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Bubberstation/code/datums/ai/monkey/monkey_bt_nodes.dm
df7832aa43 Replaced our NPC AI with Behavior Trees. (#96628)
This PR replaces our current NPC AI with a [behavior tree
system](https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)).
Behavior trees are a common way of creating AI in which you place nodes
in a tree structure to define what actions an AI should take.

AI controllers defined a list of /datum/ai_planning_subtree types in
behavior_nodes. Each subtree was a self-contained unit that could call
queue_behavior() to fire off /datum/ai_behavior actions. The controller
iterated subtrees in order, each one deciding independently whether to
queue something and deciding whether the next subtree would run.

This has a few issues:
1. There's no real structure; you are just defining a list of things to
try in order.
2. There was a loooot of subtrees that were basically the same as
another but with some slight modification
3. It was hard to understand.

Controllers now define a single json file describing a tree of nodes.
The tree is composed of structural composites:

Sequence - do A, then B, then C (and so on)
Selector - try A, if it fails try B, then C (and so on)
Parallel - run A and B simultaneously, with configurable failure/success
policies and or looping behavior
Subplan - loop a child continiously

Along that we also have "Decorators". These are nodes that basically
check a condition (E.g.; do we have a combat target). These decorators
can be used to gate behavior and are re-useable across behavior trees.
They also have a concept known as "Observers". Which lets them cancel
lower priority behavior in case their condition changes (Which we check
whenever a signal fires that fits that specific decorator). This makes
the AI much more responsive to change in environment.

For behaviors, we still use the ai_behavior datums. These are the actual
behaviors such as "Move to X", "Attack X". The only major change is that
these can no longer sleep() since they now run in the ai_controller.

Lastly, we now also have subtrees, except now they are essentially
pieces of behavior tree that can be re-used, or even overriden at
runtime or as a variable. Allowing for making modular AI made out of
several smaller trees.

You can set variables on these nodes directly via the extension (see
below), which should reduce the need to make subtypes of behaviors by a
lot. All of these vars are saved on the JSON and will be applied at
runtime.

If you are using subtrees, you can also assign "bindings" to these
variables, which will allow instances of the subtree to override those
variables.

Since a tree structure with variables becomes hard to parse in a JSON,
I've made a VSCode extension to edit these JSONs:

https://marketplace.visualstudio.com/items?itemName=BehaviorTreeG.behaviortreeg
https://github.com/CabinetOnFire/BehaviorTreeG

<img width="1795" height="1268" alt="image"
src="https://github.com/user-attachments/assets/56aa2f0b-3cf9-449f-bca4-8281fca82db6"
/>

This extension allows you to edit the behavior tree JSONs, and browse
through all the behaviors/decorators/subtrees we have

If you'd like more info on how to build these AI check out the
learn_ai.md. I will also make a tutorial to go over more depth on what
the system offers because I kind of suck at doing technical write-ups.

Targetting has been changed to. I've made a new acquire_targets behavior
that takes a target_source (what am I targetting) and
targetting_strategy (what does the candidate need to fulfill to be
considered a target). This allows us to make composites targetting
combinations to reduce the amount of specific find_and_set esque
behaviors we had before. Not everything is ported to this system but
that would be a longer term goal.

I've added a new build_bt script that converts all the behavior tree
JSONs into compiled versions. Why is this needed? Because I wanted to
keep using defines in behavior trees, so we need a way to convert this
into literal values before we send it to DM. This script runs on compile
and should also run in CI (If I didn't fuck that up!). This saves to a
new build/ folder.

I've ported every single AI in the game to this system (except raptors,
Kobsa is working on those so should be in soon!), so I do expect some
bugs to come out of this. But I also fixed some issues that have
probably been in the game for a long time such as:
- Fixed penguins being unable to fish
- Fixed bileworms not being able to devour people
- Fixes goldgrubs not grubbing gold (they could not mine!)
- Lizards actually eat food they find

Either way, I'd reccomend a long TM on this.

1. (Hopefully) a better development experience for making AI
2. Less copy-paste for behaviors, we should be able to re-use more
pieces to make behavior
3. Behavior trees is a more common pattern in making AI, so it should be
easier to find resources to find out how to do things.

🆑 CabinetOnFire, Iamgoofball, SmartKar, Ben10omintrix
refactor: Replaces our AI system with behavior trees, porting all
datum/ai to it
/🆑

I will add this PR with more details down the line. I think I got the
big picture but its a big PR, so sorry if I missed something important.

