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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>
306 lines
13 KiB
Plaintext
306 lines
13 KiB
Plaintext
/datum/ai_behavior/battle_screech/monkey
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screeches = list("roar","screech")
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/datum/ai_behavior/monkey_equip
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/monkey_equip/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/obj/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/monkey_equip/finish_action(datum/ai_controller/controller, success, target_key)
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. = ..()
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if(!success) //Don't try again on this item if we failed
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controller.set_blackboard_key_assoc(BB_MONKEY_BLACKLISTITEMS, controller.blackboard[target_key], TRUE)
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controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
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/// Equips an item on the monkey
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/// Returns TRUE if it works out, FALSE otherwise
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/datum/ai_behavior/monkey_equip/proc/equip_item(datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
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var/best_force = controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND]
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if(!isturf(living_pawn.loc))
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return FALSE
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if(!target)
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return FALSE
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if(target.anchored) //Can't pick it up, so stop trying.
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return FALSE
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// Strong weapon
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else if(target.force > best_force)
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living_pawn.drop_all_held_items()
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living_pawn.put_in_hands(target)
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controller.set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, target.force)
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return TRUE
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else if(target.slot_flags) //Clothing == top priority
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living_pawn.dropItemToGround(target, TRUE)
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living_pawn.update_icons()
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if(!living_pawn.equip_to_appropriate_slot(target))
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return FALSE //Already wearing something, in the future this should probably replace the current item but the code didn't actually do that, and I dont want to support it right now.
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return TRUE
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// EVERYTHING ELSE
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else if(living_pawn.get_empty_held_indexes())
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living_pawn.put_in_hands(target)
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return TRUE
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return FALSE
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/datum/ai_behavior/monkey_equip/ground
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/datum/ai_behavior/monkey_equip/ground/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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. = ..()
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if(equip_item(controller))
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return . | AI_BEHAVIOR_SUCCEEDED
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return . | AI_BEHAVIOR_FAILED
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/datum/ai_behavior/monkey_equip/pickpocket
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/datum/ai_behavior/monkey_equip/pickpocket/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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. = ..()
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if(controller.blackboard[BB_MONKEY_PICKPOCKETING]) //We are pickpocketing, don't do ANYTHING!!!!
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return
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INVOKE_ASYNC(src, PROC_REF(attempt_pickpocket), controller)
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/datum/ai_behavior/monkey_equip/pickpocket/proc/attempt_pickpocket(datum/ai_controller/controller)
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var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
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var/mob/living/victim = target.loc
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var/mob/living/living_pawn = controller.pawn
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if(!istype(victim))
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finish_action(controller, FALSE)
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return
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victim.visible_message(span_warning("[living_pawn] starts trying to take [target] from [victim]!"), span_danger("[living_pawn] tries to take [target]!"))
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controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, TRUE)
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var/success = FALSE
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if(do_after(living_pawn, MONKEY_ITEM_SNATCH_DELAY, victim) && target && victim.IsReachableBy(living_pawn))
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for(var/obj/item/I in victim.held_items)
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if(I == target)
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victim.visible_message(span_danger("[living_pawn] snatches [target] from [victim]."), span_userdanger("[living_pawn] snatched [target]!"))
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if(victim.temporarilyRemoveItemFromInventory(target))
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if(!QDELETED(target) && !equip_item(controller))
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target.forceMove(living_pawn.drop_location())
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success = TRUE
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break
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else
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victim.visible_message(span_danger("[living_pawn] tried to snatch [target] from [victim], but failed!"), span_userdanger("[living_pawn] tried to grab [target]!"))
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finish_action(controller, success) //We either fucked up or got the item.
