Files
Bubberstation/code/datums/ai/monkey/monkey_controller.dm
MrMelbert c080b83c41 Monkey eating glowup (#93759)
## About The Pull Request

1. Monkeys will only seek out food to eat if they are actually hungry,
rather than on an arbitrary cooldown.
2. Monkeys will no longer teleport-yoink food out of your hands.
Instead, they may get angry at you for stealing their food, and fight
you over it. The hungrier the monkey, the more likely they are to fight.
3. Monkeys will discard trash and empty glasses (on the floor) after
eating or drinking them.
4. Monkeys can target soup to eat
5. PunPun will no longer seek out drinks if they are hungry.
6. PunPun will now, if the bartender is absent and there are multiple
patrons around, attempt to find filled glasses or food to hand out to
patrons.
7. Several places that sought edible items no longer include drinking
glasses as edible items

<img width="656" height="185" alt="image"
src="https://github.com/user-attachments/assets/8b3a6ac1-ae2c-41a0-919f-b471ad93bb0f"
/>

## Why It's Good For The Game

PunPun shouldn't be yoinking glasses out of patron's hands - their
intended behavior is to serve drinks not steal them

Otherwise, monkey eating was a bit jank due to it being some of our
oldest ai code. I largely just brought it up to more modern ai
standards.

## Changelog

🆑 Melbert
add: If the bartender is absent, PunPun will serve filled drink glasses
to patrons that don't have one.
add: PunPun will now ignore filled drinks and items being held when
looking for stuff to eat.
add: Monkeys can eat soup.
add: Monkeys will no longer seek out food if they are not hungry.
add: Hungry monkeys might fight you over the food you are holding. The
hungrier the monkey, the angrier the monkey.
fix: Monkeys can no longer teleport items out of your hands to eat. 
/🆑
2025-11-08 01:32:46 +01:00

