_friend)
var/list/friends = blackboard[BB_DOG_FRIENDS]
if(friends[new_friend])
return
if(in_range(pawn, new_friend))
new_friend.visible_message("<b>[pawn]</b> licks at [new_friend] in a friendly manner!", "<span class='notice'>[pawn] licks at you in a friendly manner!</span>")
friends[new_friend] = TRUE
RegisterSignal(new_friend, COMSIG_MOB_POINTED, .proc/check_point)
RegisterSignal(new_friend, COMSIG_MOB_SAY, .proc/check_verbal_command)
/// Someone is being mean to us, take them off our friends (add actual enemies behavior later)
/datum/ai_controller/dog/proc/unfriend(mob/living/ex_friend)
var/list/friends = blackboard[BB_DOG_FRIENDS]
friends[ex_friend] = null
UnregisterSignal(ex_friend, list(COMSIG_MOB_POINTED, COMSIG_MOB_SAY))
/// Someone is looking at us, if we're currently carrying something then show what it is, and include a message if they're our friend
/datum/ai_controller/dog/proc/on_examined(datum/source, mob/user, list/examine_text)
SIGNAL_HANDLER
var/obj/item/carried_item = blackboard[BB_SIMPLE_CARRY_ITEM]
if(carried_item)
examine_text += "<span class='notice'>[pawn.p_they(TRUE)] [pawn.p_are()] carrying [carried_item.get_examine_string(user)] in [pawn.p_their()] mouth.</span>"
if(blackboard[BB_DOG_FRIENDS][user])
examine_text += "<span class='notice'>[pawn.p_they(TRUE)] seem[pawn.p_s()] happy to see you!</span>"
/// If we died, drop anything we were carrying
/datum/ai_controller/dog/proc/on_death(mob/living/ol_yeller)
SIGNAL_HANDLER
var/obj/item/carried_item = blackboard[BB_SIMPLE_CARRY_ITEM]
if(!carried_item)
return
ol_yeller.visible_message("<span='danger'>[ol_yeller] drops [carried_item] as [ol_yeller.p_they()] die[ol_yeller.p_s()].</span>")
carried_item.forceMove(get_turf(ol_yeller))
blackboard[BB_SIMPLE_CARRY_ITEM] = null
// next section is regarding commands
/// Someone alt clicked us, see if they're someone we should show the radial command menu to
/datum/ai_controller/dog/proc/check_altclicked(datum/source, mob/living/clicker)
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
if(!istype(clicker) || !blackboard[BB_DOG_FRIENDS][clicker])
return
. = COMPONENT_CANCEL_CLICK_ALT
INVOKE_ASYNC(src, .proc/command_radial, clicker)
/// Show the command radial menu
/datum/ai_controller/dog/proc/command_radial(mob/living/clicker)
var/list/commands = list(
COMMAND_HEEL = image(icon = 'icons/Testing/turf_analysis.dmi', icon_state = "red_arrow"),
COMMAND_FETCH = image(icon = 'icons/mob/actions/actions_spells.dmi', icon_state = "summons"),
COMMAND_ATTACK = image(icon = 'icons/effects/effects.dmi', icon_state = "bite"),
COMMAND_DIE = image(icon = 'icons/mob/pets.dmi', icon_state = "puppy_dead")
)
var/choice = show_radial_menu(clicker, pawn, commands, custom_check = CALLBACK(src, .proc/check_menu, clicker), tooltips = TRUE)
if(!choice || !check_menu(clicker))
return
set_command_mode(clicker, choice)
/datum/ai_controller/dog/proc/check_menu(mob/user)
if(!istype(user))
CRASH("A non-mob is trying to issue an order to [pawn].")
