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Bubberstation/code/datums/ai/_ai_behavior.dm
CapybaraExtravagante 8f6528c9ec Allows datum AI to switch to different movement datums (#71595)
## About The Pull Request

Allows basic mobs / datum AI to switch between movement datums. Useful
if you need JPS in some moments, but simple obstacle avoidance in others

This isn't used anywhere yet, but is a building block for basic bots.

## Why It's Good For The Game

Allows us to pick the right tool for the job!

## Changelog

🆑 Capybara Holly
refactor: Datum AI can now switch to different movement datums in their
behavior.
/🆑

Co-authored-by: Capybara <Capybara@CapybaraMailingServices.com>
2022-11-29 14:30:30 -08:00

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///Abstract class for an action an AI can take, can range from movement to grabbing a nearby weapon.
/datum/ai_behavior
///What distance you need to be from the target to perform the action
var/required_distance = 1
///Flags for extra behavior
var/behavior_flags = NONE
///Cooldown between actions performances, defaults to the value of CLICK_CD_MELEE because that seemed like a nice standard for the speed of AI behavior
var/action_cooldown = CLICK_CD_MELEE
/// Called by the ai controller when first being added. Additional arguments depend on the behavior type.
/// Return FALSE to cancel
/datum/ai_behavior/proc/setup(datum/ai_controller/controller, ...)
return TRUE
///Called by the AI controller when this action is performed
/datum/ai_behavior/proc/perform(delta_time, datum/ai_controller/controller, ...)
controller.behavior_cooldowns[src] = world.time + action_cooldown
return
///Called when the action is finished. This needs the same args as perform besides the default ones
/datum/ai_behavior/proc/finish_action(datum/ai_controller/controller, succeeded, ...)
LAZYREMOVE(controller.current_behaviors, src)
controller.behavior_args -= type
if(behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT) //If this was a movement task, reset our movement target if necessary
if(!(behavior_flags & AI_BEHAVIOR_KEEP_MOVE_TARGET_ON_FINISH))
controller.set_movement_target(null)
if(!(behavior_flags & AI_BEHAVIOR_KEEP_MOVING_TOWARDS_TARGET_ON_FINISH))
controller.ai_movement.stop_moving_towards(controller)