* Refactors datum AI idle behaviors into datums (#61455)
Co-authored-by: MonkeyThatCodes <monkey>
* Refactors datum AI idle behaviors into datums
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
* I hate TGUI even if its better than what we had before
* this is why linters exist
* you need to be a Head or the Warden to get items
* does this please you linter?
* foundation
* basic interactions
* yea I can spell okay?
* linters please leave me alone
* begone debug code
* if you are dead, no interacting
* linters leave me alone
* linters are stealing my soul
* forgot to do this
* sound framework, probably wont work though
* max length, and interaction cooldowns
* message can now be a list and minor code improve
* I am a slave and linters are my master
* fix improper static reference
* add json loading/saving functionality
* default for message is now a list
* jsonize def interactions; implement requirements
* bad
* bug fix; CtrlShiftClick to interact
* minor qol fix
* fix CtrlShiftClick and remove debug code
* haha docker has security measures
* this was painful
* why are you in this branch
* begone
* bruh
* begone
Co-authored-by: Matthew <matthew@tfaluc.com>
Co-authored-by: Matthew J <GoldenKeyboard@users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Adds new wrinkles to monkey brains (#58631)
This does a variety of improvements to monkey ai that I got drawn into after fixing a relatively simple bug with monkeys and guns. This pr is in support of #58565 so that in the rare chance pun pun gets a gun, they know how to use it. Previously #16630 made it so monkeys could use guns but semi-recently that was broken. Now that's fixed and in addition some other monkey ai capabilities were enhanced, read the changelog for the full list.
* Adds new wrinkles to monkey brains
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* ai_behaviour cleanup ft. less chatty tourists (#57945)
Each of these lines is punctuated by an audio sting every 8 seconds without refrain.
So, this PR adds a new vocalisation limiter to tourist bots who can't find a seat. Instead of always vocalising every 8 seconds, they're now guaranteed to vocalise the first time and then have a 60% chance to have vocalised again each minute thereafter.
Tourists waiting for food now have an approx 40% chance to have vocalised in any given minute. This should be considered alongside the fact that multiple (up to 10) tourists can be present at any given point in time and with the difficulty in players killing them, they can create a lot of unnecessary audio spam. If the tourists are being served rapidly, they're also giving regular guaranted audio stings on top of that which compounds the chances any given bot will output an audio cue.
The AI controller now passes the larger value between the behaviour's `action_cooldown` in real seconds (as opposed to deciseconds) and delta_time when performing behaviours. This has no gameplay changes outside of those documented in this PR, since no AI behaviours with cooldowns greater than the AI controller's delta_time attempted to use delta_time.
Finally, customers now have 10 minutes of patience before leaving instead of 100 minutes of patience due to a minor oversight where their patience was in deciseconds while delta_time was subtracted in seconds.
* ai_behaviour cleanup ft. less chatty tourists
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
* Dog AI 2.0
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a subsystem for ai movement (#57111)
* done
* straight walk
* movement
* yep
* removes unused macro
* done
* Update ai_movement.dm
* Adds a subsystem for ai movement
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Adds the Hauntium material, which turns any item into a ghost (with AI) (#55728)
* Adds the Hauntium material, which turns any item into a ghost (with AI)
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Reworks the brand intelligence event with AI controller datums (#55778)
These felt like another good test-case for ai controllers that someone could easily grasp, this makes it so that we can use the actual vending machine instead of a fake mimic mob. In theory you could even still use the vending machine, if you like living on the edge ofcourse.
The vendors now try to move towards you, and try to dive on top of you to squish you.
* Reworks the brand intelligence event with AI controller datums
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Makes it so player-controller monkeyized humans dont also keep AI control + extra AI controller fixes (#55515)
AI controllers now properly check if a mob is client-controlled and dont start processing if its the case.
AI controllers now handle deletion on unpossesion if that's filled in as an argument
Dead monkeys stop attacking things
* Makes it so player-controller monkeyized humans dont also keep AI control + extra AI controller fixes
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
* [READY] Creates Datumized AI and applies it to monkeys
Co-authored-by: Qustinnus <Floydje123@hotmail.com>