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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 /🆑
This commit is contained in:
@@ -118,8 +118,9 @@
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teleport = new(src)
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teleport.Grant(src)
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ai_controller.blackboard[BB_CARP_RIFT] = WEAKREF(teleport)
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ai_controller.blackboard[BB_OBSTACLE_TARGETTING_WHITELIST] = allowed_obstacle_targets
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ai_controller.set_blackboard_key(BB_CARP_RIFT, teleport)
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ai_controller.set_blackboard_key(BB_OBSTACLE_TARGETTING_WHITELIST, allowed_obstacle_targets)
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/mob/living/basic/carp/Destroy()
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QDEL_NULL(teleport)
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@@ -129,7 +130,7 @@
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/mob/living/basic/carp/proc/setup_eating()
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AddElement(/datum/element/basic_eating, 10, 0, null, desired_food)
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AddElement(/datum/element/basic_eating, 0, 10, BRUTE, desired_trash) // We are killing our planet
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ai_controller.blackboard[BB_BASIC_FOODS] = desired_food + desired_trash
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ai_controller.set_blackboard_key(BB_BASIC_FOODS, desired_food + desired_trash)
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/// Set a random colour on the carp, override to do something else
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/mob/living/basic/carp/proc/apply_colour()
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@@ -151,9 +152,16 @@
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/mob/living/basic/carp/ranged_secondary_attack(atom/atom_target, modifiers)
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teleport.Trigger(target = atom_target)
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/// Gives the carp a list of destinations to try and travel between when it has nothing better to do
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/mob/living/basic/carp/proc/migrate_to(list/migration_points)
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ai_controller.blackboard[BB_CARP_MIGRATION_PATH] = migration_points
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/// Gives the carp a list of weakrefs of destinations to try and travel between when it has nothing better to do
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/mob/living/basic/carp/proc/migrate_to(list/datum/weakref/migration_points)
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var/list/actual_points = list()
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for(var/datum/weakref/point_ref as anything in migration_points)
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var/turf/point_resolved = point_ref.resolve()
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if(QDELETED(point_resolved))
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return // invalid list, we can't migrate to this
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actual_points += point_resolved
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ai_controller.set_blackboard_key(BB_CARP_MIGRATION_PATH, actual_points)
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/**
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* Holographic carp from the holodeck
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@@ -42,8 +42,7 @@
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/datum/ai_planning_subtree/find_nearest_magicarp_spell_target
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/datum/ai_planning_subtree/find_nearest_magicarp_spell_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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var/datum/weakref/weak_action = controller.blackboard[BB_MAGICARP_SPELL]
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var/datum/action/cooldown/using_action = weak_action?.resolve()
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var/datum/action/cooldown/using_action = controller.blackboard[BB_MAGICARP_SPELL]
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if (QDELETED(using_action))
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return
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if (!using_action.IsAvailable())
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@@ -22,8 +22,7 @@
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if (!length(migration_points))
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return
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var/datum/weakref/weak_target = controller.blackboard[BB_CARP_MIGRATION_TARGET]
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var/turf/moving_to = weak_target?.resolve()
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var/turf/moving_to = controller.blackboard[BB_CARP_MIGRATION_TARGET]
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// If we don't have a target or are close enough to it, pick a new one
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if (isnull(moving_to) || get_dist(controller.pawn, moving_to) <= CARP_DESTINATION_SEARCH_RANGE)
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@@ -48,13 +47,12 @@
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var/list/blackboard_points = controller.blackboard[path_key]
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var/list/potential_migration_points = blackboard_points.Copy()
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while (length(potential_migration_points))
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var/datum/weakref/weak_destination = popleft(potential_migration_points)
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var/turf/potential_destination = weak_destination.resolve()
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var/turf/potential_destination = popleft(potential_migration_points)
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if (!isnull(potential_destination) && get_dist(controller.pawn, potential_destination) > CARP_DESTINATION_SEARCH_RANGE)
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controller.blackboard[target_key] = weak_destination
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controller.set_blackboard_key(target_key, potential_destination)
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finish_action(controller, succeeded = TRUE)
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return
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controller.blackboard[path_key] = potential_migration_points.Copy()
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controller.set_blackboard_key(path_key, potential_migration_points.Copy())
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finish_action(controller, succeeded = FALSE)
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@@ -12,14 +12,9 @@
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if (!rift_behaviour)