232 lines
8.1 KiB
Plaintext

/*
AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a mob. What this means is that these datums
have ways of interacting with a specific mob and control it.
*/
///OOK OOK OOK
/datum/ai_controller/monkey
ai_movement = /datum/ai_movement/basic_avoidance
movement_delay = 0.4 SECONDS
planning_subtrees = list(
/datum/ai_planning_subtree/generic_resist,
/datum/ai_planning_subtree/monkey_combat,
/datum/ai_planning_subtree/generic_hunger,
/datum/ai_planning_subtree/generic_play_instrument,
/datum/ai_planning_subtree/monkey_shenanigans,
)
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/monkey,
BB_MONKEY_AGGRESSIVE = FALSE,
BB_MONKEY_BEST_FORCE_FOUND = 0,
BB_MONKEY_ENEMIES = list(),
BB_MONKEY_BLACKLISTITEMS = list(),
BB_MONKEY_PICKPOCKETING = FALSE,
BB_MONKEY_DISPOSING = FALSE,
BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
BB_SONG_LINES = MONKEY_SONG,
BB_RESISTING = FALSE,
BB_MONKEY_GIVE_CHANCE = 5,
)
idle_behavior = /datum/idle_behavior/idle_monkey
/datum/targeting_strategy/basic/monkey
/datum/targeting_strategy/basic/monkey/faction_check(datum/ai_controller/controller, mob/living/living_mob, mob/living/the_target)
// if they wronged us, all bets are off
if(controller.blackboard[BB_MONKEY_ENEMIES][the_target])
return FALSE
// target was forcibly set, all bets are off again
if(controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET] == the_target)
return FALSE
return ..()
/datum/ai_controller/monkey/process(seconds_per_tick)
var/mob/living/living_pawn = src.pawn
if(!length(living_pawn.do_afters) && living_pawn.ai_controller.blackboard[BB_RESISTING])
living_pawn.ai_controller.set_blackboard_key(BB_RESISTING, FALSE)
if(living_pawn.ai_controller.blackboard[BB_RESISTING])
return
. = ..()
/datum/ai_controller/monkey/New(atom/new_pawn)
var/static/list/control_examine = list(
ORGAN_SLOT_EYES = span_monkey("%PRONOUN_They stare%PRONOUN_s around with wild, primal eyes."),
)
AddElement(/datum/element/ai_control_examine, control_examine)
return ..()
/datum/ai_controller/monkey/pun_pun
movement_delay = 0.7 SECONDS //pun pun moves slower so the bartender can keep track of them
planning_subtrees = list(
/datum/ai_planning_subtree/generic_resist,
/datum/ai_planning_subtree/monkey_combat,
/datum/ai_planning_subtree/serve_food,
/datum/ai_planning_subtree/generic_hunger,
/datum/ai_planning_subtree/generic_play_instrument,
/datum/ai_planning_subtree/monkey_shenanigans,
)
idle_behavior = /datum/idle_behavior/idle_monkey/pun_pun
/datum/ai_controller/monkey/pun_pun/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
pawn = new_pawn
set_blackboard_key(BB_IGNORE_DRINKS, TRUE)
set_blackboard_key(BB_MONKEY_TAMED, TRUE)
set_blackboard_key(BB_MONKEY_GIVE_CHANCE, 30)
set_blackboard_key(BB_MONKEY_PRESS_TYPEPATH, /obj/structure/desk_bell)
set_trip_mode(mode = FALSE)
/datum/ai_controller/monkey/angry
/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
pawn = new_pawn
set_blackboard_key(BB_MONKEY_AGGRESSIVE, TRUE) //Angry cunt
set_trip_mode(mode = FALSE)
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
var/mob/living/living_pawn = new_pawn
if(!HAS_TRAIT(living_pawn, TRAIT_RELAYING_ATTACKER))
living_pawn.AddElement(/datum/element/relay_attackers)
RegisterSignal(new_pawn, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_attacked))
RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, PROC_REF(on_startpulling))
RegisterSignals(new_pawn, list(COMSIG_LIVING_TRY_SYRINGE_INJECT, COMSIG_LIVING_TRY_SYRINGE_WITHDRAW), PROC_REF(on_try_syringe))
RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, PROC_REF(on_attempt_cuff))
RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, PROC_REF(update_movespeed))
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..() //Run parent at end
/datum/ai_controller/monkey/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(
COMSIG_ATOM_WAS_ATTACKED,
COMSIG_LIVING_START_PULL,
COMSIG_LIVING_TRY_SYRINGE_INJECT,
COMSIG_LIVING_TRY_SYRINGE_WITHDRAW,
COMSIG_CARBON_CUFF_ATTEMPTED,
COMSIG_MOB_MOVESPEED_UPDATED,
))
return ..() //Run parent at end
/datum/ai_controller/monkey/on_sentience_lost()
. = ..()
set_trip_mode(mode = TRUE)
/datum/ai_controller/monkey/on_stat_changed(mob/living/source, new_stat)
. = ..()
update_able_to_run()
/datum/ai_controller/monkey/setup_able_to_run()
. = ..()
RegisterSignal(pawn, COMSIG_MOB_INCAPACITATE_CHANGED, PROC_REF(update_able_to_run))
/datum/ai_controller/monkey/clear_able_to_run()
UnregisterSignal(pawn, list(COMSIG_MOB_INCAPACITATE_CHANGED, COMSIG_MOB_STATCHANGE))
return ..()
/datum/ai_controller/monkey/get_able_to_run()
var/mob/living/living_pawn = pawn
if(INCAPACITATED_IGNORING(living_pawn, INCAPABLE_RESTRAINTS|INCAPABLE_STASIS|INCAPABLE_GRAB) || living_pawn.stat > CONSCIOUS)
return AI_UNABLE_TO_RUN
return ..()
/datum/ai_controller/monkey/proc/set_trip_mode(mode = TRUE)
var/mob/living/carbon/regressed_monkey = pawn
var/brain = regressed_monkey.get_organ_slot(ORGAN_SLOT_BRAIN)
if(istype(brain, /obj/item/organ/brain/primate)) // In case we are a monkey AI in a human brain by who was previously controlled by a client but it now not by some marvel
var/obj/item/organ/brain/primate/monkeybrain = brain
monkeybrain.tripping = mode
///re-used behavior pattern by monkeys for finding a weapon
/datum/ai_controller/monkey/proc/TryFindWeapon()
var/mob/living/living_pawn = pawn
if(!(locate(/obj/item) in living_pawn.held_items))
set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, 0)
if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in living_pawn.held_items))
// We have a gun, what could we possibly want?
return FALSE
var/obj/item/weapon
var/list/nearby_items = list()
for(var/obj/item/item in oview(2, living_pawn))
nearby_items += item
for(var/obj/item/item in living_pawn.held_items) // If we've got some garbage in out hands that's going to stop us from effectively attacking, we should get rid of it.
if(item.force < 2)
living_pawn.dropItemToGround(item)
weapon = GetBestWeapon(src, nearby_items, living_pawn.held_items)
var/pickpocket = FALSE
for(var/mob/living/carbon/human/human in oview(5, living_pawn))
var/obj/item/held_weapon = GetBestWeapon(src, human.held_items + weapon, living_pawn.held_items)
if(held_weapon == weapon) // It's just the same one, not a held one
continue
pickpocket = TRUE
weapon = held_weapon
if(!weapon || (weapon in living_pawn.held_items))
return FALSE
if(weapon.force < 2) // our bite does 2 damage on average, no point in settling for anything less
return FALSE
set_blackboard_key(BB_MONKEY_PICKUPTARGET, weapon)
if(pickpocket)
queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket, BB_MONKEY_PICKUPTARGET)
else
queue_behavior(/datum/ai_behavior/monkey_equip/ground, BB_MONKEY_PICKUPTARGET)
return TRUE
///Reactive events to being hit
/datum/ai_controller/monkey/proc/retaliate(mob/living/living_mob)
// just to be safe
if(QDELETED(living_mob))
return
add_blackboard_key_assoc(BB_MONKEY_ENEMIES, living_mob, MONKEY_HATRED_AMOUNT)
/datum/ai_controller/monkey/proc/on_attacked(datum/source, mob/attacker)
SIGNAL_HANDLER
if(prob(MONKEY_RETALIATE_PROB))
retaliate(attacker)
/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn) && prob(MONKEY_PULL_AGGRO_PROB)) // nuh uh you don't pull me!
retaliate(living_pawn.pulledby)
return TRUE
/datum/ai_controller/monkey/proc/on_try_syringe(datum/source, mob/user)
SIGNAL_HANDLER
// chance of monkey retaliation
if(prob(MONKEY_SYRINGE_RETALIATION_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attempt_cuff(datum/source, mob/user)
SIGNAL_HANDLER
// chance of monkey retaliation
if(prob(MONKEY_CUFF_RETALIATION_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
SIGNAL_HANDLER
movement_delay = pawn.cached_multiplicative_slowdown