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/datum/ai_behavior/monkey_equip/pickpocket/finish_action(datum/ai_controller/controller, success)
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. = ..()
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controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, FALSE)
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controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
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/datum/ai_behavior/monkey_flee
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/datum/ai_behavior/monkey_flee/perform(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/living_pawn = controller.pawn
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if(living_pawn.health >= MONKEY_FLEE_HEALTH) //we're back in bussiness
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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var/mob/living/target = null
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// flee from anyone who attacked us and we didn't beat down
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for(var/mob/living/L in view(living_pawn, MONKEY_FLEE_VISION))
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if(controller.blackboard[BB_MONKEY_ENEMIES][L] && L.stat == CONSCIOUS)
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target = L
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break
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if(target)
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GLOB.move_manager.move_away(living_pawn, target, max_dist=MONKEY_ENEMY_VISION, delay=5)
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return AI_BEHAVIOR_DELAY
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/monkey_attack_mob
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION //performs to increase frustration
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/datum/ai_behavior/monkey_attack_mob/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/monkey_attack_mob/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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var/mob/living/target = controller.blackboard[target_key]
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var/mob/living/living_pawn = controller.pawn
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var/datum/targeting_strategy/strategy = GET_TARGETING_STRATEGY(controller.blackboard[BB_TARGETING_STRATEGY])
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if(QDELETED(target) || !strategy.can_attack(living_pawn, target)) //Target == owned
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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// check if target has a weapon
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var/holding_weapon
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for(var/obj/item/potential_weapon in target.held_items)
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if(!(potential_weapon.item_flags & ABSTRACT))
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holding_weapon = potential_weapon
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break
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var/attack_results = monkey_attack(controller, target, seconds_per_tick, holding_weapon && SPT_PROB(MONKEY_ATTACK_DISARM_PROB, seconds_per_tick), holding_weapon)
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if(!attack_results || controller.blackboard[BB_MONKEY_AGGRESSIVE])
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return AI_BEHAVIOR_DELAY
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//check if we can de-aggro on the enemy...
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var/hatred_value = controller.blackboard[BB_MONKEY_ENEMIES][target]
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if(isnull(hatred_value))
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hatred_value = 1
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controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, hatred_value)
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if(!SPT_PROB(MONKEY_HATRED_REDUCTION_PROB, seconds_per_tick))
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return AI_BEHAVIOR_DELAY
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//we decrease our hatred value to them by 1
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hatred_value--
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if(hatred_value <= 0)
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controller.remove_thing_from_blackboard_key(BB_MONKEY_ENEMIES, target)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, hatred_value)
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/monkey_attack_mob/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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/// attack using a held weapon otherwise bite the enemy, then if we are angry there is a chance we might calm down a little
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/datum/ai_behavior/monkey_attack_mob/proc/monkey_attack(datum/ai_controller/controller, mob/living/target, seconds_per_tick, disarm, holding_weapon)
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var/mob/living/living_pawn = controller.pawn
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if(living_pawn.next_move > world.time)
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return FALSE
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//are we holding a gun? can we shoot it? if so, FIRE
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var/obj/item/gun/gun_to_shoot = locate() in living_pawn.held_items
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if(gun_to_shoot?.can_shoot())
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if(gun_to_shoot != living_pawn.get_active_held_item())
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living_pawn.swap_hand(living_pawn.get_inactive_hand_index())
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controller.ai_interact(target = target, combat_mode = TRUE)
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return TRUE
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//look for any potential weapons we're holding
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var/obj/item/potential_weapon = locate() in living_pawn.held_items
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if(!target.IsReachableBy(living_pawn, potential_weapon?.reach))
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return FALSE
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if(isnull(potential_weapon))
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controller.ai_interact(target = target, modifiers = disarm ? list(RIGHT_CLICK = TRUE) : null, combat_mode = TRUE)
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if(disarm && !isnull(holding_weapon) && controller.blackboard[BB_MONKEY_BLACKLISTITEMS][holding_weapon])
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controller.remove_thing_from_blackboard_key(BB_MONKEY_BLACKLISTITEMS, holding_weapon) //lets try to pickpocket it again!
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return TRUE
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if(potential_weapon != living_pawn.get_active_held_item())
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living_pawn.swap_hand(living_pawn.get_inactive_hand_index())
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controller.ai_interact(target = target, combat_mode = TRUE)
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return TRUE
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/datum/ai_behavior/disposal_mob
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration
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/datum/ai_behavior/disposal_mob/setup(datum/ai_controller/controller, attack_target_key, disposal_target_key)
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. = ..()
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set_movement_target(controller, controller.blackboard[attack_target_key])
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/datum/ai_behavior/disposal_mob/finish_action(datum/ai_controller/controller, succeeded, attack_target_key, disposal_target_key)
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. = ..()
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controller.clear_blackboard_key(attack_target_key) //Reset attack target
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controller.set_blackboard_key(BB_MONKEY_DISPOSING, FALSE) //No longer disposing
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controller.clear_blackboard_key(disposal_target_key) //No target disposal
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/datum/ai_behavior/disposal_mob/perform(seconds_per_tick, datum/ai_controller/controller, attack_target_key, disposal_target_key)
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if(controller.blackboard[BB_MONKEY_DISPOSING]) //We are disposing, don't do ANYTHING!!!!
