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Bubberstation/code/datums/ai/monkey/monkey_controller.dm
SkyratBot 09351396ec [MIRROR] Fixes AI behavior with breaking cuffs and resisting aggressive grabs [MDB IGNORE] (#25888)
* Fixes AI behavior with breaking cuffs and resisting aggressive grabs (#80328)

## About The Pull Request

Makes it so that ai's recognize they're in a do_after after resisting,
preventing them from processing and interrupting the do_after while
they're in a condition that necessitates it. If it gets interrupted then
they'll process as normal, or if they finish they'll be free.
## Why It's Good For The Game

Monkeys can now resist things that they should've been, such as
aggressive grabs or cuffs, instead of having their ai completely freeze
when they're cuffed.
## Changelog
🆑
fix: ai can now tell if it is in a do_after for resisting and will not
interrupt it. monkeys also now don't freeze up when aggressively grabbed
and will resist out of those and cuffs.
/🆑

* Fixes AI behavior with breaking cuffs and resisting aggressive grabs

---------

Co-authored-by: Diamond_ <novadiamonddigger@gmail.com>
2023-12-28 08:09:15 -08:00

197 lines
6.7 KiB
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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
have ways of interacting with a specific mob and control it.
*/
///OOK OOK OOK
/datum/ai_controller/monkey
movement_delay = 0.4 SECONDS
planning_subtrees = list(
/datum/ai_planning_subtree/generic_resist,
/datum/ai_planning_subtree/monkey_combat,
/datum/ai_planning_subtree/generic_hunger,
/datum/ai_planning_subtree/generic_play_instrument,
/datum/ai_planning_subtree/monkey_shenanigans,
)
blackboard = list(
BB_MONKEY_AGGRESSIVE = FALSE,
BB_MONKEY_BEST_FORCE_FOUND = 0,
BB_MONKEY_ENEMIES = list(),
BB_MONKEY_BLACKLISTITEMS = list(),
BB_MONKEY_PICKUPTARGET = null,
BB_MONKEY_PICKPOCKETING = FALSE,
BB_MONKEY_DISPOSING = FALSE,
BB_MONKEY_TARGET_DISPOSAL = null,
BB_MONKEY_CURRENT_ATTACK_TARGET = null,
BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
BB_MONKEY_GUN_WORKED = TRUE,
BB_SONG_LINES = MONKEY_SONG,
BB_RESISTING = FALSE,
)
idle_behavior = /datum/idle_behavior/idle_monkey
/datum/ai_controller/monkey/process(seconds_per_tick)
var/mob/living/living_pawn = src.pawn
if(!length(living_pawn.do_afters) && living_pawn.ai_controller.blackboard[BB_RESISTING])
living_pawn.ai_controller.set_blackboard_key(BB_RESISTING, FALSE)
if(living_pawn.ai_controller.blackboard[BB_RESISTING])
return
. = ..()
/datum/ai_controller/monkey/New(atom/new_pawn)
var/static/list/control_examine = list(
ORGAN_SLOT_EYES = span_monkey("eyes have a primal look in them."),
)
AddElement(/datum/element/ai_control_examine, control_examine)
return ..()
/datum/ai_controller/monkey/pun_pun
movement_delay = 0.7 SECONDS //pun pun moves slower so the bartender can keep track of them
planning_subtrees = list(
/datum/ai_planning_subtree/generic_resist,
/datum/ai_planning_subtree/monkey_combat,
/datum/ai_planning_subtree/generic_hunger,
/datum/ai_planning_subtree/generic_play_instrument,
/datum/ai_planning_subtree/punpun_shenanigans,
)
idle_behavior = /datum/idle_behavior/idle_monkey/pun_pun
/datum/ai_controller/monkey/angry
/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
pawn = new_pawn
set_blackboard_key(BB_MONKEY_AGGRESSIVE, TRUE) //Angry cunt
set_trip_mode(mode = FALSE)
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
var/mob/living/living_pawn = new_pawn
living_pawn.AddElement(/datum/element/relay_attackers)
RegisterSignal(new_pawn, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_attacked))
RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, PROC_REF(on_startpulling))
RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, PROC_REF(on_try_syringe))
RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, PROC_REF(on_attempt_cuff))
RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, PROC_REF(update_movespeed))
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..() //Run parent at end
/datum/ai_controller/monkey/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(
COMSIG_ATOM_WAS_ATTACKED,
COMSIG_LIVING_START_PULL,
COMSIG_LIVING_TRY_SYRINGE,
COMSIG_CARBON_CUFF_ATTEMPTED,
COMSIG_MOB_MOVESPEED_UPDATED,
))
return ..() //Run parent at end
/datum/ai_controller/monkey/on_sentience_lost()
. = ..()
set_trip_mode(mode = TRUE)
/datum/ai_controller/monkey/able_to_run()
var/mob/living/living_pawn = pawn
if(living_pawn.incapacitated(IGNORE_RESTRAINTS | IGNORE_GRAB | IGNORE_STASIS) || living_pawn.stat > CONSCIOUS)
return FALSE
return ..()
/datum/ai_controller/monkey/proc/set_trip_mode(mode = TRUE)
var/mob/living/carbon/regressed_monkey = pawn
var/brain = regressed_monkey.get_organ_slot(ORGAN_SLOT_BRAIN)
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
var/obj/item/organ/internal/brain/primate/monkeybrain = brain
monkeybrain.tripping = mode
///re-used behavior pattern by monkeys for finding a weapon
/datum/ai_controller/monkey/proc/TryFindWeapon()
var/mob/living/living_pawn = pawn
if(!(locate(/obj/item) in living_pawn.held_items))
set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, 0)
if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in living_pawn.held_items))
// We have a gun, what could we possibly want?
return FALSE
var/obj/item/weapon
var/list/nearby_items = list()
for(var/obj/item/item in oview(2, living_pawn))
nearby_items += item
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.
if(item.force < 2)
living_pawn.dropItemToGround(item)
weapon = GetBestWeapon(src, nearby_items, living_pawn.held_items)
var/pickpocket = FALSE
for(var/mob/living/carbon/human/human in oview(5, living_pawn))
var/obj/item/held_weapon = GetBestWeapon(src, human.held_items + weapon, living_pawn.held_items)
if(held_weapon == weapon) // It's just the same one, not a held one
continue
pickpocket = TRUE
weapon = held_weapon
if(!weapon || (weapon in living_pawn.held_items))
return FALSE
if(weapon.force < 2) // our bite does 2 damage on avarage, no point in settling for anything less
return FALSE
set_blackboard_key(BB_MONKEY_PICKUPTARGET, weapon)
set_movement_target(type, weapon)
if(pickpocket)
queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket)
else
queue_behavior(/datum/ai_behavior/monkey_equip/ground)
return TRUE
///Reactive events to being hit
/datum/ai_controller/monkey/proc/retaliate(mob/living/living_mob)
// just to be safe
if(QDELETED(living_mob))
return
add_blackboard_key_assoc(BB_MONKEY_ENEMIES, living_mob, MONKEY_HATRED_AMOUNT)
/datum/ai_controller/monkey/proc/on_attacked(datum/source, mob/attacker)
SIGNAL_HANDLER
if(prob(MONKEY_RETALIATE_PROB))
retaliate(attacker)
/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn) && prob(MONKEY_PULL_AGGRO_PROB)) // nuh uh you don't pull me!
retaliate(living_pawn.pulledby)
return TRUE
/datum/ai_controller/monkey/proc/on_try_syringe(datum/source, mob/user)
SIGNAL_HANDLER
// chance of monkey retaliation
if(prob(MONKEY_SYRINGE_RETALIATION_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attempt_cuff(datum/source, mob/user)
SIGNAL_HANDLER
// chance of monkey retaliation
if(prob(MONKEY_CUFF_RETALIATION_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
SIGNAL_HANDLER
movement_delay = pawn.cached_multiplicative_slowdown