mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-11 18:22:14 +00:00
Adds a subsystem for ai movement (#57111)
* done * straight walk * movement * yep * removes unused macro * done * Update ai_movement.dm
This commit is contained in:
@@ -1064,6 +1064,8 @@
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#define COMSIG_MOB_ATTACK_RANGED "mob_attack_ranged"
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///From base of atom/ctrl_click(): (atom/A)
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#define COMSIG_MOB_CTRL_CLICKED "mob_ctrl_clicked"
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///From base of mob/update_movespeed():area
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#define COMSIG_MOB_MOVESPEED_UPDATED "mob_update_movespeed"
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///from mob/living/carbon/human/UnarmedAttack(): (atom/target, proximity)
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#define COMSIG_HUMAN_EARLY_UNARMED_ATTACK "human_early_unarmed_attack"
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///from mob/living/carbon/human/UnarmedAttack(): (atom/target, proximity)
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@@ -117,6 +117,8 @@
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#define INIT_ORDER_EVENTS 70
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#define INIT_ORDER_JOBS 65
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#define INIT_ORDER_QUIRKS 60
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#define INIT_ORDER_AI_MOVEMENT 56 //We need the movement setup
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#define INIT_ORDER_AI_CONTROLLERS 55 //So the controller can get the ref
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#define INIT_ORDER_TICKER 55
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#define INIT_ORDER_TCG 55
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#define INIT_ORDER_REAGENTS 55 //HAS to be before mapping - mapping creates objects, which creates reagents, which relies on lists made in this subsystem
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@@ -160,6 +162,7 @@
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#define FIRE_PRIORITY_WET_FLOORS 20
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#define FIRE_PRIORITY_AIR 20
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#define FIRE_PRIORITY_NPC 20
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#define FIRE_PRIORITY_NPC_MOVEMENT 21
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#define FIRE_PRIORITY_PROCESS 25
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#define FIRE_PRIORITY_THROWING 25
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#define FIRE_PRIORITY_REAGENTS 26
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@@ -4,6 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(ai_controllers)
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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init_order = INIT_ORDER_AI_CONTROLLERS
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wait = 8 //Uses the value of CLICK_CD_MELEE because that seemed like a nice standard for the speed of AI behavior
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///an assoc list of all ai_behaviors by type, to
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21
code/controllers/subsystem/processing/ai_movement.dm
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21
code/controllers/subsystem/processing/ai_movement.dm
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@@ -0,0 +1,21 @@
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/// The subsystem used to tick [/datum/ai_movement] instances. Handling the movement of individual AI instances
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PROCESSING_SUBSYSTEM_DEF(ai_movement)
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name = "AI movement"
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flags = SS_KEEP_TIMING|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC_MOVEMENT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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init_order = INIT_ORDER_AI_MOVEMENT
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wait = 1
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///an assoc list of all ai_movement types. Assoc type to instance
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var/list/movement_types
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/datum/controller/subsystem/processing/ai_movement/Initialize(timeofday)
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SetupAIMovementInstances()
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return ..()
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/datum/controller/subsystem/processing/ai_movement/proc/SetupAIMovementInstances()
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movement_types = list()
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for(var/key as anything in subtypesof(/datum/ai_movement))
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var/datum/ai_movement/ai_movement = new key
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movement_types[key] = ai_movement
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@@ -17,4 +17,5 @@
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controller.current_behaviors.Remove(src)
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if(behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT) //If this was a movement task, reset our movement target.
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controller.current_movement_target = null
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controller.ai_movement.stop_moving_towards(controller)
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return
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@@ -26,8 +26,15 @@ have ways of interacting with a specific atom and control it. They posses a blac
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var/continue_processing_when_client = FALSE
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///distance to give up on target
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var/max_target_distance = 14
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///Reference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.
