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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 /🆑
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@@ -36,10 +36,10 @@
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if (current_health_percentage < stop_fleeing_at)
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return
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source.ai_controller.CancelActions() // Stop fleeing go back to whatever you were doing
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source.ai_controller.blackboard[BB_BASIC_MOB_FLEEING] = FALSE
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source.ai_controller.set_blackboard_key(BB_BASIC_MOB_FLEEING, FALSE)
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return
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if (current_health_percentage > start_fleeing_below)
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return
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source.ai_controller.CancelActions()
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source.ai_controller.blackboard[BB_BASIC_MOB_FLEEING] = TRUE
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source.ai_controller.set_blackboard_key(BB_BASIC_MOB_FLEEING, TRUE)
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@@ -20,8 +20,7 @@
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/// Returns the item held in a mob's blackboard, if it has one
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/datum/element/ai_held_item/proc/get_held_item(mob/living/source)
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var/datum/weakref/weak_item = source.ai_controller.blackboard[BB_SIMPLE_CARRY_ITEM]
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return weak_item?.resolve()
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return source.ai_controller.blackboard[BB_SIMPLE_CARRY_ITEM]
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/// Someone's interacting with us by hand, if we have an item and like them we'll hand it over
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/datum/element/ai_held_item/proc/on_click(mob/living/source, mob/living/user)
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@@ -30,8 +29,7 @@
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if (user.combat_mode)
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return
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var/list/friends = source.ai_controller.blackboard[BB_FRIENDS_LIST]
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if (!friends || !friends[WEAKREF(user)])
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if (!(user in source.ai_controller.blackboard[BB_FRIENDS_LIST]))
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return // We don't care about this bozo
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var/obj/item/carried_item = get_held_item(source)
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if (!carried_item)
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@@ -39,7 +37,7 @@
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source.visible_message(span_danger("[source] drops [carried_item] at [user]'s feet!"))
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carried_item.forceMove(get_turf(user))
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source.ai_controller.blackboard[BB_SIMPLE_CARRY_ITEM] = null
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source.ai_controller.clear_blackboard_key(BB_SIMPLE_CARRY_ITEM)
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/// If our held item is removed from our atom then take it off the blackboard
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/datum/element/ai_held_item/proc/atom_exited(mob/living/source, atom/movable/gone)
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@@ -47,7 +45,7 @@
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var/obj/item/carried_item = get_held_item(source)
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if (carried_item == gone)
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source.ai_controller.blackboard[BB_SIMPLE_CARRY_ITEM] = null
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source.ai_controller.clear_blackboard_key(BB_SIMPLE_CARRY_ITEM)
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/// Report that we're holding an item.
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/datum/element/ai_held_item/proc/on_examined(mob/living/source, mob/user, list/examine_text)
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@@ -68,4 +66,4 @@
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ol_yeller.visible_message(span_danger("[ol_yeller] drops [carried_item] as [ol_yeller.p_they()] die[ol_yeller.p_s()]."))
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carried_item.forceMove(ol_yeller.drop_location())
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ol_yeller.ai_controller.blackboard[BB_SIMPLE_CARRY_ITEM] = null
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ol_yeller.ai_controller.clear_blackboard_key(BB_SIMPLE_CARRY_ITEM)
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@@ -20,10 +20,4 @@
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/datum/element/ai_retaliate/proc/on_attacked(mob/victim, atom/attacker)
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SIGNAL_HANDLER
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if (!victim.ai_controller)
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return
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var/list/enemy_refs = victim.ai_controller.blackboard[BB_BASIC_MOB_RETALIATE_LIST]
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if (!enemy_refs)
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enemy_refs = list()
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enemy_refs |= WEAKREF(attacker)
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victim.ai_controller.blackboard[BB_BASIC_MOB_RETALIATE_LIST] = enemy_refs
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victim.ai_controller?.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, attacker)
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@@ -11,7 +11,7 @@
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return COMPONENT_INCOMPATIBLE
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var/obj/item/master = target
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var/datum/ai_controller/ai = new /datum/ai_controller/cursed(master)
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ai.blackboard[BB_TARGET_SLOT] = slot
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ai.set_blackboard_key(BB_TARGET_SLOT, slot)
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master.ai_controller = ai
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master.AddElement(/datum/element/movetype_handler)
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ADD_TRAIT(master, TRAIT_MOVE_FLYING, ELEMENT_TRAIT(type))
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