* Fix modsuit pathfinder module / JPS changes (#81983) ## About The Pull Request The Pathfinder module sucks cock because it doesn't work. And the reasons it doesn't work are as follows: 1. It uses the default JPS pathfinding datum, which has a hard distance limit of 30, instead of the intended 200. 2. JPS pathfinding as a whole will fail if you encounter more than 3 doors. This is because every door wastes about 5 movement opportunities, and the default pathfinder only has a limit of 20 before it considers the entire pathfinding attempt moot and bails out. Here's how I fixed it: 1. Created a new jps child that has a range of MOD_AI_RANGE 2. Instead of counting all failures during the entire pathfinding attempt, it will only consider consecutive failures. Every successful move will reset the pathfinding failure count. This should make JPS pathfinding more reliable overall? ## Changelog 🆑 fix: Modsuit Pathfinder module is significantly better at finding it's destination. /🆑 * Fix modsuit pathfinder module / JPS changes --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
AI controllers
Introduction
Our AI controller system is an attempt at making it possible to create modularized AI that stores its behavior in datums, while keeping state and decision making in a controller. This allows a more versatile way of creating AI that doesn't rely on OOP as much, and doesn't clutter up the Life() code in Mobs.
AI Controllers
A datum that can be added to any atom in the game. Similarly to components, they might only support a given subtype (e.g. /mob/living), but the idea is that theoretically, you could apply a specific AI controller to a big a group of different types as possible and it would still work.
These datums handle both the normal movement of mobs, but also their decision making, deciding which actions they will take based on the checks you put into their SelectBehaviors proc.
If behaviors are selected, and the AI is in range, it will try to perform them. It runs all the behaviors it currently has in parallel; allowing for it to for example screech at someone while trying to attack them. As long as it has behaviors running, it will not try to generate new plans, making it not waste CPU when it already has an active goal.
They also hold data for any of the actions they might need to use, such as cooldowns, whether or not they're currently fighting, etcetera this is stored in the blackboard, more information on that below.
Blackboard
The blackboard is an associated list keyed with strings and with values of whatever you want. These store information the mob has such as "Am I attacking someone", "Do I have a weapon". By using an associated list like this, no data needs to be stored on the actions themselves, and you could make actions that work on multiple ai controllers if you so pleased by making the key to use a variable.
AI Behavior
AI behaviors are the actions an AI can take. These can range from "Do an emote" to "Attack this target until he is dead". They are singletons and should contain nothing but static data. Any dynamic data should be stored in the blackboard, to allow different controllers to use the same behaviors.
Guides:
Making Your AI: Quickly runs through how to make an ai controller for anything with a step by step development of one.