mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-22 05:25:15 +01:00
af8f69da13
## About The Pull Request This Pull Request adds a new logging system that uses a timeline to track and visualize important events for specific datums. This is done via a new window in which you can select a datum for tracking, which adds it to the timeline. If this datum implements the EVLOGGING macros, it can track important events onto this timeline. As an example, we can log whenever an AI is deciding to make a new path, if it decides to generate a new decisionmaking plan, it finishes an action, or it decides to target someone/something. We can select these events to see more information, and optionally get a snapshot of important variables at the time this event was logged (like the blackboard and current plan for AI controllers). You can also filter out specific events / track info, which is done via categories. Each event / piece of track info is given a category and if you disable a category all events / track info in that category is hidden. This lets you filter out things you might not care about. <img width="2346" height="1209" alt="image" src="https://github.com/user-attachments/assets/0763077c-e349-4c7c-b017-23d29e1d089b" /> _whoever thinks we didnt need advanced cleanbot logging is a noob_ In the video below I showcase how this works; https://file.house/7nsOiqdvmSTxlsk3fs-e8g==.mp4 A cleanbot is roaming the halls, I turn on the event logger, click the "pick target" button and click on the datum I'd like to track (the cleanbot). This results in the cleanbot now tracking its events. I spawn some dirt and the cleanbot decides to clean it, and I go through the events; You can see theres different events being listed, such as when the cleanbot starts targetting the dirt, when it cleans plan, when it makes it JPS path and every time it moves over it. The macros I've currently implemented are as follows: **EVLOG_TEXT(DATUM, CATEGORY, INFO)** Only adds text to the event logger window, no world-visuals EVLOG_LOCATION(DATUM, CATEGORY, INFO, TURF) Adds text to the event logger and adds an image to where that turf is. EVLOG_TURFS(DATUM, CATEGORY, INFO, TURFS) Adds text to the event logger and adds an image to each turf in the TURFS list EVLOG_LINES(DATUM, CATEGORY, INFO, TURF_A, TURF_B) Adds text to the event logger and adds a line from turf_a to turf_B EVLOG_PATH(DATUM, CATEGORY, INFO, TURFS) Adds text to the event logger and visualizes a path from A to B (same way as the pathfinding debugger, of which I moved the visualization before to SSPathfinder) In terms of performance, the logger is a singleton, and events are ONLY logged if 1. The logger is running 2. The datum has the DF_EVLOGGING flag. This means most of the time, logging an event is a single var lookup (Since the runner is off by default). The DF_EVLOGGING flag is off by default as well and has to be enabled by the event logger, or set temporarily by a dev in code. This system can easily be extended with more event types / visualization types as well. (I'm thinking of datumizing the ones I have now) The TGUI is still a bit of a mess, I would love some pointers because I'm not really good at react so I just kind of hit it with a hammer until it did what I wanted 😎 Also, all of this is based on VisLogging from Unreal Engine, so it will have some likeness https://unreal-garden.com/tutorials/visual-logger/ ## Why It's Good For The Game This system allows us to debug more complex systems (like basic AI) in an understandable and clear way. While the implementation cases are not super common right now, extending this system could make debugging these systems much more comprehensible, and hopefully lets more developers help us with improving these systems. (plus, we LOVE timelines) ## Changelog 🆑 CabinetOnFire refactor: Implements "Event Logging" an improved way for programmers to debug specific datums. /🆑 --------- Co-authored-by: Lucy <lucy@absolucy.moe>
378 lines
15 KiB
Plaintext
378 lines
15 KiB
Plaintext
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/datum/ai_behavior/resist/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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living_pawn.ai_controller.set_blackboard_key(BB_RESISTING, TRUE)
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living_pawn.execute_resist()
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/battle_screech
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///List of possible screeches the behavior has
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var/list/screeches
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/datum/ai_behavior/battle_screech/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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INVOKE_ASYNC(living_pawn, TYPE_PROC_REF(/mob, emote), pick(screeches))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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///Moves to target then finishes
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/datum/ai_behavior/move_to_target
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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/datum/ai_behavior/move_to_target/perform(seconds_per_tick, datum/ai_controller/controller)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/break_spine
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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action_cooldown = 0.7 SECONDS
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var/give_up_distance = 10
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/datum/ai_behavior/break_spine/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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set_movement_target(controller, target)
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/datum/ai_behavior/break_spine/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/mob/living/batman = controller.blackboard[target_key]
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var/mob/living/big_guy = controller.pawn //he was molded by the darkness
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if(QDELETED(batman) || get_dist(batman, big_guy) >= give_up_distance)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
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if(batman.stat != CONSCIOUS)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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big_guy.start_pulling(batman)
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big_guy.face_atom(batman)
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batman.visible_message(span_warning("[batman] gets a slightly too tight hug from [big_guy]!"), span_userdanger("You feel your body break as [big_guy] embraces you!"))
