slightly redoes how animals hunt for food (#87166)

## About The Pull Request
before, if u wanted to make ur animal hunt for food, u had to give them
the find food subtree, the attacking subtree, and had to edit their
targeting stratedgy to include items. this makes it so u only have to
give them just 1 subtree which will handle everything it needs to. also
makes it alot more customizable, u can now set a hunger cooldown for ur
animals, and cute emotes for them to play after eating food

## Why It's Good For The Game
makes it more convenient for future devs to include food hunting
behaviors to their animals, while also making it more customizable

## Changelog
🆑
code: animals' food hunting behavior has been refactored, please report
any bugs
/🆑
This commit is contained in:
Ben10Omintrix
2024-10-15 03:18:37 +03:00
committed by GitHub
parent 3b6305acee
commit a99a1e6383
18 changed files with 96 additions and 60 deletions
+13 -2
View File
@@ -123,6 +123,18 @@
///list of foods this mob likes
#define BB_BASIC_FOODS "BB_basic_foods"
///key holding any food we've found
#define BB_TARGET_FOOD "BB_TARGET_FOOD"
///key holding emotes we play after eating
#define BB_EAT_EMOTES "BB_eat_emotes"
///key holding the next time we eat
#define BB_NEXT_FOOD_EAT "BB_next_food_eat"
///key holding our eating cooldown
#define BB_EAT_FOOD_COOLDOWN "BB_eat_food_cooldown"
/// Blackboard key for a held item
#define BB_SIMPLE_CARRY_ITEM "BB_SIMPLE_CARRY_ITEM"
@@ -168,5 +180,4 @@
/// For /datum/ai_behavior/find_potential_targets, what if any field are we using currently
#define BB_FIND_TARGETS_FIELD(type) "bb_find_targets_field_[type]"
///mothroach next meal key!
#define BB_MOTHROACH_NEXT_EAT "mothroach_next_eat"
+3
View File
@@ -24,6 +24,9 @@
/// Above this speed we stop gliding because it looks silly
#define END_GLIDE_SPEED 10
///hunger cooldown for basic mobs
#define EAT_FOOD_COOLDOWN 45 SECONDS
///mook attack status flags
#define MOOK_ATTACK_NEUTRAL 0
#define MOOK_ATTACK_WARMUP 1
@@ -9,6 +9,7 @@
update_speed(basic_mob)
RegisterSignals(basic_mob, list(POST_BASIC_MOB_UPDATE_VARSPEED, COMSIG_MOB_MOVESPEED_UPDATED), PROC_REF(update_speed))
RegisterSignal(basic_mob, COMSIG_MOB_ATE, PROC_REF(on_mob_eat))
return ..() //Run parent at end
@@ -44,3 +45,8 @@
/datum/ai_controller/basic_controller/proc/update_speed(mob/living/basic/basic_mob)
SIGNAL_HANDLER
movement_delay = basic_mob.cached_multiplicative_slowdown
/datum/ai_controller/basic_controller/proc/on_mob_eat()
SIGNAL_HANDLER
var/food_cooldown = blackboard[BB_EAT_FOOD_COOLDOWN] || EAT_FOOD_COOLDOWN
set_blackboard_key(BB_NEXT_FOOD_EAT, world.time + food_cooldown)
@@ -0,0 +1,27 @@
///behavior for general interactions with any targets
/datum/ai_behavior/interact_with_target
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
///should we be clearing the target after the fact?
