mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-19 03:55:11 +01:00
0204ab8fdd
## About The Pull Request ports https://github.com/DaedalusDock/daedalusdock/pull/1144 ports https://github.com/DaedalusDock/daedalusdock/pull/1147 full credit to @Kapu1178 for the juice instead of `reacher.CanReach(target)` we now do `target.CanBeReachedBy(reacher)`, this allows us to give special behavior to atoms which we want to reach, which is exactly what I need for a feature I'm working on. ## Why It's Good For The Game allows us to be more flexible with reachability ## Changelog 🆑 refactor: refactored how reaching items works, report any oddities with being unable to reach something you should be able to! /🆑
301 lines
13 KiB
Plaintext
301 lines
13 KiB
Plaintext
/datum/ai_behavior/battle_screech/monkey
|
|
screeches = list("roar","screech")
|
|
|
|
/datum/ai_behavior/monkey_equip
|
|
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
|
|
|
|
/datum/ai_behavior/monkey_equip/setup(datum/ai_controller/controller, target_key)
|
|
. = ..()
|
|
var/obj/target = controller.blackboard[target_key]
|
|
if(QDELETED(target))
|
|
return FALSE
|
|
set_movement_target(controller, target)
|
|
|
|
/datum/ai_behavior/monkey_equip/finish_action(datum/ai_controller/controller, success, target_key)
|
|
. = ..()
|
|
|
|
if(!success) //Don't try again on this item if we failed
|
|
controller.set_blackboard_key_assoc(BB_MONKEY_BLACKLISTITEMS, controller.blackboard[target_key], TRUE)
|
|
|
|
controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
|
|
|
|
/// Equips an item on the monkey
|
|
/// Returns TRUE if it works out, FALSE otherwise
|
|
/datum/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) //Can't pick it up, so stop trying.
|
|
return FALSE
|
|
|
|
// Strong weapon
|
|
else if(target.force > best_force)
|
|
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
|
|
|
|
else if(target.slot_flags) //Clothing == top priority
|
|
living_pawn.dropItemToGround(target, TRUE)
|
|
living_pawn.update_icons()
|
|
if(!living_pawn.equip_to_appropriate_slot(target))
|
|
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.
|
|
return TRUE
|
|
|
|
// EVERYTHING ELSE
|
|
else if(living_pawn.get_empty_held_indexes())
|
|
living_pawn.put_in_hands(target)
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
/datum/ai_behavior/monkey_equip/ground
|
|
|
|
/datum/ai_behavior/monkey_equip/ground/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
|
|
. = ..()
|
|
if(equip_item(controller))
|
|
return . | AI_BEHAVIOR_SUCCEEDED
|
|
return . | AI_BEHAVIOR_FAILED
|
|
|
|
/datum/ai_behavior/monkey_equip/pickpocket
|
|
|
|
/datum/ai_behavior/monkey_equip/pickpocket/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
|
|
. = ..()
|
|
if(controller.blackboard[BB_MONKEY_PICKPOCKETING]) //We are pickpocketing, don't do ANYTHING!!!!
|
|
return
|
|
INVOKE_ASYNC(src, PROC_REF(attempt_pickpocket), controller)
|
|
|
|
/datum/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) //We either fucked up or got the item.