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var/datum/ai_movement/ai_movement = /datum/ai_movement/dumb
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///Cooldown until next movement
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COOLDOWN_DECLARE(movement_cooldown)
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///Delay between movements. This is on the controller so we can keep the movement datum singleton
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var/movement_delay = 0.1 SECONDS
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/datum/ai_controller/New(atom/new_pawn)
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ai_movement = SSai_movement.movement_types[ai_movement]
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PossessPawn(new_pawn)
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/datum/ai_controller/Destroy(force, ...)
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@@ -81,8 +88,7 @@ have ways of interacting with a specific atom and control it. They posses a blac
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/// Generates a plan and see if our existing one is still valid.
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/datum/ai_controller/process(delta_time)
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if(!able_to_run())
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var/atom/movable/movable_pawn = pawn
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walk(movable_pawn, 0) //stop moving
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walk(pawn, 0) //stop moving
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return //this should remove them from processing in the future through event-based stuff.
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if(!current_behaviors?.len)
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SelectBehaviors(delta_time)
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@@ -90,40 +96,33 @@ have ways of interacting with a specific atom and control it. They posses a blac
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PerformIdleBehavior(delta_time) //Do some stupid shit while we have nothing to do
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return
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var/want_to_move = FALSE
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if(current_movement_target && get_dist(pawn, current_movement_target) > max_target_distance) //The distance is out of range
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CancelActions()
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return
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for(var/i in current_behaviors)
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var/datum/ai_behavior/current_behavior = i
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if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
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continue
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if(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT && current_movement_target && current_behavior.required_distance < get_dist(pawn, current_movement_target)) //Move closer
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want_to_move = TRUE
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if(current_behavior.behavior_flags & AI_BEHAVIOR_MOVE_AND_PERFORM) //Move and perform the action
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if(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT && current_movement_target) //Might need to move closer
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if(current_behavior.required_distance >= get_dist(pawn, current_movement_target)) ///Are we close enough to engage?
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if(ai_movement.moving_controllers[src] == current_movement_target) //We are close enough, if we're moving stop.else
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ai_movement.stop_moving_towards(src)
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current_behavior.perform(delta_time, src)
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else //Perform the action
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return
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else if(ai_movement.moving_controllers[src] != current_movement_target) //We're too far, if we're not already moving start doing it.
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ai_movement.start_moving_towards(src, current_movement_target) //Then start moving
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if(current_behavior.behavior_flags & AI_BEHAVIOR_MOVE_AND_PERFORM) //If we can move and perform then do so.
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current_behavior.perform(delta_time, src)
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if(want_to_move)
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MoveTo(delta_time) //Need to add some code to check if we can perform the actions now without too much overhead
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///Move somewhere using dumb movement (byond base)
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/datum/ai_controller/proc/MoveTo(delta_time)
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var/current_loc = get_turf(pawn)
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var/atom/movable/movable_pawn = pawn
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var/turf/target_turf = get_step_towards(movable_pawn, current_movement_target)
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if(!is_type_in_typecache(target_turf, GLOB.dangerous_turfs))
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movable_pawn.Move(target_turf, get_dir(current_loc, target_turf))
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if(get_dist(movable_pawn, current_movement_target) > max_target_distance)
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CancelActions()
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pathing_attempts = 0
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if(current_loc == get_turf(movable_pawn))
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if(++pathing_attempts >= MAX_PATHING_ATTEMPTS)
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CancelActions()
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pathing_attempts = 0
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return
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else //No movement required
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current_behavior.perform(delta_time, src)
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return
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///Perform some dumb idle behavior.