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for(var/zone in GLOB.all_body_zones - BODY_ZONE_HEAD)
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batman.apply_damage(15, BRUTE, zone, wound_bonus = 35)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/break_spine/finish_action(datum/ai_controller/controller, succeeded, target_key)
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if(succeeded)
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var/mob/living/bane = controller.pawn
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if(QDELETED(bane)) // pawn can be null at this point
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return ..()
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bane.stop_pulling()
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controller.clear_blackboard_key(target_key)
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return ..()
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/// Use in hand the currently held item
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/datum/ai_behavior/use_in_hand
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behavior_flags = AI_BEHAVIOR_MOVE_AND_PERFORM
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/datum/ai_behavior/use_in_hand/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/pawn = controller.pawn
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var/obj/item/held = pawn.get_active_held_item()
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if(!held)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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pawn.activate_hand()
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/// Use the currently held item, or unarmed, on a weakref to an object in the world
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/datum/ai_behavior/use_on_object
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required_distance = 1
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/use_on_object/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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if(target == controller.pawn) // this can sometimes end up as ourselves, in which case there is no reason to move
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return FALSE
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set_movement_target(controller, target)
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/datum/ai_behavior/use_on_object/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target = target, combat_mode = FALSE)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/give
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/give/setup(datum/ai_controller/controller, target_key)
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. = ..()
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set_movement_target(controller, controller.blackboard[target_key])
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/datum/ai_behavior/give/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/mob/living/pawn = controller.pawn
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var/obj/item/held_item = pawn.get_active_held_item()
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var/atom/target = controller.blackboard[target_key]
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if(!held_item) //if held_item is null, we pretend that action was successful
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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if(QDELETED(target) || !target.IsReachableBy(pawn))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/mob/living/living_target = target
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if(!isliving(living_target)) // target should reasonably only ever be set to a living mob
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stack_trace("Tried to give an item to a non-living target!")
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/perform_flags = try_to_give_item(controller, living_target, held_item)
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if(perform_flags & AI_BEHAVIOR_FAILED)
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return perform_flags
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controller.PauseAi(1.5 SECONDS)
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living_target.visible_message(
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span_info("[pawn] starts trying to give [held_item] to [living_target]!"),
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span_warning("[pawn] tries to give you [held_item]!")
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)
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if(!do_after(pawn, 1 SECONDS, living_target))
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return AI_BEHAVIOR_DELAY | perform_flags
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perform_flags |= try_to_give_item(controller, living_target, held_item, actually_give = TRUE)
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return AI_BEHAVIOR_DELAY | perform_flags
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/datum/ai_behavior/give/proc/try_to_give_item(datum/ai_controller/controller, mob/living/target, obj/item/held_item, actually_give)
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if(QDELETED(held_item) || QDELETED(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/has_left_pocket = target.can_equip(held_item, ITEM_SLOT_LPOCKET)
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var/has_right_pocket = target.can_equip(held_item, ITEM_SLOT_RPOCKET)
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var/has_valid_hand
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for(var/hand_index in target.get_empty_held_indexes())
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if(target.can_put_in_hand(held_item, hand_index))
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has_valid_hand = TRUE
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break
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if(!has_left_pocket && !has_right_pocket && !has_valid_hand)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(!actually_give)
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return AI_BEHAVIOR_DELAY
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if(!has_valid_hand || prob(50))
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target.equip_to_slot_if_possible(held_item, (!has_left_pocket ? ITEM_SLOT_RPOCKET : (prob(50) ? ITEM_SLOT_LPOCKET : ITEM_SLOT_RPOCKET)))
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else
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target.put_in_hands(held_item)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/give/finish_action(datum/ai_controller/controller, succeeded, target_key)
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. = ..()
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controller.clear_blackboard_key(target_key)
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/datum/ai_behavior/consume
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action_cooldown = 2 SECONDS
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/datum/ai_behavior/consume/perform(seconds_per_tick, datum/ai_controller/controller, target_key, hunger_timer_key)