var/clear_target = TRUE
/datum/ai_behavior/interact_with_target/setup(datum/ai_controller/controller, target_key)
. = ..()
var/atom/target = controller.blackboard[target_key]
if(QDELETED(target))
return FALSE
set_movement_target(controller, target)
/datum/ai_behavior/interact_with_target/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
var/atom/target = controller.blackboard[target_key]
if(QDELETED(target) || !pre_interact(controller, target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.ai_interact(target)
return AI_BEHAVIOR_SUCCEEDED | AI_BEHAVIOR_DELAY
/datum/ai_behavior/interact_with_target/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
if(clear_target || !succeeded)
controller.clear_blackboard_key(target_key)
/datum/ai_behavior/interact_with_target/proc/pre_interact(datum/ai_controller/controller, target)
return TRUE
@@ -4,11 +4,33 @@
var/datum/ai_behavior/finding_behavior = /datum/ai_behavior/find_and_set/in_list
///key of foods list
var/food_list_key = BB_BASIC_FOODS
///key where we store our food
var/found_food_key = BB_TARGET_FOOD
///key holding any emotes we play after eating food
var/emotes_blackboard_list = BB_EAT_EMOTES
/datum/ai_planning_subtree/find_food/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if(controller.blackboard_key_exists(BB_BASIC_MOB_CURRENT_TARGET))
// Busy with something
if(controller.blackboard[BB_NEXT_FOOD_EAT] > world.time)
return
if(!controller.blackboard_key_exists(found_food_key))
controller.queue_behavior(finding_behavior, found_food_key, controller.blackboard[food_list_key])
return
controller.queue_behavior(/datum/ai_behavior/interact_with_target/eat_food, found_food_key, emotes_blackboard_list)
return SUBTREE_RETURN_FINISH_PLANNING
controller.queue_behavior(finding_behavior, BB_BASIC_MOB_CURRENT_TARGET, controller.blackboard[food_list_key])
/datum/ai_behavior/interact_with_target/eat_food
///default list of actions we take after eating
var/list/food_actions = list(
"eats up happily!",
"chomps with glee!",
)
/datum/ai_behavior/interact_with_target/eat_food/perform(seconds_per_tick, datum/ai_controller/controller, target_key, emotes_blackboard_list)
. = ..()
if(. & AI_BEHAVIOR_FAILED)
return
var/list/emotes_to_pick = controller.blackboard[emotes_blackboard_list] || food_actions
if(!length(emotes_to_pick))
return
var/mob/living/living_pawn = controller.pawn
living_pawn.manual_emote(pick(emotes_to_pick))
@@ -1,6 +1,6 @@
/datum/ai_controller/basic_controller/cow
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_BASIC_MOB_TIP_REACTING = FALSE,
BB_BASIC_MOB_TIPPER = null,
)
@@ -11,7 +11,5 @@
planning_subtrees = list(
/datum/ai_planning_subtree/tip_reaction,
/datum/ai_planning_subtree/find_food,
//attacking the food will eat it
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/random_speech/cow,
)
@@ -1,7 +1,7 @@
/// Pretty basic, just click people to death. Also hunt and eat bananas.
/datum/ai_controller/basic_controller/gorilla
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_TARGET_MINIMUM_STAT = UNCONSCIOUS,
BB_EMOTE_KEY = "ooga",
BB_EMOTE_CHANCE = 40,
@@ -13,10 +13,10 @@
planning_subtrees = list(
/datum/ai_planning_subtree/run_emote,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/attack_obstacle_in_path/gorilla,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/find_food,
)
/datum/ai_planning_subtree/attack_obstacle_in_path/gorilla
@@ -3,7 +3,7 @@
/datum/ai_controller/basic_controller/goliath
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_TARGET_MINIMUM_STAT = HARD_CRIT,
)
@@ -7,7 +7,7 @@
/datum/ai_controller/basic_controller/lobstrosity
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_TARGET_MINIMUM_STAT = HARD_CRIT,
BB_LOBSTROSITY_EXPLOIT_TRAITS = list(TRAIT_INCAPACITATED, TRAIT_FLOORED, TRAIT_IMMOBILIZED, TRAIT_KNOCKEDOUT),
@@ -45,7 +45,7 @@
///Ensure that juveline lobstrosities witll charge at things they can reach.