if(user.incapacitated() || !can_see(user, pawn))
return FALSE
return TRUE
/// One of our friends said something, see if it's a valid command, and if so, take action
/datum/ai_controller/dog/proc/check_verbal_command(mob/speaker, speech_args)
SIGNAL_HANDLER
if(!blackboard[BB_DOG_FRIENDS][speaker])
return
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
var/spoken_text = speech_args[SPEECH_MESSAGE] // probably should check for full words
var/command
if(findtext(spoken_text, "heel") || findtext(spoken_text, "sit") || findtext(spoken_text, "stay"))
command = COMMAND_HEEL
else if(findtext(spoken_text, "fetch") || findtext(spoken_text, "get it"))
command = COMMAND_FETCH
else if(findtext(spoken_text, "attack") || findtext(spoken_text, "sic"))
command = COMMAND_ATTACK
else if(findtext(spoken_text, "play dead"))
command = COMMAND_DIE
else
return
if(!can_see(pawn, speaker, length=AI_DOG_VISION_RANGE))
return
set_command_mode(speaker, command)
/// Whether we got here via radial menu or a verbal command, this is where we actually process what our new command will be
/datum/ai_controller/dog/proc/set_command_mode(mob/commander, command)
COOLDOWN_START(src, command_cooldown, AI_DOG_COMMAND_COOLDOWN)
switch(command)
// heel: stop what you're doing, relax and try not to do anything for a little bit
if(COMMAND_HEEL)
pawn.visible_message("<span class='notice'>[pawn]'s ears prick up at [commander]'s command, and [pawn.p_they()] sit[pawn.p_s()] down obediently, awaiting further orders.</span>")
blackboard[BB_DOG_ORDER_MODE] = DOG_COMMAND_NONE
COOLDOWN_START(src, heel_cooldown, AI_DOG_HEEL_DURATION)
CancelActions()
// fetch: whatever the commander points to, try and bring it back
if(COMMAND_FETCH)
pawn.visible_message("<span class='notice'>[pawn]'s ears prick up at [commander]'s command, and [pawn.p_they()] bounce[pawn.p_s()] slightly in anticipation.</span>")
blackboard[BB_DOG_ORDER_MODE] = DOG_COMMAND_FETCH
// attack: harass whoever the commander points to
if(COMMAND_ATTACK)
pawn.visible_message("<span class='danger'>[pawn]'s ears prick up at [commander]'s command, and [pawn.p_they()] growl[pawn.p_s()] intensely.</span>") // imagine getting intimidated by a corgi
blackboard[BB_DOG_ORDER_MODE] = DOG_COMMAND_ATTACK
if(COMMAND_DIE)
blackboard[BB_DOG_ORDER_MODE] = DOG_COMMAND_NONE
CancelActions()
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/play_dead)
/// Someone we like is pointing at something, see if it's something we might want to interact with (like if they might want us to fetch something for them)
/datum/ai_controller/dog/proc/check_point(mob/pointing_friend, atom/movable/pointed_movable)
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
if(pointed_movable == pawn || blackboard[BB_FETCH_TARGET] || !istype(pointed_movable) || blackboard[BB_DOG_ORDER_MODE] == DOG_COMMAND_NONE) // busy or no command
return
if(!can_see(pawn, pointing_friend, length=AI_DOG_VISION_RANGE) || !can_see(pawn, pointed_movable, length=AI_DOG_VISION_RANGE))
return
COOLDOWN_START(src, command_cooldown, AI_DOG_COMMAND_COOLDOWN)
switch(blackboard[BB_DOG_ORDER_MODE])
if(DOG_COMMAND_FETCH)
if(ismob(pointed_movable) || pointed_movable.anchored)
return
pawn.visible_message("<span class='notice'>[pawn] follows [pointing_friend]'s gesture towards [pointed_movable] and barks excitedly!</span>")
current_movement_target = pointed_movable
blackboard[BB_FETCH_TARGET] = pointed_movable
blackboard[BB_FETCH_DELIVER_TO] = pointing_friend
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/fetch)
if(DOG_COMMAND_ATTACK)
pawn.visible_message("<span class='notice'>[pawn] follows [pointing_friend]'s gesture towards [pointed_movable] and growls intensely!</span>")
current_movement_target = pointed_movable
blackboard[BB_DOG_HARASS_TARGET] = pointed_movable
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/harass)