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return AI_BEHAVIOR_DELAY
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var/mob/living/target = controller.blackboard[attack_target_key]
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var/mob/living/living_pawn = controller.pawn
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set_movement_target(controller, target)
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if(!target)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(target.pulledby != living_pawn && !HAS_AI_CONTROLLER_TYPE(target.pulledby, /datum/ai_controller/monkey)) //Dont steal from my fellow monkeys.
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if(living_pawn.Adjacent(target) && isturf(target.loc))
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target.grabbedby(living_pawn)
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return AI_BEHAVIOR_DELAY //Do the rest next turn
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var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
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set_movement_target(controller, disposal)
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if(!disposal)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(living_pawn.Adjacent(disposal))
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INVOKE_ASYNC(src, PROC_REF(try_disposal_mob), controller, attack_target_key, disposal_target_key) //put him in!
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return AI_BEHAVIOR_DELAY
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//This means we might be getting pissed!
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/disposal_mob/proc/try_disposal_mob(datum/ai_controller/controller, attack_target_key, disposal_target_key)
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var/mob/living/living_pawn = controller.pawn
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var/mob/living/target = controller.blackboard[attack_target_key]
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var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
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controller.set_blackboard_key(BB_MONKEY_DISPOSING, TRUE)
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if(target && disposal?.stuff_mob_in(target, living_pawn))
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disposal.flush()
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finish_action(controller, TRUE, attack_target_key, disposal_target_key)
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/datum/ai_behavior/recruit_monkeys/perform(seconds_per_tick, datum/ai_controller/controller)
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controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN)
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var/mob/living/living_pawn = controller.pawn
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for(var/mob/living/nearby_monkey in view(living_pawn, MONKEY_ENEMY_VISION))
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if(QDELETED(nearby_monkey) || !HAS_AI_CONTROLLER_TYPE(nearby_monkey, /datum/ai_controller/monkey))
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continue
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if(!SPT_PROB(MONKEY_RECRUIT_PROB, seconds_per_tick))
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continue
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// Recruited a monkey to our side
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controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN)
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// Other monkeys now also hate the guy we're currently targeting
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nearby_monkey.ai_controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET], MONKEY_RECRUIT_HATED_AMOUNT)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/monkey_set_combat_target/perform(seconds_per_tick, datum/ai_controller/controller, set_key, enemies_key)
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var/list/enemies = controller.blackboard[enemies_key]
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var/list/valids = list()
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for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, controller.pawn))
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if(possible_enemy == controller.pawn)
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continue // don't target ourselves
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if(!enemies[possible_enemy]) //We don't hate this creature! But we might still attack it!
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if(!controller.blackboard[BB_MONKEY_AGGRESSIVE]) //We are not aggressive either, so we won't attack!
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continue
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if(possible_enemy.has_faction(list(FACTION_MONKEY, FACTION_JUNGLE)) && !controller.blackboard[BB_MONKEY_TARGET_MONKEYS]) // do not target your team. includes monkys gorillas etc.
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continue
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// Weighted list, so the closer they are the more likely they are to be chosen as the enemy
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valids[possible_enemy] = CEILING(100 / (get_dist(controller.pawn, possible_enemy) || 1), 1)
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if(!length(valids))
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
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var/mob/living/target = pick_weight(valids)
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EVLOG_MAPTEXT(controller, EVLOG_CATEGORY_AI_TARGETING, "[controller.pawn] has selected [target] as a target for blackboard key [set_key]! Behavior: [src]", get_turf(target), "Target: [target]")
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EVLOG_LINES(controller, EVLOG_CATEGORY_AI_TARGETING, "Line to target", get_turf(controller.pawn), get_turf(target))
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controller.set_blackboard_key(set_key, target)
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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