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@@ -1,5 +1,6 @@
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/datum/ai_controller/haunted
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movement_delay = 0.4 SECONDS
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blackboard = list(BB_TO_HAUNT_LIST = list(),
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BB_HAUNT_TARGET,
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BB_HAUNTED_THROW_ATTEMPT_COUNT)
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@@ -14,9 +15,6 @@
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UnregisterSignal(pawn, COMSIG_ITEM_EQUIPPED)
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return ..() //Run parent at end
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/datum/ai_controller/haunted/able_to_run()
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return TRUE
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/datum/ai_controller/haunted/SelectBehaviors(delta_time)
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current_behaviors = list()
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var/obj/item/item_pawn = pawn
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@@ -31,6 +31,7 @@
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// Strong weapon
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else if(target.force > best_force)
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living_pawn.drop_all_held_items()
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living_pawn.put_in_hands(target)
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controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND] = target.force
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finish_action(controller, TRUE)
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@@ -77,7 +78,7 @@
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var/mob/living/living_pawn = controller.pawn
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victim.visible_message("<span class='warning'>[living_pawn] starts trying to take [target] from [controller.current_movement_target]!</span>", "<span class='danger'>[living_pawn] tries to take [target]!</span>")
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victim.visible_message("<span class='warning'>[living_pawn] starts trying to take [target] from [victim]!</span>", "<span class='danger'>[living_pawn] tries to take [target]!</span>")
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controller.blackboard[BB_MONKEY_PICKPOCKETING] = TRUE
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@@ -5,6 +5,7 @@ have ways of interacting with a specific mob and control it.
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///OOK OOK OOK
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/datum/ai_controller/monkey
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movement_delay = 0.4 SECONDS
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blackboard = list(BB_MONKEY_AGRESSIVE = FALSE,\
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BB_MONKEY_BEST_FORCE_FOUND = 0,\
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BB_MONKEY_ENEMIES = list(),\
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@@ -27,6 +28,7 @@ have ways of interacting with a specific mob and control it.
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/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
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if(!isliving(new_pawn))
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return AI_CONTROLLER_INCOMPATIBLE
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var/mob/living/living_pawn = new_pawn
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RegisterSignal(new_pawn, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
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RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
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RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_PAW, .proc/on_attack_paw)
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@@ -37,11 +39,13 @@ have ways of interacting with a specific mob and control it.
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RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, .proc/on_try_syringe)
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RegisterSignal(new_pawn, COMSIG_ATOM_HULK_ATTACK, .proc/on_attack_hulk)
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RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, .proc/on_attempt_cuff)
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RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, .proc/update_movespeed)
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movement_delay = living_pawn.cached_multiplicative_slowdown
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return ..() //Run parent at end
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/datum/ai_controller/monkey/UnpossessPawn(destroy)
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UnregisterSignal(pawn, list(COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_MOVABLE_CROSSED, COMSIG_LIVING_START_PULL,\
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COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED))
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COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED, COMSIG_MOB_MOVESPEED_UPDATED))
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return ..() //Run parent at end
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/datum/ai_controller/monkey/able_to_run()
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@@ -116,7 +120,7 @@ have ways of interacting with a specific mob and control it.
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for(var/obj/item/i in oview(2, living_pawn))
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if(!istype(i))
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continue
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if(HAS_TRAIT(i, TRAIT_NEEDS_TWO_HANDS) || blackboard[BB_MONKEY_BLACKLISTITEMS][i] || i.force > blackboard[BB_MONKEY_BEST_FORCE_FOUND])
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if(HAS_TRAIT(i, TRAIT_NEEDS_TWO_HANDS) || blackboard[BB_MONKEY_BLACKLISTITEMS][i] || i.force < blackboard[BB_MONKEY_BEST_FORCE_FOUND])
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continue
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W = i
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break
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@@ -216,3 +220,7 @@ have ways of interacting with a specific mob and control it.
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// chance of monkey retaliation
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if(prob(MONKEY_CUFF_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
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SIGNAL_HANDLER
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movement_delay = pawn.cached_multiplicative_slowdown
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18
code/datums/ai/movement/_ai_movement.dm
Normal file
18
code/datums/ai/movement/_ai_movement.dm
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@@ -0,0 +1,18 @@
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///This datum is an abstract class that can be overriden for different types of movement
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/datum/ai_movement
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///Assoc list ist of controllers that are currently moving as key, and what they are moving to as value
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var/list/moving_controllers = list()
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/datum/ai_movement/proc/start_moving_towards(datum/ai_controller/controller, atom/current_movement_target)
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controller.pathing_attempts = 0
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if(!moving_controllers.len)
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START_PROCESSING(SSai_movement, src)
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moving_controllers[controller] = current_movement_target
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/datum/ai_movement/proc/stop_moving_towards(datum/ai_controller/controller)
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controller.pathing_attempts = 0
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moving_controllers -= controller
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if(!moving_controllers.len)
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STOP_PROCESSING(SSai_movement, src)
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27
code/datums/ai/movement/ai_movement_dumb.dm
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27
code/datums/ai/movement/ai_movement_dumb.dm
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@@ -0,0 +1,27 @@
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///The most braindead type of movement, bee-line to the target with no concern of whats infront of us.
