/** * Traverse to a target with the intention of picking it up. * If we can't do that, add it to a list of ignored items. */ /datum/ai_behavior/fetch_seek behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_REQUIRE_REACH /datum/ai_behavior/fetch_seek/setup(datum/ai_controller/controller, target_key, delivery_key) . = ..() var/obj/item/fetch_thing = controller.blackboard[target_key] // It stopped existing if (QDELETED(fetch_thing)) return FALSE set_movement_target(controller, fetch_thing) /datum/ai_behavior/fetch_seek/perform(seconds_per_tick, datum/ai_controller/controller, target_key, delivery_key) var/obj/item/fetch_thing = controller.blackboard[target_key] // It stopped existing if (QDELETED(fetch_thing)) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED // We can't pick this up if (fetch_thing.anchored) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED /datum/ai_behavior/fetch_seek/finish_action(datum/ai_controller/controller, success, target_key, delivery_key) . = ..() if (success) return // Blacklist item if we failed var/obj/item/target = controller.blackboard[target_key] if (target) controller.set_blackboard_key_assoc_lazylist(BB_FETCH_IGNORE_LIST, target, TRUE) controller.clear_blackboard_key(target_key) controller.clear_blackboard_key(delivery_key) /** * The second half of fetching, deliver the item to a target. */ /datum/ai_behavior/deliver_fetched_item behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_REQUIRE_REACH /datum/ai_behavior/deliver_fetched_item/setup(datum/ai_controller/controller, delivery_key, storage_key) . = ..() var/mob/living/return_target = controller.blackboard[delivery_key] if(QDELETED(return_target)) // Guess it's mine now return FALSE set_movement_target(controller, return_target) /datum/ai_behavior/deliver_fetched_item/perform(seconds_per_tick, datum/ai_controller/controller, delivery_key, storage_key) var/mob/living/return_target = controller.blackboard[delivery_key] if(QDELETED(return_target)) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED if(!deliver_item(controller, return_target, storage_key)) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED /datum/ai_behavior/deliver_fetched_item/finish_action(datum/ai_controller/controller, success, delivery_key) . = ..() controller.clear_blackboard_key(delivery_key) controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND) /// Actually deliver the fetched item to the target, if we still have it /// Returns TRUE if we succeeded, FALSE if we failed /datum/ai_behavior/deliver_fetched_item/proc/deliver_item(datum/ai_controller/controller, return_target, storage_key) var/mob/pawn = controller.pawn var/obj/item/carried_item = controller.blackboard[storage_key] if(QDELETED(carried_item) || carried_item.loc != pawn) pawn.visible_message(span_notice("[pawn] looks around as if [pawn.p_they()] [pawn.p_have()] lost something.")) return FALSE pawn.visible_message(span_notice("[pawn] delivers [carried_item] to [return_target].")) carried_item.forceMove(get_turf(return_target)) controller.clear_blackboard_key(storage_key) return TRUE /** * The alternate second half of fetching, attack the item if we can eat it. * Or make pleading eyes at someone who has picked it up. * * Unfortunately this doesn't work because food can't currently be eaten by mobs. */ /datum/ai_behavior/eat_fetched_snack behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT action_cooldown = 0.8 SECONDS /datum/ai_behavior/eat_fetched_snack/setup(datum/ai_controller/controller, target_key, delivery_key) . = ..() var/obj/item/snack = controller.blackboard[target_key] if(!istype(snack) || !IS_EDIBLE(snack) || !(isturf(snack.loc) || ishuman(snack.loc))) return FALSE // This isn't food at all! set_movement_target(controller, snack) /datum/ai_behavior/eat_fetched_snack/perform(seconds_per_tick, datum/ai_controller/controller, target_key, delivery_key) var/obj/item/snack = controller.blackboard[target_key] var/is_living_loc = isliving(snack.loc) if(QDELETED(snack) || (!isturf(snack.loc) && !is_living_loc)) // Where did it go? return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED var/mob/living/basic/basic_pawn = controller.pawn if(is_living_loc) if(SPT_PROB(10, seconds_per_tick)) basic_pawn.manual_emote("Stares at [snack.loc]'s [snack.name] intently.") return AI_BEHAVIOR_DELAY if(!basic_pawn.Adjacent(snack)) return AI_BEHAVIOR_DELAY controller.ai_interact(target = snack) if(QDELETED(snack)) // we ate it! return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED return AI_BEHAVIOR_DELAY /datum/ai_behavior/eat_fetched_snack/finish_action(datum/ai_controller/controller, succeeded, target_key, delivery_key) . = ..() controller.clear_blackboard_key(target_key) controller.clear_blackboard_key(delivery_key) controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND) /** * Clear our failed fetch list every so often */ /datum/ai_behavior/forget_failed_fetches /// How long to wait between resetting the list var/cooldown_duration = AI_FETCH_IGNORE_DURATION /// Time until we should forget things we failed to pick up COOLDOWN_DECLARE(reset_ignore_cooldown) /datum/ai_behavior/forget_failed_fetches/setup(datum/ai_controller/controller, ...) . = ..() if (!COOLDOWN_FINISHED(src, reset_ignore_cooldown)) return FALSE if (!length(controller.blackboard[BB_FETCH_IGNORE_LIST])) return /datum/ai_behavior/forget_failed_fetches/perform(seconds_per_tick, datum/ai_controller/controller) COOLDOWN_START(src, reset_ignore_cooldown, cooldown_duration) controller.clear_blackboard_key(BB_FETCH_IGNORE_LIST) return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED