diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm
index 52e0be78c38..a9b37740060 100644
--- a/code/__DEFINES/dcs/signals.dm
+++ b/code/__DEFINES/dcs/signals.dm
@@ -1064,6 +1064,8 @@
#define COMSIG_MOB_ATTACK_RANGED "mob_attack_ranged"
///From base of atom/ctrl_click(): (atom/A)
#define COMSIG_MOB_CTRL_CLICKED "mob_ctrl_clicked"
+///From base of mob/update_movespeed():area
+#define COMSIG_MOB_MOVESPEED_UPDATED "mob_update_movespeed"
///from mob/living/carbon/human/UnarmedAttack(): (atom/target, proximity)
#define COMSIG_HUMAN_EARLY_UNARMED_ATTACK "human_early_unarmed_attack"
///from mob/living/carbon/human/UnarmedAttack(): (atom/target, proximity)
diff --git a/code/__DEFINES/subsystems.dm b/code/__DEFINES/subsystems.dm
index 84c86a075a3..5d945cf5d1c 100644
--- a/code/__DEFINES/subsystems.dm
+++ b/code/__DEFINES/subsystems.dm
@@ -117,6 +117,8 @@
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_JOBS 65
#define INIT_ORDER_QUIRKS 60
+#define INIT_ORDER_AI_MOVEMENT 56 //We need the movement setup
+#define INIT_ORDER_AI_CONTROLLERS 55 //So the controller can get the ref
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_TCG 55
#define INIT_ORDER_REAGENTS 55 //HAS to be before mapping - mapping creates objects, which creates reagents, which relies on lists made in this subsystem
@@ -160,6 +162,7 @@
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 20
+#define FIRE_PRIORITY_NPC_MOVEMENT 21
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_REAGENTS 26
diff --git a/code/controllers/subsystem/processing/ai_controllers.dm b/code/controllers/subsystem/processing/ai_controllers.dm
index 093ce9962dc..fbdb7adb37b 100644
--- a/code/controllers/subsystem/processing/ai_controllers.dm
+++ b/code/controllers/subsystem/processing/ai_controllers.dm
@@ -4,6 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(ai_controllers)
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
priority = FIRE_PRIORITY_NPC
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+ init_order = INIT_ORDER_AI_CONTROLLERS
wait = 8 //Uses the value of CLICK_CD_MELEE because that seemed like a nice standard for the speed of AI behavior
///an assoc list of all ai_behaviors by type, to
diff --git a/code/controllers/subsystem/processing/ai_movement.dm b/code/controllers/subsystem/processing/ai_movement.dm
new file mode 100644
index 00000000000..6a6d64548ca
--- /dev/null
+++ b/code/controllers/subsystem/processing/ai_movement.dm
@@ -0,0 +1,21 @@
+/// The subsystem used to tick [/datum/ai_movement] instances. Handling the movement of individual AI instances
+PROCESSING_SUBSYSTEM_DEF(ai_movement)
+ name = "AI movement"
+ flags = SS_KEEP_TIMING|SS_BACKGROUND
+ priority = FIRE_PRIORITY_NPC_MOVEMENT
+ runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+ init_order = INIT_ORDER_AI_MOVEMENT
+ wait = 1
+
+ ///an assoc list of all ai_movement types. Assoc type to instance
+ var/list/movement_types
+
+/datum/controller/subsystem/processing/ai_movement/Initialize(timeofday)
+ SetupAIMovementInstances()
+ return ..()
+
+/datum/controller/subsystem/processing/ai_movement/proc/SetupAIMovementInstances()
+ movement_types = list()
+ for(var/key as anything in subtypesof(/datum/ai_movement))
+ var/datum/ai_movement/ai_movement = new key
+ movement_types[key] = ai_movement
diff --git a/code/datums/ai/_ai_behavior.dm b/code/datums/ai/_ai_behavior.dm
index 2961ed010ad..b22b8e8014f 100644
--- a/code/datums/ai/_ai_behavior.dm
+++ b/code/datums/ai/_ai_behavior.dm
@@ -17,4 +17,5 @@
controller.current_behaviors.Remove(src)
if(behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT) //If this was a movement task, reset our movement target.
controller.current_movement_target = null
+ controller.ai_movement.stop_moving_towards(controller)
return
diff --git a/code/datums/ai/_ai_controller.dm b/code/datums/ai/_ai_controller.dm
index c44a00230b7..abe43e515cd 100644
--- a/code/datums/ai/_ai_controller.dm
+++ b/code/datums/ai/_ai_controller.dm
@@ -26,8 +26,15 @@ have ways of interacting with a specific atom and control it. They posses a blac
var/continue_processing_when_client = FALSE
///distance to give up on target
var/max_target_distance = 14
+ ///Reference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.