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/datum/ai_movement/dumb
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///Put your movement behavior in here!
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/datum/ai_movement/dumb/process(delta_time)
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for(var/datum/ai_controller/controller as anything in moving_controllers)
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if(!COOLDOWN_FINISHED(controller, movement_cooldown))
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continue
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COOLDOWN_START(controller, movement_cooldown, controller.movement_delay)
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var/atom/movable/movable_pawn = controller.pawn
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if(!isturf(movable_pawn.loc)) //No moving if not on a turf
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continue
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var/current_loc = get_turf(movable_pawn)
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var/turf/target_turf = get_step_towards(movable_pawn, controller.current_movement_target)
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if(!is_type_in_typecache(target_turf, GLOB.dangerous_turfs))
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movable_pawn.Move(target_turf, get_dir(current_loc, target_turf))
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if(current_loc == get_turf(movable_pawn)) //Did we even move after trying to move?
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controller.pathing_attempts++
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if(controller.pathing_attempts >= MAX_PATHING_ATTEMPTS)
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controller.CancelActions()
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@@ -10,6 +10,7 @@
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if(controller.blackboard[BB_VENDING_BUSY_TILTING])
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return
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controller.ai_movement.stop_moving_towards(controller)
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controller.blackboard[BB_VENDING_BUSY_TILTING] = TRUE
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var/turf/target_turf = get_turf(controller.blackboard[BB_VENDING_CURRENT_TARGET])
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new /obj/effect/temp_visual/telegraphing/vending_machine_tilt(target_turf)
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@@ -1,5 +1,6 @@
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///AI controller for vending machine gone rogue, Don't try using this on anything else, it wont work.
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/datum/ai_controller/vending_machine
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movement_delay = 0.4 SECONDS
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blackboard = list(BB_VENDING_CURRENT_TARGET = null,
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BB_VENDING_TILT_COOLDOWN = 0,
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BB_VENDING_UNTILT_COOLDOWN = 0,
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@@ -186,6 +186,7 @@ GLOBAL_LIST_EMPTY(movespeed_modification_cache)
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continue
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. += amt
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cached_multiplicative_slowdown = .
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SEND_SIGNAL(src, COMSIG_MOB_MOVESPEED_UPDATED)
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/// Get the move speed modifiers list of the mob
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/mob/proc/get_movespeed_modifiers()
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@@ -344,6 +344,7 @@
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#include "code\controllers\subsystem\weather.dm"
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#include "code\controllers\subsystem\processing\acid.dm"
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#include "code\controllers\subsystem\processing\ai_controllers.dm"
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#include "code\controllers\subsystem\processing\ai_movement.dm"
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#include "code\controllers\subsystem\processing\fastprocess.dm"
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#include "code\controllers\subsystem\processing\fields.dm"
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#include "code\controllers\subsystem\processing\fluids.dm"
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@@ -416,6 +417,8 @@
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#include "code\datums\ai\hauntium\haunted_controller.dm"
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#include "code\datums\ai\monkey\monkey_behaviors.dm"
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#include "code\datums\ai\monkey\monkey_controller.dm"
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#include "code\datums\ai\movement\_ai_movement.dm"
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#include "code\datums\ai\movement\ai_movement_dumb.dm"
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#include "code\datums\ai\objects\vending_machines\vending_machine_behaviors.dm"
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#include "code\datums\ai\objects\vending_machines\vending_machine_controller.dm"
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#include "code\datums\announcers\_announcer.dm"
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