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2026-08-15 10:33:57 -06:00

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/// Monkey's battle screech variant louder and on a 5 second cooldown
/datum/bt_node/ai_behavior/battle_screech/monkey
time_between_perform = 5 SECONDS
screeches = list("roar", "screech")
/// Base equip behavior; handles blacklist updates and key cleanup on finish
/datum/bt_node/ai_behavior/monkey_equip
var/target_key
/datum/bt_node/ai_behavior/monkey_equip/finish_action(datum/ai_controller/controller, success)
. = ..()
if(!success) // Don't try to pick this item up again
controller.set_blackboard_key_assoc(BB_MONKEY_BLACKLISTITEMS, controller.blackboard[target_key], TRUE)
controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
controller.clear_blackboard_key(BB_MONKEY_PICKUP_IS_PICKPOCKET)
/// Equip a weapon off the ground
/datum/bt_node/ai_behavior/monkey_equip/ground
/datum/bt_node/ai_behavior/monkey_equip/ground/setup(datum/ai_controller/controller)
var/obj/item/target = controller.blackboard[target_key]
return !QDELETED(target)
/datum/bt_node/ai_behavior/monkey_equip/ground/perform(seconds_per_tick, datum/ai_controller/controller)
var/async_flags = handle_async()
if(async_flags)
return async_flags
return start_async()
/datum/bt_node/ai_behavior/monkey_equip/ground/perform_async(datum/ai_controller/controller)
var/result = equip_item(controller)
if(!async_still_valid())
return
finish_async(result ? AI_BEHAVIOR_SUCCEEDED : AI_BEHAVIOR_FAILED)
/// Pickpocket a weapon from a mob
/datum/bt_node/ai_behavior/monkey_equip/pickpocket
/datum/bt_node/ai_behavior/monkey_equip/pickpocket/setup(datum/ai_controller/controller)
var/obj/item/target = controller.blackboard[target_key]
return !QDELETED(target)
/datum/bt_node/ai_behavior/monkey_equip/pickpocket/perform(seconds_per_tick, datum/ai_controller/controller)
if(controller.blackboard[BB_MONKEY_PICKPOCKETING]) // mid-snatch; wait
return AI_BEHAVIOR_DELAY
INVOKE_ASYNC(src, PROC_REF(attempt_pickpocket), controller)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/bt_node/ai_behavior/monkey_equip/pickpocket/proc/attempt_pickpocket(datum/ai_controller/controller)
var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
var/mob/living/victim = target?.loc
var/mob/living/living_pawn = controller.pawn
if(!istype(victim))
finish_action(controller, FALSE)
return
victim.visible_message(span_warning("[living_pawn] starts trying to take [target] from [victim]!"), span_danger("[living_pawn] tries to take [target]!"))
controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, TRUE)
var/success = FALSE
if(do_after(living_pawn, MONKEY_ITEM_SNATCH_DELAY, victim) && target && victim.IsReachableBy(living_pawn))
for(var/obj/item/I in victim.held_items)
if(I == target)
victim.visible_message(span_danger("[living_pawn] snatches [target] from [victim]."), span_userdanger("[living_pawn] snatched [target]!"))
if(victim.temporarilyRemoveItemFromInventory(target))
if(!QDELETED(target) && !equip_item(controller))
target.forceMove(living_pawn.drop_location())
success = TRUE
break
else
victim.visible_message(span_danger("[living_pawn] tried to snatch [target] from [victim], but failed!"), span_userdanger("[living_pawn] tried to grab [target]!"))
finish_action(controller, success)
/datum/bt_node/ai_behavior/monkey_equip/pickpocket/finish_action(datum/ai_controller/controller, success)
. = ..()
controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, FALSE)
/// Shared item equip proc
/datum/bt_node/ai_behavior/monkey_equip/proc/equip_item(datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
var/best_force = controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND]
if(!isturf(living_pawn.loc))
return FALSE
if(!target)
return FALSE
if(target.anchored)
return FALSE
if(target.force > best_force) // better weapon
living_pawn.drop_all_held_items()
living_pawn.put_in_hands(target)
controller.set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, target.force)
return TRUE
if(target.slot_flags) // wearable
living_pawn.dropItemToGround(target, TRUE)
living_pawn.update_icons()
if(!living_pawn.equip_to_appropriate_slot(target))
return FALSE