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CRASH("Forgot to specify rift behaviour for [src]")
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var/datum/weakref/weak_target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
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var/mob/living/target = weak_target?.resolve()
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if (!target)
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return
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var/datum/weakref/weak_action = controller.blackboard[BB_CARP_RIFT]
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var/datum/action/cooldown/using_action = weak_action?.resolve()
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if (isnull(using_action) || !using_action.IsAvailable())
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var/mob/living/target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
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var/datum/action/cooldown/using_action = controller.blackboard[BB_CARP_RIFT]
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if (QDELETED(target) || QDELETED(using_action) || !using_action.IsAvailable())
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return
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controller.queue_behavior(rift_behaviour, BB_CARP_RIFT, BB_BASIC_MOB_CURRENT_TARGET)
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@@ -53,20 +48,12 @@
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/datum/ai_behavior/make_carp_rift
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/datum/ai_behavior/make_carp_rift/setup(datum/ai_controller/controller, ability_key, target_key)
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var/datum/weakref/weak_action = controller.blackboard[ability_key]
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var/datum/action/cooldown/mob_cooldown/lesser_carp_rift/ability = weak_action?.resolve()
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if (!ability)
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return FALSE
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var/datum/weakref/weak_target = controller.blackboard[target_key]
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var/atom/target = weak_target?.resolve()
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return target
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return controller.blackboard[ability_key] && controller.blackboard[target_key]
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/datum/ai_behavior/make_carp_rift/perform(seconds_per_tick, datum/ai_controller/controller, ability_key, target_key)
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. = ..()
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var/datum/weakref/weak_action = controller.blackboard[ability_key]
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var/datum/action/cooldown/mob_cooldown/lesser_carp_rift/ability = weak_action?.resolve()
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var/datum/weakref/weak_target = controller.blackboard[target_key]
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var/atom/target = weak_target?.resolve()
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var/datum/action/cooldown/mob_cooldown/lesser_carp_rift/ability = controller.blackboard[ability_key]
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var/atom/target = controller.blackboard[target_key]
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if (!validate_target(controller, target, ability))
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finish_action(controller, FALSE, ability_key, target_key)
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@@ -187,9 +174,8 @@
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var/minimum_distance = 2
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/datum/ai_planning_subtree/shortcut_to_target_through_carp_rift/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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var/datum/weakref/weak_target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
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var/mob/living/target = weak_target?.resolve()
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if (isnull(target))
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var/mob/living/target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
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if (QDELETED(target))
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return
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var/distance_to_target = get_dist(controller.pawn, target)
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@@ -88,7 +88,7 @@ GLOBAL_LIST_INIT(magicarp_spell_colours, list(
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spell.projectile_type = spell_type
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spell.button_icon_state = initial(spell_type.icon_state)
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spell.Grant(src)
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ai_controller.blackboard[BB_MAGICARP_SPELL] = WEAKREF(spell)
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ai_controller.set_blackboard_key(BB_MAGICARP_SPELL, spell)
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assign_spell_ai(spell_type)
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/// If you have certain spells, use a different targetting datum
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@@ -99,7 +99,7 @@ GLOBAL_LIST_INIT(magicarp_spell_colours, list(
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/obj/projectile/magic/resurrection = MAGICARP_SPELL_CORPSES,
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)
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ai_controller.blackboard[BB_MAGICARP_SPELL_SPECIAL_TARGETTING] = spell_special_targetting[spell_type]
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ai_controller.set_blackboard_key(BB_MAGICARP_SPELL_SPECIAL_TARGETTING, spell_special_targetting[spell_type])
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/// Shoot when you click away from you
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/mob/living/basic/carp/magic/RangedAttack(atom/atom_target, modifiers)
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@@ -123,7 +123,7 @@ GLOBAL_LIST_INIT(magicarp_spell_colours, list(
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chaos_bolt.permitted_projectiles = allowed_projectile_types
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chaos_bolt.Grant(src)
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spell = chaos_bolt
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ai_controller.blackboard[BB_MAGICARP_SPELL] = spell
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ai_controller.set_blackboard_key(BB_MAGICARP_SPELL, spell)
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RegisterSignal(spell, COMSIG_ACTION_TRIGGER, PROC_REF(apply_colour))
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/// Has a more limited spell pool but can appear from gold slime cores
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