Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)

## About The Pull Request

Replaces weakref usage in AI blackboards with deleting signals

All blackboard var setting must go through setters rather than directly

## Why It's Good For The Game

This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards

(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)

I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also
maybe `@LemonInTheDark` if they're interested

## Changelog

🆑 Melbert
refactor: Mob ai refactored once again
/🆑
This commit is contained in:
MrMelbert
2023-04-23 18:07:17 -05:00
committed by GitHub
parent 23b09f8a14
commit ed2f04f486
92 changed files with 688 additions and 592 deletions
+1 -1
View File
@@ -43,6 +43,6 @@
/datum/ai_behavior/mod_attach/finish_action(datum/ai_controller/controller, succeeded)
. = ..()
controller.blackboard[BB_MOD_TARGET] = null
controller.clear_blackboard_key(BB_MOD_TARGET)
var/obj/item/implant/mod/implant = controller.blackboard[BB_MOD_IMPLANT]
implant.end_recall(succeeded)
@@ -9,14 +9,13 @@
. = ..()
set_movement_target(controller, controller.blackboard[target_key])
/datum/ai_behavior/vendor_crush/perform(seconds_per_tick, datum/ai_controller/controller)
. = ..()
if(controller.blackboard[BB_VENDING_BUSY_TILTING])
return
controller.ai_movement.stop_moving_towards(controller)
controller.blackboard[BB_VENDING_BUSY_TILTING] = TRUE
controller.set_blackboard_key(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)
addtimer(CALLBACK(src, PROC_REF(tiltonmob), controller, target_turf), time_to_tilt)
@@ -25,16 +24,16 @@
var/obj/machinery/vending/vendor_pawn = controller.pawn
if(vendor_pawn.tilt(target_turf)) //We hit something
vendor_pawn.say(pick("Supersize this!", "Eat my shiny metal ass!", "Want to consume some of my products?", "SMASH!", "Don't you love these smashing prices!"))
controller.blackboard[BB_VENDING_LAST_HIT_SUCCESFUL] = TRUE
controller.set_blackboard_key(BB_VENDING_LAST_HIT_SUCCESFUL, TRUE)
else
vendor_pawn.say(pick("Get back here!", "Don't you want my well priced love?"))
controller.blackboard[BB_VENDING_LAST_HIT_SUCCESFUL] = FALSE
controller.set_blackboard_key(BB_VENDING_LAST_HIT_SUCCESFUL, FALSE)
finish_action(controller, TRUE)
/datum/ai_behavior/vendor_crush/finish_action(datum/ai_controller/controller, succeeded)
. = ..()
controller.blackboard[BB_VENDING_BUSY_TILTING] = FALSE
controller.blackboard[BB_VENDING_UNTILT_COOLDOWN] = world.time + untilt_cooldown
controller.set_blackboard_key(BB_VENDING_BUSY_TILTING, FALSE)
controller.set_blackboard_key(BB_VENDING_UNTILT_COOLDOWN, world.time + untilt_cooldown)
/datum/ai_behavior/vendor_rise_up //what a gamer
///Time before machine can tilt again after untilting if last hit was a success
@@ -45,9 +44,6 @@
var/obj/machinery/vending/vendor_pawn = controller.pawn
vendor_pawn.visible_message(span_warning("[vendor_pawn] untilts itself!"))
if(controller.blackboard[BB_VENDING_LAST_HIT_SUCCESFUL])
controller.blackboard[BB_VENDING_TILT_COOLDOWN] = world.time + succes_tilt_cooldown
controller.set_blackboard_key(BB_VENDING_TILT_COOLDOWN, world.time + succes_tilt_cooldown)
vendor_pawn.untilt()
finish_action(controller, TRUE)
@@ -42,7 +42,7 @@
for(var/mob/living/living_target in oview(vision_range, pawn))
if(living_target.stat || living_target.incorporeal_move) //They're already fucked up or incorporeal
continue
blackboard[BB_VENDING_CURRENT_TARGET] = living_target
set_blackboard_key(BB_VENDING_CURRENT_TARGET, living_target)
queue_behavior(/datum/ai_behavior/vendor_crush, BB_VENDING_CURRENT_TARGET)
return
blackboard[BB_VENDING_TILT_COOLDOWN] = world.time + search_for_enemy_cooldown
set_blackboard_key(BB_VENDING_TILT_COOLDOWN, world.time + search_for_enemy_cooldown)