/datum/ai_controller/basic_controller/lobstrosity/juvenile
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_TARGET_MINIMUM_STAT = SOFT_CRIT,
BB_LOBSTROSITY_EXPLOIT_TRAITS = list(TRAIT_INCAPACITATED, TRAIT_FLOORED, TRAIT_IMMOBILIZED, TRAIT_KNOCKEDOUT),
@@ -1,5 +1,3 @@
#define NEXT_EAT_COOLDOWN 45 SECONDS
/datum/ai_controller/basic_controller/raptor
blackboard = list(
BB_INTERACTIONS_WITH_OWNER = list(
@@ -34,16 +32,9 @@
/datum/ai_planning_subtree/find_and_hunt_target/play_with_owner/raptor,
)
/datum/ai_controller/basic_controller/raptor/TryPossessPawn(atom/new_pawn)
/datum/ai_controller/basic_controller/raptor/on_mob_eat()
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
RegisterSignal(new_pawn, COMSIG_MOB_ATE, PROC_REF(post_eat))
/datum/ai_controller/basic_controller/raptor/proc/post_eat()
SIGNAL_HANDLER
clear_blackboard_key(BB_RAPTOR_TROUGH_TARGET)
set_blackboard_key(BB_RAPTOR_EAT_COOLDOWN, world.time + NEXT_EAT_COOLDOWN)
/datum/ai_controller/basic_controller/baby_raptor
blackboard = list(
@@ -62,5 +53,3 @@
/datum/ai_planning_subtree/express_happiness,
/datum/ai_planning_subtree/look_for_adult,
)
#undef NEXT_EAT_COOLDOWN
@@ -56,7 +56,7 @@
hunt_range = 9
/datum/ai_planning_subtree/find_and_hunt_target/raptor_trough/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(world.time < controller.blackboard[BB_RAPTOR_EAT_COOLDOWN])
if(world.time < controller.blackboard[BB_NEXT_FOOD_EAT])
return
return ..()
@@ -3,7 +3,7 @@
/datum/ai_controller/basic_controller/orbie
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_TRICK_NAME = "Trick",
)
@@ -13,7 +13,6 @@
planning_subtrees = list(
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/find_playmates,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/relay_pda_message,
/datum/ai_planning_subtree/pet_planning,
)
@@ -162,7 +162,7 @@
/// Skeletons mostly just beat people to death, but they'll also find and drink milk.
/datum/ai_controller/basic_controller/skeleton
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_TARGET_MINIMUM_STAT = HARD_CRIT,
BB_EMOTE_KEY = "rattles",
BB_EMOTE_CHANCE = 20,
@@ -10,7 +10,7 @@
/datum/ai_controller/basic_controller/carp
blackboard = list(
BB_BASIC_MOB_STOP_FLEEING = TRUE,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_TARGET_PRIORITY_TRAIT = TRAIT_SCARY_FISHERMAN,
BB_CARPS_FEAR_FISHERMAN = TRUE,
@@ -24,11 +24,11 @@
/datum/ai_planning_subtree/find_target_prioritize_traits,
/datum/ai_planning_subtree/make_carp_rift/panic_teleport,
/datum/ai_planning_subtree/flee_target/from_fisherman,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/attack_obstacle_in_path/carp,
/datum/ai_planning_subtree/shortcut_to_target_through_carp_rift,
/datum/ai_planning_subtree/make_carp_rift/aggressive_teleport,
/datum/ai_planning_subtree/basic_melee_attack_subtree/no_fisherman,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/carp_migration,
)
@@ -36,7 +36,7 @@
/datum/ai_controller/basic_controller/carp/mega
blackboard = list(
BB_BASIC_MOB_STOP_FLEEING = TRUE,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_TARGET_PRIORITY_TRAIT = TRAIT_SCARY_FISHERMAN,
BB_CARPS_FEAR_FISHERMAN = FALSE,
@@ -46,12 +46,12 @@
/datum/ai_planning_subtree/simple_find_nearest_target_to_flee,
/datum/ai_planning_subtree/make_carp_rift/panic_teleport,
/datum/ai_planning_subtree/flee_target,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/find_target_prioritize_traits,
/datum/ai_planning_subtree/attack_obstacle_in_path/carp,
/datum/ai_planning_subtree/shortcut_to_target_through_carp_rift,
