mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-15 04:01:41 +00:00
* minebots basic bots (#78032) ## About The Pull Request Transforms the minebots into basic robots. You can now command these minebots to extract minerals for you. To activate automated mining mode, simply instruct them with the command "mine." They will then proceed to autonomously mine walls and gather ores. If you wish to make the bot deposit all the collected ores, use the command "drop." Alternatively, you can leave it in collection mode, and it will gather all the ores you mine. Additionally, the bot now responds to several more commands; you can instruct it to follow you, toggle its lights on or off by saying "lights." In attack mode, it refrains from mining or collecting ores but will engage in combat alongside you. If it detects you as deceased or unconscious, it will alert all miners, request assistance, and relay your coordinates via the mining communication channel. to power it on u will need to feed it any type of ore first so it may listen to ur commands ## Why It's Good For The Game makes the non sapiant minebots more useful ## Changelog 🆑 refactor: the minebots have been refactored please report any bugs add: minebots can now mine walls and collect ores automatically and they will alert everyone if they find u dead /🆑 * minebots basic bots * Modular --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
209 lines
7.8 KiB
Plaintext
209 lines
7.8 KiB
Plaintext
// None of these are really complex enough to merit their own file
|
|
|
|
/**
|
|
* # Pet Command: Idle
|
|
* Tells a pet to resume its idle behaviour, usually staying put where you leave it
|
|
*/
|
|
/datum/pet_command/idle
|
|
command_name = "Stay"
|
|
command_desc = "Command your pet to stay idle in this location."
|
|
radial_icon = 'icons/obj/bed.dmi'
|
|
radial_icon_state = "dogbed"
|
|
speech_commands = list("sit", "stay", "stop")
|
|
command_feedback = "sits"
|
|
|
|
/datum/pet_command/idle/execute_action(datum/ai_controller/controller)
|
|
return SUBTREE_RETURN_FINISH_PLANNING // This cancels further AI planning
|
|
|
|
/**
|
|
* # Pet Command: Stop
|
|
* Tells a pet to exit command mode and resume its normal behaviour, which includes regular target-seeking and what have you
|
|
*/
|
|
/datum/pet_command/free
|
|
command_name = "Loose"
|
|
command_desc = "Allow your pet to resume its natural behaviours."
|
|
radial_icon = 'icons/mob/actions/actions_spells.dmi'
|
|
radial_icon_state = "repulse"
|
|
speech_commands = list("free", "loose")
|
|
command_feedback = "relaxes"
|
|
|
|
/datum/pet_command/free/execute_action(datum/ai_controller/controller)
|
|
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
|
|
return // Just move on to the next planning subtree.
|
|
|
|
/**
|
|
* # Pet Command: Follow
|
|
* Tells a pet to follow you until you tell it to do something else
|
|
*/
|
|
/datum/pet_command/follow
|
|
command_name = "Follow"
|
|
command_desc = "Command your pet to accompany you."
|
|
radial_icon = 'icons/testing/turf_analysis.dmi'
|
|
radial_icon_state = "red_arrow"
|
|
speech_commands = list("heel", "follow")
|
|
|
|
/datum/pet_command/follow/set_command_active(mob/living/parent, mob/living/commander)
|
|
. = ..()
|
|
set_command_target(parent, commander)
|
|
|
|
/datum/pet_command/follow/execute_action(datum/ai_controller/controller)
|
|
controller.queue_behavior(/datum/ai_behavior/pet_follow_friend, BB_CURRENT_PET_TARGET)
|
|
return SUBTREE_RETURN_FINISH_PLANNING
|
|
|
|
/**
|
|
* # Pet Command: Play Dead
|
|
* Pretend to be dead for a random period of time
|
|
*/
|
|
/datum/pet_command/play_dead
|
|
command_name = "Play Dead"
|
|
command_desc = "Play a macabre trick."
|
|
radial_icon = 'icons/mob/simple/pets.dmi'
|
|
radial_icon_state = "puppy_dead"
|
|
speech_commands = list("play dead") // Don't get too creative here, people talk about dying pretty often
|
|
|
|
/datum/pet_command/play_dead/execute_action(datum/ai_controller/controller)
|
|
controller.queue_behavior(/datum/ai_behavior/play_dead)
|
|
return SUBTREE_RETURN_FINISH_PLANNING
|
|
|
|
/**
|
|
* # Pet Command: Good Boy
|
|
* React if complimented
|
|
*/
|
|
/datum/pet_command/good_boy
|
|
command_name = "Good Boy"
|
|
command_desc = "Give your pet a compliment."
|
|
hidden = TRUE
|
|
|
|
/datum/pet_command/good_boy/New(mob/living/parent)
|
|
. = ..()
|
|
speech_commands += "good [parent.name]"
|
|
switch (parent.gender)
|
|
if (MALE)
|
|
speech_commands += "good boy"
|
|
return
|
|
if (FEMALE)
|
|
speech_commands += "good girl"
|
|
return
|
|
// If we get past this point someone has finally added a non-binary dog
|
|
|
|
/datum/pet_command/good_boy/execute_action(datum/ai_controller/controller)
|
|
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
|
|
var/mob/living/parent = weak_parent.resolve()
|
|
if (!parent)
|
|
return SUBTREE_RETURN_FINISH_PLANNING
|
|
|
|
new /obj/effect/temp_visual/heart(parent.loc)
|
|
parent.emote("spin")
|
|
return SUBTREE_RETURN_FINISH_PLANNING
|
|
|
|
/**
|
|
* # Pet Command: Attack
|
|
* Tells a pet to chase and bite the next thing you point at
|
|
*/
|
|
/datum/pet_command/point_targetting/attack
|
|
command_name = "Attack"
|
|
command_desc = "Command your pet to attack things that you point out to it."