return TRUE
if(living_pawn.get_empty_held_indexes()) // any free hand
living_pawn.put_in_hands(target)
return TRUE
return FALSE
/// Gathers weapon upgrade candidates: nearby ground items, then held items of nearby humans.
/datum/target_source/monkey_weapon_upgrade
/datum/target_source/monkey_weapon_upgrade/collect_candidates(mob/living/pawn, datum/ai_controller/controller, range)
var/list/candidates = list()
for(var/obj/item/ground_item in oview(range, pawn))
candidates += ground_item
for(var/mob/living/carbon/human/nearby_human in oview(range, pawn))
candidates += nearby_human.held_items
return candidates
/// Weapon upgrade candidate: not two-handed, not blacklisted, and hits harder than our bite.
/datum/targeting_strategy/monkey_weapon_upgrade
/datum/targeting_strategy/monkey_weapon_upgrade/is_valid_target(mob/living/living_mob, atom/target, vision_range, datum/ai_controller/controller = null)
. = ..()
if(!.)
return FALSE
var/obj/item/candidate = target
if(HAS_TRAIT(candidate, TRAIT_NEEDS_TWO_HANDS) || controller.blackboard[BB_MONKEY_BLACKLISTITEMS][candidate])
return FALSE
if(candidate.force < 2) // our bite already does ~2 damage
return FALSE
return TRUE
/// Scans nearby items and mobs for a better weapon and sets BB_MONKEY_PICKUPTARGET
/datum/bt_node/ai_behavior/acquire_target/update_interaction_target/monkey_find_weapon
/datum/bt_node/ai_behavior/acquire_target/update_interaction_target/monkey_find_weapon/can_search(datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
if(!(locate(/obj/item) in living_pawn.held_items))
controller.set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, 0)
if(controller.blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in living_pawn.held_items))
return FALSE // already have a gun
return ..()
/// Prefers any gun once gun neurons are activated, else the strongest candidate that beats our current best held item.
/datum/bt_node/ai_behavior/acquire_target/update_interaction_target/monkey_find_weapon/pick_final_target(datum/ai_controller/controller, list/filtered_targets)
var/mob/living/living_pawn = controller.pawn
if(controller.blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED])
for(var/obj/item/candidate as anything in filtered_targets)
if(isgun(candidate))
return candidate
var/top_force = 0
for(var/obj/item/held in living_pawn.held_items)
if(HAS_TRAIT(held, TRAIT_NEEDS_TWO_HANDS) || controller.blackboard[BB_MONKEY_BLACKLISTITEMS][held])
continue
top_force = max(top_force, held.force)
var/obj/item/best
for(var/obj/item/candidate as anything in filtered_targets)
if(candidate.force <= top_force)
continue
best = candidate
top_force = candidate.force
return best
/datum/bt_node/ai_behavior/acquire_target/update_interaction_target/monkey_find_weapon/on_target_found(datum/ai_controller/controller, atom/target, datum/targeting_strategy/strategy)
controller.set_blackboard_key(BB_MONKEY_PICKUP_IS_PICKPOCKET, ismob(target.loc) ? TRUE : null)
/// Selects a target from BB_MONKEY_ENEMIES or picks any visible mob if aggressive. This should be ported to new targetting but its so fkn bespoke
/datum/bt_node/ai_behavior/monkey_set_combat_target
var/attack_target_key
var/enemies_key
/datum/bt_node/ai_behavior/monkey_set_combat_target/perform(seconds_per_tick, datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
var/list/enemies = controller.blackboard[enemies_key]
if(HAS_TRAIT(living_pawn, TRAIT_PACIFISM) || (!length(enemies) && !controller.blackboard[BB_MONKEY_AGGRESSIVE]))
living_pawn.set_combat_mode(FALSE)
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
var/list/valids = list()
for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, living_pawn))
if(possible_enemy == living_pawn)
continue
if(!enemies[possible_enemy])
if(!controller.blackboard[BB_MONKEY_AGGRESSIVE])
continue
if(possible_enemy.has_faction(list(FACTION_MONKEY, FACTION_JUNGLE)) && !controller.blackboard[BB_MONKEY_TARGET_MONKEYS])
continue
if(IS_DEAD_OR_INCAP(possible_enemy)) // Dont bother, theyre fucked.
continue
valids[possible_enemy] = CEILING(100 / (get_dist(living_pawn, possible_enemy) || 1), 1)
if(!length(valids))
living_pawn.set_combat_mode(FALSE)
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