|
|
|
|
/datum/ai_behavior/monkey_equip/pickpocket/finish_action(datum/ai_controller/controller, success)
|
|
. = ..()
|
|
controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, FALSE)
|
|
controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
|
|
|
|
/datum/ai_behavior/monkey_flee
|
|
|
|
/datum/ai_behavior/monkey_flee/perform(seconds_per_tick, datum/ai_controller/controller)
|
|
var/mob/living/living_pawn = controller.pawn
|
|
|
|
if(living_pawn.health >= MONKEY_FLEE_HEALTH) //we're back in bussiness
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
var/mob/living/target = null
|
|
|
|
// flee from anyone who attacked us and we didn't beat down
|
|
for(var/mob/living/L in view(living_pawn, MONKEY_FLEE_VISION))
|
|
if(controller.blackboard[BB_MONKEY_ENEMIES][L] && L.stat == CONSCIOUS)
|
|
target = L
|
|
break
|
|
|
|
if(target)
|
|
GLOB.move_manager.move_away(living_pawn, target, max_dist=MONKEY_ENEMY_VISION, delay=5)
|
|
return AI_BEHAVIOR_DELAY
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
/datum/ai_behavior/monkey_attack_mob
|
|
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION //performs to increase frustration
|
|
|
|
/datum/ai_behavior/monkey_attack_mob/setup(datum/ai_controller/controller, target_key)
|
|
. = ..()
|
|
set_movement_target(controller, controller.blackboard[target_key])
|
|
|
|
/datum/ai_behavior/monkey_attack_mob/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
|
|
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.can_attack(living_pawn, target)) //Target == owned
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
// check if target has a weapon
|
|
var/holding_weapon
|
|
for(var/obj/item/potential_weapon in target.held_items)
|
|
if(!(potential_weapon.item_flags & ABSTRACT))
|
|
holding_weapon = potential_weapon
|
|
break
|
|
|
|
var/attack_results = monkey_attack(controller, target, seconds_per_tick, holding_weapon && SPT_PROB(MONKEY_ATTACK_DISARM_PROB, seconds_per_tick), holding_weapon)
|
|
|
|
if(!attack_results || controller.blackboard[BB_MONKEY_AGGRESSIVE])
|
|
return AI_BEHAVIOR_DELAY
|
|
|
|
//check if we can de-aggro on the enemy...
|
|
var/hatred_value = controller.blackboard[BB_MONKEY_ENEMIES][target]
|
|
|
|
if(isnull(hatred_value))
|
|
hatred_value = 1
|
|
controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, hatred_value)
|
|
|
|
if(!SPT_PROB(MONKEY_HATRED_REDUCTION_PROB, seconds_per_tick))
|
|
return AI_BEHAVIOR_DELAY
|
|
|
|
//we decrease our hatred value to them by 1
|
|
hatred_value--
|
|
if(hatred_value <= 0)
|
|
controller.remove_thing_from_blackboard_key(BB_MONKEY_ENEMIES, target)
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, hatred_value)
|
|
return AI_BEHAVIOR_DELAY
|
|
|
|
/datum/ai_behavior/monkey_attack_mob/finish_action(datum/ai_controller/controller, succeeded, target_key)
|
|
. = ..()
|
|
controller.clear_blackboard_key(target_key)
|
|
|
|
/// attack using a held weapon otherwise bite the enemy, then if we are angry there is a chance we might calm down a little
|
|
/datum/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
|
|
|
|
//are we holding a gun? can we shoot it? if so, FIRE
|
|
var/obj/item/gun/gun_to_shoot = locate() in living_pawn.held_items
|
|
if(gun_to_shoot?.can_shoot())
|
|
if(gun_to_shoot != living_pawn.get_active_held_item())
|
|
living_pawn.swap_hand(living_pawn.get_inactive_hand_index())
|
|
controller.ai_interact(target = target, combat_mode = TRUE)
|
|
return TRUE
|
|
|
|
//look for any potential weapons we're holding
|
|
var/obj/item/potential_weapon = locate() in living_pawn.held_items
|
|
if(!target.IsReachableBy(living_pawn, potential_weapon?.reach))
|
|
return FALSE
|
|
|
|
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) //lets try to pickpocket it again!
|
|
return TRUE
|
|
|
|
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)
|
|
return TRUE
|
|
|
|
/datum/ai_behavior/disposal_mob
|
|
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration
|
|
|
|
/datum/ai_behavior/disposal_mob/setup(datum/ai_controller/controller, attack_target_key, disposal_target_key)
|
|
. = ..()
|
|
set_movement_target(controller, controller.blackboard[attack_target_key])
|
|
|
|
/datum/ai_behavior/disposal_mob/finish_action(datum/ai_controller/controller, succeeded, attack_target_key, disposal_target_key)
|
|
. = ..()
|
|
controller.clear_blackboard_key(attack_target_key) //Reset attack target
|
|
controller.set_blackboard_key(BB_MONKEY_DISPOSING, FALSE) //No longer disposing
|
|
controller.clear_blackboard_key(disposal_target_key) //No target disposal
|
|
|
|
/datum/ai_behavior/disposal_mob/perform(seconds_per_tick, datum/ai_controller/controller, attack_target_key, disposal_target_key)
|
|
if(controller.blackboard[BB_MONKEY_DISPOSING]) //We are disposing, don't do ANYTHING!!!!
