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