var/mob/living/target = pick_weight(valids)
EVLOG_MAPTEXT(controller, EVLOG_CATEGORY_AI_TARGETING, "[living_pawn] has selected [target] as a target for blackboard key [attack_target_key]! Behavior: [src]", get_turf(target), "Target: [target]")
EVLOG_LINES(controller, EVLOG_CATEGORY_AI_TARGETING, "Line to target", get_turf(living_pawn), get_turf(target))
living_pawn.set_combat_mode(TRUE)
controller.set_blackboard_key(attack_target_key, target)
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
/// Attacks the target mob; SUCCEEDED when target is gone, FAILED when target goes down (Which lets us flush the fucker instead)
/datum/bt_node/ai_behavior/monkey_attack_mob
var/target_key
time_between_perform = CLICK_CD_MELEE
/// seconds_per_tick from the perform() that kicked off the current async attack.
VAR_PRIVATE/attack_seconds_per_tick = 0
/// Weapon snapshot from the perform() that kicked off the current async attack.
VAR_PRIVATE/obj/item/attack_holding_weapon
/datum/bt_node/ai_behavior/monkey_attack_mob/perform(seconds_per_tick, datum/ai_controller/controller)
var/async_flags = handle_async()
if(async_flags)
return async_flags
var/mob/living/target = controller.blackboard[target_key]
var/mob/living/living_pawn = controller.pawn
var/datum/targeting_strategy/strategy = GET_TARGETING_STRATEGY(controller.blackboard[BB_TARGETING_STRATEGY])
if(QDELETED(target) || !strategy.is_valid_target(living_pawn, target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/obj/item/holding_weapon
for(var/obj/item/potential_weapon in target.held_items)
if(!(potential_weapon.item_flags & ABSTRACT))
holding_weapon = potential_weapon
break
attack_seconds_per_tick = seconds_per_tick
attack_holding_weapon = holding_weapon
return start_async()
/datum/bt_node/ai_behavior/monkey_attack_mob/perform_async(datum/ai_controller/controller)
var/mob/living/target = controller.blackboard[target_key]
var/seconds_per_tick = attack_seconds_per_tick
var/obj/item/holding_weapon = attack_holding_weapon
var/attack_results = monkey_attack(controller, target, seconds_per_tick, holding_weapon && SPT_PROB(MONKEY_ATTACK_DISARM_PROB, seconds_per_tick), holding_weapon)
if(!async_still_valid())
return
var/succeeded = FALSE
if(attack_results && !controller.blackboard[BB_MONKEY_AGGRESSIVE])
succeeded = TRUE
if(prob(MONKEY_HATRED_REDUCTION_PROB))
var/hatred_value = controller.blackboard[BB_MONKEY_ENEMIES][target] - 1
if(hatred_value <= 0)
controller.remove_thing_from_blackboard_key(BB_MONKEY_ENEMIES, target)
else
controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, hatred_value)
finish_async(succeeded ? AI_BEHAVIOR_SUCCEEDED : AI_BEHAVIOR_FAILED)
/datum/bt_node/ai_behavior/monkey_attack_mob/finish_action(datum/ai_controller/controller, succeeded)
. = ..()
attack_seconds_per_tick = 0
attack_holding_weapon = null
/// Attack with held weapon or bite; try to disarm if target is holding something
/datum/bt_node/ai_behavior/monkey_attack_mob/proc/monkey_attack(datum/ai_controller/controller, mob/living/target, seconds_per_tick, disarm, holding_weapon)
var/mob/living/living_pawn = controller.pawn
if(living_pawn.next_move > world.time)
return FALSE
living_pawn.face_atom(target)
var/obj/item/potential_weapon = locate(/obj/item) in living_pawn.held_items
if(target.IsReachableBy(living_pawn, potential_weapon?.reach))
if(isnull(potential_weapon))
controller.ai_interact(target = target, modifiers = disarm ? list(RIGHT_CLICK = TRUE) : null, combat_mode = TRUE)
if(disarm && !isnull(holding_weapon) && controller.blackboard[BB_MONKEY_BLACKLISTITEMS][holding_weapon])
controller.remove_thing_from_blackboard_key(BB_MONKEY_BLACKLISTITEMS, holding_weapon)
else
if(potential_weapon != living_pawn.get_active_held_item())
living_pawn.swap_hand(living_pawn.get_inactive_hand_index())
controller.ai_interact(target = target, combat_mode = TRUE)
controller.override_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE)
return TRUE
if(!potential_weapon)
return FALSE
// target out of melee reach — try ranged or throw
var/atom/real_target = target
if(prob(10)) // artificial miss
real_target = pick(oview(2, target))
var/obj/item/gun/gun = locate(/obj/item/gun) in living_pawn.held_items
