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## About The Pull Request Ok, so a few days ago I made an issue report about multiple instances of identical elements being generated because of uncached lists. ninjanomnom (the mind being the element datums) cleared it up and said an implementation of GetIdFromArguments() that also checks the list contents wouldn't be worth the performance cost, while adding that a unit test should be written to check that it doesn't happen at least during init, which should catch a good chunk of cases. Also, i'm stopping RemoveElement() from initializing new elements whenever a cached element is not found. Ideally, there should be a focus only unit test for that too, but that's something we should tackle on a different PR. Some of the code comments may be a tad inaccurate, as much as I'd like to blame drowsiness for it. Regardless, the unit test takes less than 0.2 seconds to complete on my potato so it's fairly lite. ## Why It's Good For The Game This will close #76279. ## Changelog No player-facing change to be logged.
178 lines
6.1 KiB
Plaintext
178 lines
6.1 KiB
Plaintext
/*
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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
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have ways of interacting with a specific mob and control it.
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*/
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///OOK OOK OOK
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/datum/ai_controller/monkey
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movement_delay = 0.4 SECONDS
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planning_subtrees = list(
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/datum/ai_planning_subtree/generic_resist,
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/datum/ai_planning_subtree/monkey_combat,
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/datum/ai_planning_subtree/generic_hunger,
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/datum/ai_planning_subtree/generic_play_instrument,
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/datum/ai_planning_subtree/monkey_shenanigans,
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)
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blackboard = list(
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BB_MONKEY_AGGRESSIVE = FALSE,
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BB_MONKEY_BEST_FORCE_FOUND = 0,
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BB_MONKEY_ENEMIES = list(),
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BB_MONKEY_BLACKLISTITEMS = list(),
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BB_MONKEY_PICKUPTARGET = null,
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BB_MONKEY_PICKPOCKETING = FALSE,
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BB_MONKEY_DISPOSING = FALSE,
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BB_MONKEY_TARGET_DISPOSAL = null,
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BB_MONKEY_CURRENT_ATTACK_TARGET = null,
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BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
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BB_MONKEY_GUN_WORKED = TRUE,
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BB_SONG_LINES = MONKEY_SONG,
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)
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idle_behavior = /datum/idle_behavior/idle_monkey
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/datum/ai_controller/monkey/New(atom/new_pawn)
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var/static/list/control_examine = list(
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ORGAN_SLOT_EYES = span_monkey("eyes have a primal look in them."),
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)
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AddElement(/datum/element/ai_control_examine, control_examine)
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return ..()
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/datum/ai_controller/monkey/pun_pun
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movement_delay = 0.7 SECONDS //pun pun moves slower so the bartender can keep track of them
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planning_subtrees = list(
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/datum/ai_planning_subtree/generic_resist,
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/datum/ai_planning_subtree/monkey_combat,
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/datum/ai_planning_subtree/generic_hunger,
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/datum/ai_planning_subtree/generic_play_instrument,
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/datum/ai_planning_subtree/punpun_shenanigans,
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)
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idle_behavior = /datum/idle_behavior/idle_monkey/pun_pun
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/datum/ai_controller/monkey/angry
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/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
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. = ..()
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if(. & AI_CONTROLLER_INCOMPATIBLE)
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return
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set_blackboard_key(BB_MONKEY_AGGRESSIVE, TRUE) //Angry cunt
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/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
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if(!isliving(new_pawn))
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return AI_CONTROLLER_INCOMPATIBLE
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var/mob/living/living_pawn = new_pawn
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living_pawn.AddElement(/datum/element/relay_attackers)
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RegisterSignal(new_pawn, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_attacked))
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RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, PROC_REF(on_startpulling))
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RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, PROC_REF(on_try_syringe))
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RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, PROC_REF(on_attempt_cuff))
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RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, PROC_REF(update_movespeed))
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movement_delay = living_pawn.cached_multiplicative_slowdown
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return ..() //Run parent at end
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/datum/ai_controller/monkey/UnpossessPawn(destroy)