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[target_key]
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if(QDELETED(target) || !living_pawn.is_holding(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target = living_pawn, combat_mode = FALSE)
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return AI_BEHAVIOR_DELAY | (is_content(living_pawn, target) ? AI_BEHAVIOR_SUCCEEDED : AI_BEHAVIOR_FAILED)
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/datum/ai_behavior/consume/finish_action(datum/ai_controller/controller, succeeded, target_key, hunger_timer_key)
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. = ..()
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if(!succeeded)
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return
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controller.set_blackboard_key(hunger_timer_key, world.time + rand(12 SECONDS, 60 SECONDS))
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[target_key]
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if(!QDELETED(target) && !DOING_INTERACTION_WITH_TARGET(living_pawn, target))
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controller.clear_blackboard_key(target_key)
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living_pawn.dropItemToGround(target) // drops empty drink glasses
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for(var/obj/item/trash/trash in living_pawn.held_items)
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living_pawn.dropItemToGround(trash) // drops spawned trash items
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/// Check if the target is fully consumed, or being actively consumed, or if we're just bored of eating it
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/datum/ai_behavior/consume/proc/is_content(mob/living/living_pawm, obj/item/target)
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if(QDELETED(target))
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return TRUE
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if(DOING_INTERACTION_WITH_TARGET(living_pawm, target))
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return TRUE
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if(target.reagents?.total_volume <= 0)
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return TRUE
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// Even if we don't finish it all we can randomly decide to be done
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return prob(10)
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// navigate to target item and pick it up if we can
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/datum/ai_behavior/navigate_to_and_pick_up
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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action_cooldown = 2 SECONDS
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/datum/ai_behavior/navigate_to_and_pick_up/setup(datum/ai_controller/controller, target_key, drop_held = TRUE)
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. = ..()
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set_movement_target(controller, controller.blackboard[target_key])
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/datum/ai_behavior/navigate_to_and_pick_up/setup(datum/ai_controller/controller, target_key, drop_held = TRUE)
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(living_pawn.is_holding(target)) // already in hands
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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if(!target.IsReachableBy(living_pawn)) // can't reach it, despite being adjacent
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(living_pawn.get_active_held_item()) // something is in our hands already
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if(!drop_held || !living_pawn.dropItemToGround(living_pawn.get_active_held_item()))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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controller.ai_interact(target, combat_mode = FALSE)
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return AI_BEHAVIOR_DELAY | (target.loc == living_pawn ? AI_BEHAVIOR_SUCCEEDED : AI_BEHAVIOR_FAILED)
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/**
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* Drops items in hands, very important for future behaviors that require the pawn to grab stuff
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*/
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/datum/ai_behavior/drop_item
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/datum/ai_behavior/drop_item/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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var/list/my_held_items = living_pawn.held_items - GetBestWeapon(controller, null, living_pawn.held_items)
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if(!length(my_held_items))
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return AI_BEHAVIOR_FAILED | AI_BEHAVIOR_DELAY
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living_pawn.dropItemToGround(pick(my_held_items))
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return AI_BEHAVIOR_SUCCEEDED | AI_BEHAVIOR_DELAY
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/// This behavior involves attacking a target.
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/datum/ai_behavior/attack
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/attack/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn) || !isturf(living_pawn.loc))
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return AI_BEHAVIOR_DELAY
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var/atom/movable/attack_target = controller.blackboard[BB_ATTACK_TARGET]
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if(!attack_target || !can_see(living_pawn, attack_target, length = controller.blackboard[BB_VISION_RANGE]))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/mob/living/living_target = attack_target
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if(istype(living_target) && (living_target.stat == DEAD))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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set_movement_target(controller, living_target)
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attack(controller, living_target)
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/attack/finish_action(datum/ai_controller/controller, succeeded)
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. = ..()
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controller.clear_blackboard_key(BB_ATTACK_TARGET)
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/// A proc representing when the mob is pushed to actually attack the target. Again, subtypes can be used to represent different attacks from different animals, or it can be some other generic behavior
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/datum/ai_behavior/attack/proc/attack(datum/ai_controller/controller, mob/living/living_target)
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn))
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return
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living_pawn.ClickOn(living_target, list())
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/// This behavior involves attacking a target.
