Apply AI Controller Admin Verb (#89375)

## About The Pull Request

Melbert asked me to make this and I thought it'd be relatively easy and
plausibly useful so I did.

This PR adds a feature to the VV menu for mobs which allows you to apply
and configure an AI controller from a list of templates.
It's not as versatile as coding one would be, but it should be able to
accomodate a lot of generic scenarios.

Some examples of basic stuff you can set it up to do:
- Give Ian a machine gun he will fire at nearby people while staying
within a specified min/max range.
- Have Poly fire brimstone beams on cooldown at whoever is nearby
(although she won't bother trying to line up cardinally).
- Assign a gorilla to be someone's personal bodyguard which will follow
them around and attack anyone who hurts them.

I have also made an executive decision to remove the restriction that
basic ai controllers can only be placed on basic mobs.
We've removed _most_ non-basic simple mobs from the game, and also have
more recently updated most AI behaviours to work agnostically of whether
they are assigned to a basic mob or not... which means that they'll
largely work on carbons.

Coincidentally, this feature makes sure to ask if you want an AI
controller to remain active on a mob which already has a client.
Assigning an active AI controller to a live player which forces their
character to automatically attempt to run away from whoever the last
person to attack them was is ~~not recommended behaviour because it's
largely untested~~ highly recommended behaviour because I think it's
very funny (makes it very hard to play though).

I'm gonna do another PR some time which cleans up `random_speech` so
it's configurable and then let you slap that on whoever as well.

## Why It's Good For The Game

Enables a greater level of admin abuse.

## Changelog

🆑
admin: Added easier tooling for admins to add or change the AI
controllers on mobs
/🆑
This commit is contained in:
Jacquerel
2025-03-12 15:45:46 -04:00
committed by Roxy
parent 06afb0ce67
commit 380ce322a6
20 changed files with 613 additions and 29 deletions
@@ -2,10 +2,6 @@
/datum/ai_planning_subtree/maintain_distance
/// Blackboard key holding atom we want to stay away from
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// How close will we allow our target to get?
var/minimum_distance = 4
/// How far away will we allow our target to get?
var/maximum_distance = 6
/// How far do we look for our target?
var/view_distance = 10
/// the run away behavior we will use
@@ -13,10 +9,19 @@
/datum/ai_planning_subtree/maintain_distance/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/mob/living/living_pawn = controller.pawn
if(LAZYLEN(living_pawn.do_afters))
return
var/atom/target = controller.blackboard[target_key]
if (!isliving(target) || !can_see(controller.pawn, target, view_distance))
return // Don't run away from cucumbers, they're not snakes
var/range = get_dist(controller.pawn, target)
var/minimum_distance = controller.blackboard[BB_RANGED_SKIRMISH_MIN_DISTANCE] || 4
var/maximum_distance = controller.blackboard[BB_RANGED_SKIRMISH_MAX_DISTANCE] || 6
if (range < minimum_distance)
controller.queue_behavior(run_away_behavior, target_key, minimum_distance)
return
@@ -18,7 +18,7 @@
/// How often will we try to perform our ranged attack?
/datum/ai_behavior/ranged_skirmish
action_cooldown = 1 SECONDS
action_cooldown = 0.5 SECONDS
/datum/ai_behavior/ranged_skirmish/setup(datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key, max_range, min_range)
. = ..()