+ var/datum/ai_movement/ai_movement = /datum/ai_movement/dumb
+ ///Cooldown until next movement
+ COOLDOWN_DECLARE(movement_cooldown)
+ ///Delay between movements. This is on the controller so we can keep the movement datum singleton
+ var/movement_delay = 0.1 SECONDS
/datum/ai_controller/New(atom/new_pawn)
+ ai_movement = SSai_movement.movement_types[ai_movement]
PossessPawn(new_pawn)
/datum/ai_controller/Destroy(force, ...)
@@ -81,8 +88,7 @@ have ways of interacting with a specific atom and control it. They posses a blac
/// Generates a plan and see if our existing one is still valid.
/datum/ai_controller/process(delta_time)
if(!able_to_run())
- var/atom/movable/movable_pawn = pawn
- walk(movable_pawn, 0) //stop moving
+ walk(pawn, 0) //stop moving
return //this should remove them from processing in the future through event-based stuff.
if(!current_behaviors?.len)
SelectBehaviors(delta_time)
@@ -90,40 +96,33 @@ have ways of interacting with a specific atom and control it. They posses a blac
PerformIdleBehavior(delta_time) //Do some stupid shit while we have nothing to do
return
- var/want_to_move = FALSE
+
+ if(current_movement_target && get_dist(pawn, current_movement_target) > max_target_distance) //The distance is out of range
+ CancelActions()
+ return
+
for(var/i in current_behaviors)
var/datum/ai_behavior/current_behavior = i
if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
continue
- if(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT && current_movement_target && current_behavior.required_distance < get_dist(pawn, current_movement_target)) //Move closer
- want_to_move = TRUE
- if(current_behavior.behavior_flags & AI_BEHAVIOR_MOVE_AND_PERFORM) //Move and perform the action
+ if(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT && current_movement_target) //Might need to move closer
+ if(current_behavior.required_distance >= get_dist(pawn, current_movement_target)) ///Are we close enough to engage?
+ if(ai_movement.moving_controllers[src] == current_movement_target) //We are close enough, if we're moving stop.else
+ ai_movement.stop_moving_towards(src)
current_behavior.perform(delta_time, src)
- else //Perform the action
+ return
+
+ else if(ai_movement.moving_controllers[src] != current_movement_target) //We're too far, if we're not already moving start doing it.
+ ai_movement.start_moving_towards(src, current_movement_target) //Then start moving
+
+ if(current_behavior.behavior_flags & AI_BEHAVIOR_MOVE_AND_PERFORM) //If we can move and perform then do so.
+ current_behavior.perform(delta_time, src)
+ return
+ else //No movement required
current_behavior.perform(delta_time, src)
-
- if(want_to_move)
- MoveTo(delta_time) //Need to add some code to check if we can perform the actions now without too much overhead
-
-
-///Move somewhere using dumb movement (byond base)
-/datum/ai_controller/proc/MoveTo(delta_time)
- var/current_loc = get_turf(pawn)
- var/atom/movable/movable_pawn = pawn
-
- var/turf/target_turf = get_step_towards(movable_pawn, current_movement_target)
-
- if(!is_type_in_typecache(target_turf, GLOB.dangerous_turfs))
- movable_pawn.Move(target_turf, get_dir(current_loc, target_turf))
- if(get_dist(movable_pawn, current_movement_target) > max_target_distance)
- CancelActions()
- pathing_attempts = 0
- if(current_loc == get_turf(movable_pawn))
- if(++pathing_attempts >= MAX_PATHING_ATTEMPTS)
- CancelActions()
- pathing_attempts = 0
+ return
///Perform some dumb idle behavior.
diff --git a/code/datums/ai/hauntium/haunted_controller.dm b/code/datums/ai/hauntium/haunted_controller.dm
index 9c3a1438dd6..515efcdc623 100644
--- a/code/datums/ai/hauntium/haunted_controller.dm
+++ b/code/datums/ai/hauntium/haunted_controller.dm
@@ -1,5 +1,6 @@
/datum/ai_controller/haunted
+ movement_delay = 0.4 SECONDS
blackboard = list(BB_TO_HAUNT_LIST = list(),
BB_HAUNT_TARGET,
BB_HAUNTED_THROW_ATTEMPT_COUNT)
@@ -14,9 +15,6 @@
UnregisterSignal(pawn, COMSIG_ITEM_EQUIPPED)
return ..() //Run parent at end
-/datum/ai_controller/haunted/able_to_run()
- return TRUE
-
/datum/ai_controller/haunted/SelectBehaviors(delta_time)
current_behaviors = list()
var/obj/item/item_pawn = pawn
diff --git a/code/datums/ai/monkey/monkey_behaviors.dm b/code/datums/ai/monkey/monkey_behaviors.dm
index 841ab617b7f..11f3edde4b9 100644
--- a/code/datums/ai/monkey/monkey_behaviors.dm
+++ b/code/datums/ai/monkey/monkey_behaviors.dm
@@ -31,6 +31,7 @@
// Strong weapon
else if(target.force > best_force)
+ living_pawn.drop_all_held_items()
living_pawn.put_in_hands(target)
controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND] = target.force
finish_action(controller, TRUE)
@@ -77,7 +78,7 @@
var/mob/living/living_pawn = controller.pawn
- victim.visible_message("[living_pawn] starts trying to take [target] from [controller.current_movement_target]!", "[living_pawn] tries to take [target]!")