var/can_shoot = gun?.can_shoot() || FALSE
if(gun && controller.blackboard[BB_MONKEY_GUN_WORKED] && prob(95))
if(gun != living_pawn.get_active_held_item())
living_pawn.swap_hand(living_pawn.get_inactive_hand_index())
controller.ai_interact(target = real_target, combat_mode = TRUE)
controller.override_blackboard_key(BB_MONKEY_GUN_WORKED, can_shoot ? TRUE : prob(80))
if(can_shoot)
controller.override_blackboard_key(BB_MONKEY_GUN_NEURONS_ACTIVATED, TRUE)
else
living_pawn.throw_item(real_target)
controller.override_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE)
return TRUE
/// Rallies nearby monkeys against the current attack target
/datum/bt_node/ai_behavior/recruit_monkeys
var/target_key
/datum/bt_node/ai_behavior/recruit_monkeys/perform(seconds_per_tick, datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
var/mob/living/attack_target = controller.blackboard[target_key]
for(var/mob/living/nearby_monkey in view(living_pawn, MONKEY_ENEMY_VISION))
if(QDELETED(nearby_monkey) || !HAS_AI_CONTROLLER_TYPE(nearby_monkey, /datum/ai_controller/monkey))
continue
if(prob(MONKEY_RECRUIT_PROB))
continue
nearby_monkey.ai_controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, attack_target, MONKEY_RECRUIT_HATED_AMOUNT)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/// Scans nearby humans for patrons to serve; fails if bartender present or fewer than 1 patron found
/datum/bt_node/ai_behavior/monkey_find_patrons
var/patrons_key
var/give_target_key
/datum/bt_node/ai_behavior/monkey_find_patrons/perform(seconds_per_tick, datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
var/list/nearby_patrons = list()
for(var/mob/living/carbon/human/human_mob in oview(5, living_pawn))
if(istype(human_mob.mind?.assigned_role, /datum/job/bartender))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED // my boss is on duty!
if(human_mob.stat != CONSCIOUS || ismonkey(human_mob))
continue
if(!human_mob.get_empty_held_indexes())
continue
nearby_patrons += human_mob
if(!length(nearby_patrons))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.override_blackboard_key(patrons_key, nearby_patrons)
controller.blackboard[give_target_key] ||= pick(nearby_patrons)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/// Gathers press targets: filtered to BB_MONKEY_PRESS_TYPEPATH's type if set, else any nearby obj.
/datum/target_source/monkey_press_target
/datum/target_source/monkey_press_target/collect_candidates(mob/living/pawn, datum/ai_controller/controller, range)
var/locate_path = controller.blackboard[BB_MONKEY_PRESS_TYPEPATH]
var/list/candidates = list()
for(var/obj/potential_candidate in oview(range, pawn))
if(locate_path)
if(istype(potential_candidate, locate_path))
candidates += potential_candidate
break //found a bell fuck everything else
candidates += potential_candidate
return candidates
/// Idle wander/emote behavior. Reads emote lists from BB_MONKEY_IDLE_COMMON_EMOTES and BB_MONKEY_IDLE_RARE_EMOTES.
/datum/bt_node/ai_behavior/monkey_idle
/datum/bt_node/ai_behavior/monkey_idle/perform(seconds_per_tick, datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
if(SPT_PROB(25, seconds_per_tick) && (living_pawn.mobility_flags & MOBILITY_MOVE) && isturf(living_pawn.loc) && !living_pawn.pulledby)
var/move_dir = pick(GLOB.alldirs)
living_pawn.Move(get_step(living_pawn, move_dir), move_dir)
else if(SPT_PROB(5, seconds_per_tick))
INVOKE_ASYNC(living_pawn, TYPE_PROC_REF(/mob, emote), pick(controller.blackboard[BB_MONKEY_IDLE_COMMON_EMOTES]))
else if(SPT_PROB(1, seconds_per_tick))
INVOKE_ASYNC(living_pawn, TYPE_PROC_REF(/mob, emote), pick(controller.blackboard[BB_MONKEY_IDLE_RARE_EMOTES]))
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
///monkey trees
/datum/bt_node/subtree/monkey_combat
behavior_tree_json = "code/datums/ai/monkey/monkey_combat.bt.json"
/datum/bt_node/subtree/monkey_find_weapon
behavior_tree_json = "code/datums/ai/monkey/monkey_find_weapon.bt.json"
/datum/bt_node/subtree/monkey_shenanigans
behavior_tree_json = "code/datums/ai/monkey/monkey_shenanigans.bt.json"
/datum/bt_node/subtree/monkey_serve_food
behavior_tree_json = "code/datums/ai/monkey/monkey_serve_food.bt.json"