[MIRROR] ice demon basic mobs [MDB IGNORE] (#24188)

* ice demon basic mobs

* Modular updates

* Modular updates

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-10-08 14:06:23 +02:00
committed by GitHub
parent afa41aae57
commit ade3fb2813
20 changed files with 528 additions and 112 deletions
@@ -8,6 +8,8 @@
var/maximum_distance = 6
/// How far do we look for our target?
var/view_distance = 10
/// the run away behavior we will use
var/run_away_behavior = /datum/ai_behavior/step_away
/datum/ai_planning_subtree/maintain_distance/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
@@ -16,12 +18,15 @@
return // Don't run away from cucumbers, they're not snakes
var/range = get_dist(controller.pawn, target)
if (range < minimum_distance)
controller.queue_behavior(/datum/ai_behavior/step_away, target_key)
controller.queue_behavior(run_away_behavior, target_key, minimum_distance)
return
if (range > maximum_distance)
controller.queue_behavior(/datum/ai_behavior/pursue_to_range, target_key, maximum_distance)
return
/datum/ai_planning_subtree/maintain_distance/cover_minimum_distance
run_away_behavior = /datum/ai_behavior/cover_minimum_distance
/// Take one step away
/datum/ai_behavior/step_away
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
@@ -80,3 +85,32 @@
if (!QDELETED(current_target) && get_dist(controller.pawn, current_target) > range)
return
finish_action(controller, succeeded = TRUE)
///instead of taking a single step, we cover the entire distance
/datum/ai_behavior/cover_minimum_distance
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
required_distance = 0
action_cooldown = 0.2 SECONDS
/datum/ai_behavior/cover_minimum_distance/setup(datum/ai_controller/controller, target_key, minimum_distance)
. = ..()
var/atom/target = controller.blackboard[target_key]
if(QDELETED(target))
return FALSE
var/required_distance = minimum_distance - get_dist(controller.pawn, target) //the distance we need to move
var/distance = 0
var/turf/chosen_turf
for(var/turf/open/potential_turf in oview(required_distance, controller.pawn))
var/new_distance_from_target = get_dist(potential_turf, target)
if(potential_turf.is_blocked_turf())
continue
if(new_distance_from_target > distance)
chosen_turf = potential_turf
distance = new_distance_from_target
if(isnull(chosen_turf))
return FALSE
set_movement_target(controller, target = chosen_turf)
/datum/ai_behavior/cover_minimum_distance/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
. = ..()
finish_action(controller, succeeded = TRUE)
@@ -4,28 +4,28 @@
/// Blackboard key holding target atom
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// What AI behaviour do we actually run?
var/datum/ai_behavior/ranged_skirmish/attack_behavior = /datum/ai_behavior/ranged_skirmish
/datum/ai_planning_subtree/ranged_skirmish/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if(!controller.blackboard_key_exists(target_key))
return
controller.queue_behavior(attack_behavior, target_key, BB_TARGETTING_DATUM, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION)
/// How often will we try to perform our ranged attack?
/datum/ai_behavior/ranged_skirmish
action_cooldown = 1 SECONDS
var/attack_behavior = /datum/ai_behavior/ranged_skirmish
/// If target is further away than this we don't fire
var/max_range = 9
/// If target is closer than this we don't fire
var/min_range = 2
/datum/ai_behavior/ranged_skirmish/setup(datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key)
/datum/ai_planning_subtree/ranged_skirmish/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if(!controller.blackboard_key_exists(target_key))
return
controller.queue_behavior(attack_behavior, target_key, BB_TARGETTING_DATUM, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION, max_range, min_range)
/// How often will we try to perform our ranged attack?
/datum/ai_behavior/ranged_skirmish
action_cooldown = 1 SECONDS
/datum/ai_behavior/ranged_skirmish/setup(datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key, max_range, min_range)
. = ..()
var/atom/target = controller.blackboard[hiding_location_key] || controller.blackboard[target_key]
return !QDELETED(target)
/datum/ai_behavior/ranged_skirmish/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key)
/datum/ai_behavior/ranged_skirmish/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key, max_range, min_range)
. = ..()
var/atom/target = controller.blackboard[target_key]
if (QDELETED(target))
@@ -0,0 +1,56 @@
///behavior to activate ability to escape from target
/datum/ai_planning_subtree/teleport_away_from_target
///minimum distance away from the target before we execute behavior
var/minimum_distance = 2
///the ability we will execute
var/ability_key
/datum/ai_planning_subtree/teleport_away_from_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(!controller.blackboard_key_exists(BB_BASIC_MOB_CURRENT_TARGET))
return
var/atom/target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
var/distance_from_target = get_dist(target, controller.pawn)
if(distance_from_target >= minimum_distance)
controller.clear_blackboard_key(BB_ESCAPE_DESTINATION)
return
var/datum/action/cooldown/ability = controller.blackboard[ability_key]
if(!ability?.IsAvailable())
return
var/turf/location_turf = controller.blackboard[BB_ESCAPE_DESTINATION]
if(isnull(location_turf))
controller.queue_behavior(/datum/ai_behavior/find_furthest_turf_from_target, BB_BASIC_MOB_CURRENT_TARGET, BB_ESCAPE_DESTINATION, minimum_distance)
return SUBTREE_RETURN_FINISH_PLANNING
if(get_dist(location_turf, target) < minimum_distance || !can_see(controller.pawn, location_turf)) //target moved close too close or we moved too far since finding the target turf
controller.clear_blackboard_key(BB_ESCAPE_DESTINATION)
return
controller.queue_behavior(/datum/ai_behavior/targeted_mob_ability/and_clear_target, ability_key, BB_ESCAPE_DESTINATION)
///find furtherst turf target so we may teleport to it
/datum/ai_behavior/find_furthest_turf_from_target
/datum/ai_behavior/find_furthest_turf_from_target/perform(seconds_per_tick, datum/ai_controller/controller, target_key, set_key, range)
var/mob/living/living_target = controller.blackboard[target_key]
if(QDELETED(living_target))
return
var/distance = 0
var/turf/chosen_turf
for(var/turf/open/potential_destination in oview(range, living_target))
if(potential_destination.is_blocked_turf())
continue
var/new_distance_to_target = get_dist(potential_destination, living_target)
if(new_distance_to_target > distance)
chosen_turf = potential_destination
distance = new_distance_to_target
if(distance == range)
break //we have already found the max distance
if(isnull(chosen_turf))
finish_action(controller, FALSE)
return
controller.set_blackboard_key(set_key, chosen_turf)
finish_action(controller, TRUE)