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UnregisterSignal(pawn, list(
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COMSIG_ATOM_WAS_ATTACKED,
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COMSIG_LIVING_START_PULL,
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COMSIG_LIVING_TRY_SYRINGE,
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COMSIG_CARBON_CUFF_ATTEMPTED,
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COMSIG_MOB_MOVESPEED_UPDATED,
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))
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return ..() //Run parent at end
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/datum/ai_controller/monkey/on_sentience_lost()
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. = ..()
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set_trip_mode(mode = TRUE)
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/datum/ai_controller/monkey/able_to_run()
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var/mob/living/living_pawn = pawn
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if(IS_DEAD_OR_INCAP(living_pawn))
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return FALSE
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return ..()
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/datum/ai_controller/monkey/proc/set_trip_mode(mode = TRUE)
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var/mob/living/carbon/regressed_monkey = pawn
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var/brain = regressed_monkey.get_organ_slot(ORGAN_SLOT_BRAIN)
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if(istype(brain, /obj/item/organ/internal/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
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var/obj/item/organ/internal/brain/primate/monkeybrain = brain
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monkeybrain.tripping = mode
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///re-used behavior pattern by monkeys for finding a weapon
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/datum/ai_controller/monkey/proc/TryFindWeapon()
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var/mob/living/living_pawn = pawn
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if(!(locate(/obj/item) in living_pawn.held_items))
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set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, 0)
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if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in living_pawn.held_items))
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// We have a gun, what could we possibly want?
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return FALSE
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var/obj/item/weapon
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var/list/nearby_items = list()
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for(var/obj/item/item in oview(2, living_pawn))
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nearby_items += item
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for(var/obj/item/item in living_pawn.held_items) // If we've got some garbage in out hands thats going to stop us from effectivly attacking, we should get rid of it.
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if(item.force < 2)
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living_pawn.dropItemToGround(item)
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weapon = GetBestWeapon(src, nearby_items, living_pawn.held_items)
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var/pickpocket = FALSE
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for(var/mob/living/carbon/human/human in oview(5, living_pawn))
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var/obj/item/held_weapon = GetBestWeapon(src, human.held_items + weapon, living_pawn.held_items)
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if(held_weapon == weapon) // It's just the same one, not a held one
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continue
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pickpocket = TRUE
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weapon = held_weapon
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if(!weapon || (weapon in living_pawn.held_items))
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return FALSE
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if(weapon.force < 2) // our bite does 2 damage on avarage, no point in settling for anything less
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return FALSE
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set_blackboard_key(BB_MONKEY_PICKUPTARGET, weapon)
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set_movement_target(type, weapon)
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if(pickpocket)
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queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket)
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else
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queue_behavior(/datum/ai_behavior/monkey_equip/ground)
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return TRUE
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///Reactive events to being hit
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/datum/ai_controller/monkey/proc/retaliate(mob/living/L)
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add_blackboard_key_assoc(BB_MONKEY_ENEMIES, L, MONKEY_HATRED_AMOUNT)
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/datum/ai_controller/monkey/proc/on_attacked(datum/source, mob/attacker)
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SIGNAL_HANDLER
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if(prob(MONKEY_RETALIATE_PROB))
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retaliate(attacker)
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/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
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SIGNAL_HANDLER
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var/mob/living/living_pawn = pawn
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if(!IS_DEAD_OR_INCAP(living_pawn) && prob(MONKEY_PULL_AGGRO_PROB)) // nuh uh you don't pull me!
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retaliate(living_pawn.pulledby)
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return TRUE
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/datum/ai_controller/monkey/proc/on_try_syringe(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_SYRINGE_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attempt_cuff(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_CUFF_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
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SIGNAL_HANDLER
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movement_delay = pawn.cached_multiplicative_slowdown
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