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/datum/ai_behavior/follow
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM
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/datum/ai_behavior/follow/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn) || !isturf(living_pawn.loc))
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return AI_BEHAVIOR_DELAY
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var/atom/movable/follow_target = controller.blackboard[BB_FOLLOW_TARGET]
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if(!follow_target || get_dist(living_pawn, follow_target) > controller.blackboard[BB_VISION_RANGE])
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/mob/living/living_target = follow_target
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if(istype(living_target) && (living_target.stat == DEAD))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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set_movement_target(controller, living_target)
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/follow/finish_action(datum/ai_controller/controller, succeeded)
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. = ..()
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controller.clear_blackboard_key(BB_FOLLOW_TARGET)
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/datum/ai_behavior/perform_emote
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/datum/ai_behavior/perform_emote/perform(seconds_per_tick, datum/ai_controller/controller, emote, speech_sound)
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. = ..()
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn))
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return AI_BEHAVIOR_INSTANT
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living_pawn.manual_emote(emote)
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if(speech_sound) // Only audible emotes will pass in a sound
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playsound(living_pawn, speech_sound, 80, vary = TRUE, pressure_affected =TRUE, ignore_walls = FALSE)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/perform_speech
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/datum/ai_behavior/perform_speech/perform(seconds_per_tick, datum/ai_controller/controller, speech, speech_sound)
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. = ..()
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn))
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return AI_BEHAVIOR_INSTANT
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living_pawn.say(speech, forced = "AI Controller")
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if(speech_sound)
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playsound(living_pawn, speech_sound, 80, vary = TRUE)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/perform_speech_radio
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/datum/ai_behavior/perform_speech_radio/perform(seconds_per_tick, datum/ai_controller/controller, speech, obj/item/radio/speech_radio, list/try_channels = list(RADIO_CHANNEL_COMMON))
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var/mob/living/living_pawn = controller.pawn
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if(!istype(living_pawn) || !istype(speech_radio) || QDELETED(speech_radio) || !length(try_channels))
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
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speech_radio.talk_into(living_pawn, speech, pick(try_channels))
|
|
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
//song behaviors
|
|
|
|
/datum/ai_behavior/setup_instrument
|
|
|
|
/datum/ai_behavior/setup_instrument/perform(seconds_per_tick, datum/ai_controller/controller, song_instrument_key, song_lines_key)
|
|
var/obj/item/instrument/song_instrument = controller.blackboard[song_instrument_key]
|
|
var/datum/song/song = song_instrument.song
|
|
var/song_lines = controller.blackboard[song_lines_key]
|
|
|
|
//just in case- it won't do anything if the instrument isn't playing
|
|
song.stop_playing()
|
|
song.ParseSong(new_song = song_lines)
|
|
song.repeat = 10
|
|
song.volume = song.max_volume - 10
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
/datum/ai_behavior/play_instrument
|
|
|
|
/datum/ai_behavior/play_instrument/perform(seconds_per_tick, datum/ai_controller/controller, song_instrument_key)
|
|
var/obj/item/instrument/song_instrument = controller.blackboard[song_instrument_key]
|
|
var/datum/song/song = song_instrument.song
|
|
|
|
song.start_playing(controller.pawn)
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
/datum/ai_behavior/find_nearby
|
|
|
|
/datum/ai_behavior/find_nearby/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
|
|
var/list/possible_targets = list()
|
|
for(var/atom/thing in view(2, controller.pawn))
|
|
if(!thing.mouse_opacity)
|
|
continue
|
|
if(thing.IsObscured())
|
|
continue
|
|
if(isitem(thing))
|
|
var/obj/item/item = thing
|
|
if(item.item_flags & ABSTRACT)
|
|
continue
|
|
possible_targets += thing
|
|
if(!possible_targets.len)
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
|
|
controller.set_blackboard_key(target_key, pick(possible_targets))
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|