Files
CirrialandGitHub 31d4eb04f1 Fix Stoat Steal Behaviour (and some other AI stuff hopefully) (#94153)
## About The Pull Request

Two main things. 

Multiple instances of use of a proc in AI controllers seemingly assuming
the default behaviour will work for them, but what ends up happening is
`search_tactic` gets redefined and redefined with no defaut search range
parameter, so nothing ends up passed to the `search_tactic` child procs,
so they all call `oview` with `null` and this... somehow doesn't
runtime? Has behaviour that works some of the time??? I hate this
fucking language. Anyway.

Stoat steal items behaviour was completely broken and apparently was not
tested once since it was merged in. I've made the corrections I can, but
I haven't figured out why stoat AI never enters idle, so we have a
behaviour that leads to the stoat running up to an item, grabbing it,
and then just staying there, unmoving. I've sunk too many hours into
this, I'm just going to call it fixed and let someone else figure out
what exciting additions there need to be to a behaviour that was never
functional in the first place.

## Why It's Good For The Game

i don't know man i just want the pain to stop 

okay, generally speaking, when people write AI behaviours, they want
those AI behaviours to do something and not just silently fail for six
months or longer

## Changelog
🆑
fix: Stoats have a chance to try and grab items like they always should
have.
/🆑
2025-11-28 13:35:53 +02:00