+ victim.visible_message("[living_pawn] starts trying to take [target] from [victim]!", "[living_pawn] tries to take [target]!")
controller.blackboard[BB_MONKEY_PICKPOCKETING] = TRUE
diff --git a/code/datums/ai/monkey/monkey_controller.dm b/code/datums/ai/monkey/monkey_controller.dm
index 833093becc8..15bacae2d11 100644
--- a/code/datums/ai/monkey/monkey_controller.dm
+++ b/code/datums/ai/monkey/monkey_controller.dm
@@ -5,6 +5,7 @@ have ways of interacting with a specific mob and control it.
///OOK OOK OOK
/datum/ai_controller/monkey
+ movement_delay = 0.4 SECONDS
blackboard = list(BB_MONKEY_AGRESSIVE = FALSE,\
BB_MONKEY_BEST_FORCE_FOUND = 0,\
BB_MONKEY_ENEMIES = list(),\
@@ -27,6 +28,7 @@ have ways of interacting with a specific mob and control it.
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
+ var/mob/living/living_pawn = new_pawn
RegisterSignal(new_pawn, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_PAW, .proc/on_attack_paw)
@@ -37,11 +39,13 @@ have ways of interacting with a specific mob and control it.
RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, .proc/on_try_syringe)
RegisterSignal(new_pawn, COMSIG_ATOM_HULK_ATTACK, .proc/on_attack_hulk)
RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, .proc/on_attempt_cuff)
+ RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, .proc/update_movespeed)
+ movement_delay = living_pawn.cached_multiplicative_slowdown
return ..() //Run parent at end
/datum/ai_controller/monkey/UnpossessPawn(destroy)
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,\
- COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED))
+ COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED, COMSIG_MOB_MOVESPEED_UPDATED))
return ..() //Run parent at end
/datum/ai_controller/monkey/able_to_run()
@@ -116,7 +120,7 @@ have ways of interacting with a specific mob and control it.
for(var/obj/item/i in oview(2, living_pawn))
if(!istype(i))
continue
- if(HAS_TRAIT(i, TRAIT_NEEDS_TWO_HANDS) || blackboard[BB_MONKEY_BLACKLISTITEMS][i] || i.force > blackboard[BB_MONKEY_BEST_FORCE_FOUND])
+ if(HAS_TRAIT(i, TRAIT_NEEDS_TWO_HANDS) || blackboard[BB_MONKEY_BLACKLISTITEMS][i] || i.force < blackboard[BB_MONKEY_BEST_FORCE_FOUND])
continue
W = i
break
@@ -216,3 +220,7 @@ have ways of interacting with a specific mob and control it.
// chance of monkey retaliation
if(prob(MONKEY_CUFF_RETALIATION_PROB))
retaliate(user)
+
+/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
+ SIGNAL_HANDLER
+ movement_delay = pawn.cached_multiplicative_slowdown
diff --git a/code/datums/ai/movement/_ai_movement.dm b/code/datums/ai/movement/_ai_movement.dm
new file mode 100644
index 00000000000..6b0eb02cfb9
--- /dev/null
+++ b/code/datums/ai/movement/_ai_movement.dm
@@ -0,0 +1,18 @@
+///This datum is an abstract class that can be overriden for different types of movement
+/datum/ai_movement
+ ///Assoc list ist of controllers that are currently moving as key, and what they are moving to as value
+ var/list/moving_controllers = list()
+
+/datum/ai_movement/proc/start_moving_towards(datum/ai_controller/controller, atom/current_movement_target)
+ controller.pathing_attempts = 0
+ if(!moving_controllers.len)
+ START_PROCESSING(SSai_movement, src)
+ moving_controllers[controller] = current_movement_target
+
+/datum/ai_movement/proc/stop_moving_towards(datum/ai_controller/controller)
+ controller.pathing_attempts = 0
+ moving_controllers -= controller
+
+ if(!moving_controllers.len)
+ STOP_PROCESSING(SSai_movement, src)
+
diff --git a/code/datums/ai/movement/ai_movement_dumb.dm b/code/datums/ai/movement/ai_movement_dumb.dm
new file mode 100644
index 00000000000..cb7d11286d8
--- /dev/null
+++ b/code/datums/ai/movement/ai_movement_dumb.dm
@@ -0,0 +1,27 @@
+///The most braindead type of movement, bee-line to the target with no concern of whats infront of us.