|
|
radial_icon = 'icons/effects/effects.dmi'
|
|
radial_icon_state = "bite"
|
|
|
|
speech_commands = list("attack", "sic", "kill")
|
|
command_feedback = "growl"
|
|
pointed_reaction = "and growls"
|
|
/// Balloon alert to display if providing an invalid target
|
|
var/refuse_reaction = "shakes head"
|
|
/// Attack behaviour to use, generally you will want to override this to add some kind of cooldown
|
|
var/attack_behaviour = /datum/ai_behavior/basic_melee_attack
|
|
|
|
// Refuse to target things we can't target, chiefly other friends
|
|
/datum/pet_command/point_targetting/attack/set_command_target(mob/living/parent, atom/target)
|
|
if (!target)
|
|
return
|
|
var/mob/living/living_parent = parent
|
|
if (!living_parent.ai_controller)
|
|
return
|
|
var/datum/targetting_datum/targeter = living_parent.ai_controller.blackboard[targetting_datum_key]
|
|
if (!targeter)
|
|
return
|
|
if (!targeter.can_attack(living_parent, target))
|
|
refuse_target(parent, target)
|
|
return
|
|
return ..()
|
|
|
|
/// Display feedback about not targetting something
|
|
/datum/pet_command/point_targetting/attack/proc/refuse_target(mob/living/parent, atom/target)
|
|
var/mob/living/living_parent = parent
|
|
living_parent.balloon_alert_to_viewers("[refuse_reaction]")
|
|
living_parent.visible_message(span_notice("[living_parent] refuses to attack [target]."))
|
|
|
|
/datum/pet_command/point_targetting/attack/execute_action(datum/ai_controller/controller)
|
|
controller.queue_behavior(attack_behaviour, BB_CURRENT_PET_TARGET, targetting_datum_key)
|
|
return SUBTREE_RETURN_FINISH_PLANNING
|
|
|
|
/**
|
|
* # Pet Command: Targetted Ability
|
|
* Tells a pet to use some kind of ability on the next thing you point at
|
|
*/
|
|
/datum/pet_command/point_targetting/use_ability
|
|
command_name = "Use ability"
|
|
command_desc = "Command your pet to use one of its special skills on something that you point out to it."
|
|
radial_icon = 'icons/mob/actions/actions_spells.dmi'
|
|
radial_icon_state = "projectile"
|
|
speech_commands = list("shoot", "blast", "cast")
|
|
command_feedback = "growl"
|
|
pointed_reaction = "and growls"
|
|
/// Blackboard key where a reference to some kind of mob ability is stored
|
|
var/pet_ability_key
|
|
|
|
/datum/pet_command/point_targetting/use_ability/execute_action(datum/ai_controller/controller)
|
|
if (!pet_ability_key)
|
|
return
|
|
var/datum/action/cooldown/using_action = controller.blackboard[pet_ability_key]
|
|
if (QDELETED(using_action))
|
|
return
|
|
// We don't check if the target exists because we want to 'sit attentively' if we've been instructed to attack but not given one yet
|
|
// We also don't check if the cooldown is over because there's no way a pet owner can know that, the behaviour will handle it
|
|
controller.queue_behavior(/datum/ai_behavior/pet_use_ability, pet_ability_key, BB_CURRENT_PET_TARGET)
|
|
return SUBTREE_RETURN_FINISH_PLANNING
|
|
|
|
/datum/pet_command/protect_owner
|
|
command_name = "Protect owner"
|
|
command_desc = "Your pet will run to your aid."
|
|
hidden = TRUE
|
|
///the range our owner needs to be in for us to protect him
|
|
var/protect_range = 9
|
|
///the behavior we will use when he is attacked
|
|
var/protect_behavior = /datum/ai_behavior/basic_melee_attack
|
|
|
|
/datum/pet_command/protect_owner/add_new_friend(mob/living/tamer)
|
|
RegisterSignal(tamer, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(set_attacking_target))
|
|
if(!HAS_TRAIT(tamer, TRAIT_RELAYING_ATTACKER))
|
|
tamer.AddElement(/datum/element/relay_attackers)
|
|
|
|
/datum/pet_command/protect_owner/remove_friend(mob/living/unfriended)
|
|
UnregisterSignal(unfriended, COMSIG_ATOM_WAS_ATTACKED)
|
|
|
|
/datum/pet_command/protect_owner/execute_action(datum/ai_controller/controller)
|
|
var/datum/targetting_datum/basic/targetting = controller.blackboard[BB_TARGETTING_DATUM]
|
|
var/mob/living/victim = controller.blackboard[BB_CURRENT_PET_TARGET]
|
|
if(QDELETED(victim))
|
|
return
|
|
if(victim.stat > targetting.stat_attack)
|
|
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
|
|
return
|
|
controller.queue_behavior(protect_behavior, BB_CURRENT_PET_TARGET, BB_PET_TARGETTING_DATUM)
|
|
return SUBTREE_RETURN_FINISH_PLANNING
|
|
|
|
/datum/pet_command/protect_owner/set_command_active(mob/living/parent, mob/living/victim)
|
|
. = ..()
|
|
set_command_target(parent, victim)
|
|
|
|
/datum/pet_command/protect_owner/proc/set_attacking_target(atom/source, mob/living/attacker)
|
|
var/mob/living/basic/owner = weak_parent.resolve()
|
|
if(isnull(owner))
|
|
return
|
|
var/mob/living/current_target = owner.ai_controller?.blackboard[BB_CURRENT_PET_TARGET]
|
|
if(attacker == current_target) //we are already dealing with this target
|
|
return
|
|
if(isliving(attacker) && can_see(owner, attacker, protect_range))
|
|
set_command_active(owner, attacker)
|