/* AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a atom. What this means is that these datums have ways of interacting with a specific atom and control it. They posses a blackboard with the information the AI knows and has, and will plan behaviors it will try to execute. */ /datum/ai_controller ///The atom this controller is controlling var/atom/pawn ///Bitfield of traits for this AI to handle extra behavior var/ai_traits ///Current actions being performed by the AI. var/list/current_behaviors = list() ///Current actions and their respective last time ran as an assoc list. var/list/behavior_cooldowns = list() ///Current status of AI (OFF/ON) var/ai_status ///Current movement target of the AI, generally set by decision making. var/atom/current_movement_target ///This is a list of variables the AI uses and can be mutated by actions. When an action is performed you pass this list and any relevant keys for the variables it can mutate. var/list/blackboard = list() ///Tracks recent pathing attempts, if we fail too many in a row we fail our current plans. var/pathing_attempts ///Can the AI remain in control if there is a client? var/continue_processing_when_client = FALSE ///distance to give up on target var/max_target_distance = 14 ///Reference to the movement datum we use. Is a type on initialize but becomes a ref afterwards. var/datum/ai_movement/ai_movement = /datum/ai_movement/dumb ///Cooldown until next movement COOLDOWN_DECLARE(movement_cooldown) ///Delay between movements. This is on the controller so we can keep the movement datum singleton var/movement_delay = 0.1 SECONDS /datum/ai_controller/New(atom/new_pawn) ai_movement = SSai_movement.movement_types[ai_movement] PossessPawn(new_pawn) /datum/ai_controller/Destroy(force, ...) set_ai_status(AI_STATUS_OFF) UnpossessPawn(FALSE) return ..() ///Proc to move from one pawn to another, this will destroy the target's existing controller. /datum/ai_controller/proc/PossessPawn(atom/new_pawn) if(pawn) //Reset any old signals UnpossessPawn(FALSE) if(istype(new_pawn.ai_controller)) //Existing AI, kill it. QDEL_NULL(new_pawn.ai_controller) if(TryPossessPawn(new_pawn) & AI_CONTROLLER_INCOMPATIBLE) qdel(src) CRASH("[src] attached to [new_pawn] but these are not compatible!") pawn = new_pawn pawn.ai_controller = src if(!continue_processing_when_client && istype(new_pawn, /mob)) var/mob/possible_client_holder = new_pawn if(possible_client_holder.client) set_ai_status(AI_STATUS_OFF) else set_ai_status(AI_STATUS_ON) else set_ai_status(AI_STATUS_ON) RegisterSignal(pawn, COMSIG_MOB_LOGIN, .proc/on_sentience_gained) ///Abstract proc for initializing the pawn to the new controller /datum/ai_controller/proc/TryPossessPawn(atom/new_pawn) return ///Proc for deinitializing the pawn to the old controller /datum/ai_controller/proc/UnpossessPawn(destroy) UnregisterSignal(pawn, COMSIG_MOB_LOGIN, COMSIG_MOB_LOGOUT) pawn.ai_controller = null pawn = null if(destroy) qdel(src) return ///Returns TRUE if the ai controller can actually run at the moment. /datum/ai_controller/proc/able_to_run() return TRUE /// Generates a plan and see if our existing one is still valid. /datum/ai_controller/process(delta_time) if(!able_to_run()) walk(pawn, 0) //stop moving return //this should remove them from processing in the future through event-based stuff. if(!current_behaviors?.len) SelectBehaviors(delta_time) if(!current_behaviors?.len) PerformIdleBehavior(delta_time) //Do some stupid shit while we have nothing to do return if(current_movement_target && get_dist(pawn, current_movement_target) > max_target_distance) //The distance is out of range CancelActions() return for(var/i in current_behaviors) var/datum/ai_behavior/current_behavior = i if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown continue if(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT && current_movement_target) //Might need to move closer if(current_behavior.required_distance >= get_dist(pawn, current_movement_target)) ///Are we close enough to engage? if(ai_movement.moving_controllers[src] == current_movement_target) //We are close enough, if we're moving stop.else ai_movement.stop_moving_towards(src) current_behavior.perform(delta_time, src) return else if(ai_movement.moving_controllers[src] != current_movement_target) //We're too far, if we're not already moving start doing it. ai_movement.start_moving_towards(src, current_movement_target, current_behavior.required_distance) //Then start moving if(current_behavior.behavior_flags & AI_BEHAVIOR_MOVE_AND_PERFORM) //If we can move and perform then do so. current_behavior.perform(delta_time, src) return else //No movement required current_behavior.perform(delta_time, src) return ///Perform some dumb idle behavior. /datum/ai_controller/proc/PerformIdleBehavior(delta_time) return ///This is where you decide what actions are taken by the AI. /datum/ai_controller/proc/SelectBehaviors(delta_time) SHOULD_NOT_SLEEP(TRUE) //Fuck you don't sleep in procs like this. return ///This proc handles changing ai status, and starts/stops processing if required. /datum/ai_controller/proc/set_ai_status(new_ai_status) if(ai_status == new_ai_status) return FALSE //no change ai_status = new_ai_status switch(ai_status) if(AI_STATUS_ON) START_PROCESSING(SSai_controllers, src) if(AI_STATUS_OFF) STOP_PROCESSING(SSai_controllers, src) CancelActions() /datum/ai_controller/proc/CancelActions() for(var/i in current_behaviors) var/datum/ai_behavior/current_behavior = i current_behavior.finish_action(src, FALSE) /datum/ai_controller/proc/on_sentience_gained() UnregisterSignal(pawn, COMSIG_MOB_LOGIN) if(!continue_processing_when_client) set_ai_status(AI_STATUS_OFF) //Can't do anything while player is connected RegisterSignal(pawn, COMSIG_MOB_LOGOUT, .proc/on_sentience_lost) /datum/ai_controller/proc/on_sentience_lost() UnregisterSignal(pawn, COMSIG_MOB_LOGOUT) set_ai_status(AI_STATUS_ON) //Can't do anything while player is connected RegisterSignal(pawn, COMSIG_MOB_LOGIN, .proc/on_sentience_gained)