221 lines
8.4 KiB
Plaintext

/**find and set
* Finds an item near themselves, sets a blackboard key as it. Very useful for ais that need to use machines or something.
* if you want to do something more complicated than find a single atom, change the search_tactic() proc
* cool tip: search_tactic() can set lists
*/
/datum/ai_behavior/find_and_set
action_cooldown = 2 SECONDS
/datum/ai_behavior/find_and_set/perform(seconds_per_tick, datum/ai_controller/controller, set_key, locate_path, search_range)
if (controller.blackboard_key_exists(set_key))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
if(QDELETED(controller.pawn))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
var/find_this_thing = search_tactic(controller, locate_path, search_range)
if(isnull(find_this_thing))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.set_blackboard_key(set_key, find_this_thing)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/find_and_set/proc/search_tactic(datum/ai_controller/controller, locate_path, search_range = 3)
return locate(locate_path) in oview(search_range, controller.pawn)
/**
* Variant of find and set that fails if the living pawn doesn't hold something
*/
/datum/ai_behavior/find_and_set/pawn_must_hold_item
/datum/ai_behavior/find_and_set/pawn_must_hold_item/search_tactic(datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
if(!living_pawn.get_num_held_items())
return //we want to fail the search if we don't have something held
return ..()
/**
* Variant of find and set that also requires the item to be edible. checks hands too
*/
/datum/ai_behavior/find_and_set/food_or_drink
var/force_find_drinks = FALSE
/datum/ai_behavior/find_and_set/food_or_drink/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/mob/living/living_pawn = controller.pawn
var/find_drinks = force_find_drinks || controller.blackboard[BB_IGNORE_DRINKS] || FALSE
for(var/atom/held_candidate in living_pawn.held_items)
if(is_food_or_drink(controller, held_candidate, find_drinks))
return held_candidate
for(var/atom/local_candidate in oview(search_range, controller.pawn))
if(is_food_or_drink(controller, local_candidate, find_drinks) && istype(local_candidate, locate_path))
return local_candidate
return null
/datum/ai_behavior/find_and_set/food_or_drink/proc/is_food_or_drink(datum/ai_controller/controller, obj/item/thing, find_drinks = FALSE)
return is_food(thing) || (find_drinks && is_drink(thing))
/datum/ai_behavior/find_and_set/food_or_drink/proc/is_food(obj/item/thing)
if(IS_EDIBLE(thing))
return TRUE
if(istype(thing, /obj/item/reagent_containers/cup/bowl))
return thing.reagents.total_volume > 0
return FALSE
/datum/ai_behavior/find_and_set/food_or_drink/proc/is_drink(obj/item/thing)
if(istype(thing, /obj/item/reagent_containers/cup/glass))
return thing.reagents.total_volume > 0
return FALSE
/datum/ai_behavior/find_and_set/food_or_drink/to_eat
/datum/ai_behavior/find_and_set/food_or_drink/to_serve
force_find_drinks = TRUE
/**
* Variant of find and set that only checks in hands, search range should be excluded for this
*/
/datum/ai_behavior/find_and_set/in_hands
/datum/ai_behavior/find_and_set/in_hands/search_tactic(datum/ai_controller/controller, locate_path)
var/mob/living/living_pawn = controller.pawn
return locate(locate_path) in living_pawn.held_items
/datum/ai_behavior/find_and_set/in_hands/given_list
/datum/ai_behavior/find_and_set/in_hands/given_list/search_tactic(datum/ai_controller/controller, locate_paths)
var/list/found = typecache_filter_list(controller.pawn, locate_paths)
if(length(found))
return pick(found)
/**
* Variant of find and set that takes a list of things to find.
*/
/datum/ai_behavior/find_and_set/in_list
/datum/ai_behavior/find_and_set/in_list/search_tactic(datum/ai_controller/controller, locate_paths, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/list/found = typecache_filter_list(oview(search_range, controller.pawn), locate_paths)
if(length(found))
return pick(found)
/// Like find_and_set/in_list, but we return the turf location of the item instead of the item itself.
/datum/ai_behavior/find_and_set/in_list/turf_location
/datum/ai_behavior/find_and_set/in_list/turf_location/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
. = ..()
if(isnull(.))
return null
return get_turf(.)
/**
* Variant of find and set which returns an object which can be animated with a staff of change
*/
/datum/ai_behavior/find_and_set/animatable
/datum/ai_behavior/find_and_set/animatable/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/mob/living/living_pawn = controller.pawn
var/list/nearby_items = list()
for (var/obj/new_friend in oview(search_range, controller.pawn))
if (!isitem(new_friend) && !isstructure(new_friend))
continue
if (is_type_in_list(new_friend, GLOB.animatable_blacklist))
continue
if (living_pawn.see_invisible < new_friend.invisibility)
continue
nearby_items += new_friend
if(nearby_items.len)
return pick(nearby_items)
/**
* Variant of find and set which returns the nearest wall which isn't invulnerable
*/
/datum/ai_behavior/find_and_set/nearest_wall
/datum/ai_behavior/find_and_set/nearest_wall/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/mob/living/living_pawn = controller.pawn
var/list/nearby_walls = list()
for (var/turf/closed/new_wall in oview(search_range, controller.pawn))
if (isindestructiblewall(new_wall))
continue
nearby_walls += new_wall
if(nearby_walls.len)
return get_closest_atom(/turf/closed/, nearby_walls, living_pawn)
/**
* Variant of find and set which returns corpses who share your faction
*/
/datum/ai_behavior/find_and_set/friendly_corpses
/datum/ai_behavior/find_and_set/friendly_corpses/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/mob/living/living_pawn = controller.pawn
var/list/nearby_bodies = list()
for (var/mob/living/dead_pal in oview(search_range, controller.pawn))
if (!isturf(dead_pal.loc))
continue
if (!dead_pal.stat || dead_pal.health > 0)
continue
if (living_pawn.see_invisible < dead_pal.invisibility)
continue
if (!living_pawn.faction_check_atom(dead_pal))
continue
nearby_bodies += dead_pal
if (nearby_bodies.len)
return pick(nearby_bodies)
/**
* A variant that looks for a human who is not dead or incapacitated, and has a mind
*/
/datum/ai_behavior/find_and_set/conscious_person
/datum/ai_behavior/find_and_set/conscious_person/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/list/customers = list()
for(var/mob/living/carbon/human/target in oview(search_range, controller.pawn))
if(IS_DEAD_OR_INCAP(target) || !target.mind)
continue
customers += target
if(customers.len)
return pick(customers)
return null
/datum/ai_behavior/find_and_set/nearby_friends
action_cooldown = 2 SECONDS
/datum/ai_behavior/find_and_set/nearby_friends/search_tactic(datum/ai_controller/controller, locate_path, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/atom/friend = locate(/mob/living/carbon/human) in oview(search_range, controller.pawn)
if(isnull(friend))
return null
var/mob/living/living_pawn = controller.pawn
var/potential_friend = living_pawn.faction.Find(REF(friend)) ? friend : null
return potential_friend
/datum/ai_behavior/find_and_set/in_list/turf_types
/datum/ai_behavior/find_and_set/in_list/turf_types/search_tactic(datum/ai_controller/controller, locate_paths, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/list/found = RANGE_TURFS(search_range, controller.pawn)
shuffle_inplace(found)
for(var/turf/possible_turf as anything in found)
if(!is_type_in_typecache(possible_turf, locate_paths))
continue
if(can_see(controller.pawn, possible_turf, search_range))
return possible_turf
return null
/datum/ai_behavior/find_and_set/in_list/closest_turf
/datum/ai_behavior/find_and_set/in_list/closest_turf/search_tactic(datum/ai_controller/controller, locate_paths, search_range = SEARCH_TACTIC_DEFAULT_RANGE)
var/list/found = RANGE_TURFS(search_range, controller.pawn)
for(var/turf/possible_turf as anything in found)
if(!is_type_in_typecache(possible_turf, locate_paths) || !can_see(controller.pawn, possible_turf, search_range))
found -= possible_turf
return (length(found)) ? get_closest_atom(/turf, found, controller.pawn) : null