|
|
return AI_BEHAVIOR_DELAY
|
|
|
|
var/mob/living/target = controller.blackboard[attack_target_key]
|
|
var/mob/living/living_pawn = controller.pawn
|
|
|
|
set_movement_target(controller, target)
|
|
|
|
if(!target)
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
|
|
|
|
if(target.pulledby != living_pawn && !HAS_AI_CONTROLLER_TYPE(target.pulledby, /datum/ai_controller/monkey)) //Dont steal from my fellow monkeys.
|
|
if(living_pawn.Adjacent(target) && isturf(target.loc))
|
|
target.grabbedby(living_pawn)
|
|
return AI_BEHAVIOR_DELAY //Do the rest next turn
|
|
|
|
var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
|
|
set_movement_target(controller, disposal)
|
|
|
|
if(!disposal)
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
|
|
|
|
if(living_pawn.Adjacent(disposal))
|
|
INVOKE_ASYNC(src, PROC_REF(try_disposal_mob), controller, attack_target_key, disposal_target_key) //put him in!
|
|
return AI_BEHAVIOR_DELAY
|
|
//This means we might be getting pissed!
|
|
return AI_BEHAVIOR_DELAY
|
|
|
|
/datum/ai_behavior/disposal_mob/proc/try_disposal_mob(datum/ai_controller/controller, attack_target_key, disposal_target_key)
|
|
var/mob/living/living_pawn = controller.pawn
|
|
var/mob/living/target = controller.blackboard[attack_target_key]
|
|
var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
|
|
|
|
controller.set_blackboard_key(BB_MONKEY_DISPOSING, TRUE)
|
|
|
|
if(target && disposal?.stuff_mob_in(target, living_pawn))
|
|
disposal.flush()
|
|
finish_action(controller, TRUE, attack_target_key, disposal_target_key)
|
|
|
|
|
|
/datum/ai_behavior/recruit_monkeys/perform(seconds_per_tick, datum/ai_controller/controller)
|
|
controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN)
|
|
var/mob/living/living_pawn = controller.pawn
|
|
|
|
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(!SPT_PROB(MONKEY_RECRUIT_PROB, seconds_per_tick))
|
|
continue
|
|
// Recruited a monkey to our side
|
|
controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN)
|
|
// Other monkeys now also hate the guy we're currently targeting
|
|
nearby_monkey.ai_controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET], MONKEY_RECRUIT_HATED_AMOUNT)
|
|
|
|
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
|
|
|
|
/datum/ai_behavior/monkey_set_combat_target/perform(seconds_per_tick, datum/ai_controller/controller, set_key, enemies_key)
|
|
var/list/enemies = controller.blackboard[enemies_key]
|
|
var/list/valids = list()
|
|
for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, controller.pawn))
|
|
if(possible_enemy == controller.pawn)
|
|
continue // don't target ourselves
|
|
if(!enemies[possible_enemy]) //We don't hate this creature! But we might still attack it!
|
|
if(!controller.blackboard[BB_MONKEY_AGGRESSIVE]) //We are not aggressive either, so we won't attack!
|
|
continue
|
|
if(faction_check(possible_enemy.faction, list(FACTION_MONKEY, FACTION_JUNGLE), exact_match = FALSE) && !controller.blackboard[BB_MONKEY_TARGET_MONKEYS]) // do not target your team. includes monkys gorillas etc.
|
|
continue
|
|
// Weighted list, so the closer they are the more likely they are to be chosen as the enemy
|
|
valids[possible_enemy] = CEILING(100 / (get_dist(controller.pawn, possible_enemy) || 1), 1)
|
|
|
|
if(!length(valids))
|
|
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
|
|
|
|
controller.set_blackboard_key(set_key, pick_weight(valids))
|
|
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
|