/datum/ai_planning_subtree/make_carp_rift/aggressive_teleport,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/carp_migration,
)
/**
@@ -90,13 +90,13 @@
/datum/ai_planning_subtree/find_target_prioritize_traits,
/datum/ai_planning_subtree/make_carp_rift/panic_teleport,
/datum/ai_planning_subtree/flee_target/from_fisherman,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/find_nearest_magicarp_spell_target,
/datum/ai_planning_subtree/targeted_mob_ability/magicarp,
/datum/ai_planning_subtree/attack_obstacle_in_path/carp,
/datum/ai_planning_subtree/shortcut_to_target_through_carp_rift,
/datum/ai_planning_subtree/make_carp_rift/aggressive_teleport,
/datum/ai_planning_subtree/basic_melee_attack_subtree/magicarp,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/carp_migration,
)
@@ -73,7 +73,7 @@
/// Snakes are primarily concerned with getting those tasty, tasty mice, but aren't afraid to strike back at those who attack them
/datum/ai_controller/basic_controller/snake
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
)
ai_traits = STOP_MOVING_WHEN_PULLED
@@ -82,7 +82,7 @@
planning_subtrees = list(
/datum/ai_planning_subtree/target_retaliate,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/random_speech/snake,
)
@@ -64,7 +64,7 @@
/datum/ai_controller/basic_controller/lizard
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
)
ai_traits = STOP_MOVING_WHEN_PULLED
@@ -72,7 +72,6 @@
idle_behavior = /datum/idle_behavior/idle_random_walk
planning_subtrees = list(
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/random_speech/lizard,
)
@@ -1,10 +1,9 @@
#define MOTHROACH_EAT_TIMER 1 MINUTES
/datum/ai_controller/basic_controller/mothroach
blackboard = list(
BB_FLEE_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/allow_items,
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_EAT_FOOD_COOLDOWN = 1 MINUTES,
)
ai_traits = STOP_MOVING_WHEN_PULLED
@@ -15,28 +14,12 @@
/datum/ai_planning_subtree/find_food/mothroach,
/datum/ai_planning_subtree/target_retaliate/to_flee,
/datum/ai_planning_subtree/flee_target/from_flee_key,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/random_speech/mothroach,
)
/datum/ai_controller/basic_controller/mothroach/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
RegisterSignal(new_pawn, COMSIG_MOB_ATE, PROC_REF(on_eaten))
/datum/ai_controller/basic_controller/mothroach/proc/on_eaten(datum/source)
SIGNAL_HANDLER
set_blackboard_key(BB_MOTHROACH_NEXT_EAT, world.time + MOTHROACH_EAT_TIMER)
/datum/ai_planning_subtree/find_food/mothroach
finding_behavior = /datum/ai_behavior/find_and_set/in_list/mothroach_food
/datum/ai_planning_subtree/find_food/mothroach/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(world.time < controller.blackboard[BB_MOTHROACH_NEXT_EAT])
return
return ..()
/datum/ai_behavior/find_and_set/in_list/mothroach_food
/datum/ai_behavior/find_and_set/in_list/mothroach_food/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
@@ -45,5 +28,3 @@
found -= living_pawn.loc
if(length(found))
return pick(found)
#undef MOTHROACH_EAT_TIMER
+1
View File
@@ -901,6 +901,7 @@
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\climb_tree.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\emote_with_target.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\find_parent.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\interact_with_target.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\nearest_targeting.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\pick_up_item.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\pull_target.dm"