+/datum/ai_movement/dumb
+
+
+///Put your movement behavior in here!
+/datum/ai_movement/dumb/process(delta_time)
+ for(var/datum/ai_controller/controller as anything in moving_controllers)
+ if(!COOLDOWN_FINISHED(controller, movement_cooldown))
+ continue
+ COOLDOWN_START(controller, movement_cooldown, controller.movement_delay)
+
+ var/atom/movable/movable_pawn = controller.pawn
+
+ if(!isturf(movable_pawn.loc)) //No moving if not on a turf
+ continue
+
+ var/current_loc = get_turf(movable_pawn)
+
+ var/turf/target_turf = get_step_towards(movable_pawn, controller.current_movement_target)
+
+ if(!is_type_in_typecache(target_turf, GLOB.dangerous_turfs))
+ movable_pawn.Move(target_turf, get_dir(current_loc, target_turf))
+
+ if(current_loc == get_turf(movable_pawn)) //Did we even move after trying to move?
+ controller.pathing_attempts++
+ if(controller.pathing_attempts >= MAX_PATHING_ATTEMPTS)
+ controller.CancelActions()
diff --git a/code/datums/ai/objects/vending_machines/vending_machine_behaviors.dm b/code/datums/ai/objects/vending_machines/vending_machine_behaviors.dm
index bb3ab54b290..88f85dbd280 100644
--- a/code/datums/ai/objects/vending_machines/vending_machine_behaviors.dm
+++ b/code/datums/ai/objects/vending_machines/vending_machine_behaviors.dm
@@ -10,6 +10,7 @@
if(controller.blackboard[BB_VENDING_BUSY_TILTING])
return
+ controller.ai_movement.stop_moving_towards(controller)
controller.blackboard[BB_VENDING_BUSY_TILTING] = TRUE
var/turf/target_turf = get_turf(controller.blackboard[BB_VENDING_CURRENT_TARGET])
new /obj/effect/temp_visual/telegraphing/vending_machine_tilt(target_turf)
diff --git a/code/datums/ai/objects/vending_machines/vending_machine_controller.dm b/code/datums/ai/objects/vending_machines/vending_machine_controller.dm
index e6a4e32206a..4f82bcc5a97 100644
--- a/code/datums/ai/objects/vending_machines/vending_machine_controller.dm
+++ b/code/datums/ai/objects/vending_machines/vending_machine_controller.dm
@@ -1,5 +1,6 @@
///AI controller for vending machine gone rogue, Don't try using this on anything else, it wont work.
/datum/ai_controller/vending_machine
+ movement_delay = 0.4 SECONDS
blackboard = list(BB_VENDING_CURRENT_TARGET = null,
BB_VENDING_TILT_COOLDOWN = 0,
BB_VENDING_UNTILT_COOLDOWN = 0,
diff --git a/code/modules/movespeed/_movespeed_modifier.dm b/code/modules/movespeed/_movespeed_modifier.dm
index 2a49d842fe0..c5c5a457f48 100644
--- a/code/modules/movespeed/_movespeed_modifier.dm
+++ b/code/modules/movespeed/_movespeed_modifier.dm
@@ -186,6 +186,7 @@ GLOBAL_LIST_EMPTY(movespeed_modification_cache)
continue
. += amt
cached_multiplicative_slowdown = .
+ SEND_SIGNAL(src, COMSIG_MOB_MOVESPEED_UPDATED)
/// Get the move speed modifiers list of the mob
/mob/proc/get_movespeed_modifiers()
diff --git a/tgstation.dme b/tgstation.dme
index dc3da18f9a7..cb0c24297e2 100644
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -369,6 +369,7 @@
#include "code\controllers\subsystem\weather.dm"
#include "code\controllers\subsystem\processing\acid.dm"
#include "code\controllers\subsystem\processing\ai_controllers.dm"
+#include "code\controllers\subsystem\processing\ai_movement.dm"
#include "code\controllers\subsystem\processing\fastprocess.dm"
#include "code\controllers\subsystem\processing\fields.dm"
#include "code\controllers\subsystem\processing\fluids.dm"
@@ -441,6 +442,8 @@
#include "code\datums\ai\hauntium\haunted_controller.dm"
#include "code\datums\ai\monkey\monkey_behaviors.dm"
#include "code\datums\ai\monkey\monkey_controller.dm"
+#include "code\datums\ai\movement\_ai_movement.dm"
+#include "code\datums\ai\movement\ai_movement_dumb.dm"
#include "code\datums\ai\objects\vending_machines\vending_machine_behaviors.dm"
#include "code\datums\ai\objects\vending_machines\vending_machine_controller.dm"
#include "code\datums\announcers\_announcer.dm"