Files
Bubberstation/code/modules/mob/living/basic/bots/bot_ai.dm
SkyratBot 24afc641c5 [MIRROR] hygeienbots basic bots [MDB IGNORE] (#25923)
* hygeienbots basic bots (#80435)

## About The Pull Request
turns hygenic bots into basic bots. also now PAIs and people can play as
hygeinebots. and they can wear hats

## Why It's Good For The Game
transforms hyginebots into basic bots. their old AI used to handle all
the logic. i moved some of the logic to the mob itself so players can
also clean (or burn) things. also this pr will add pathing limits to
bots, in the case the jps movement thinks it can reach something, but
actually cant, in which case the bot will give up the chase

## Changelog
🆑
refactor: hygeinebots are now basic bots. please report all the bugs
fix: fixes hygenebots not being able to patrol
add: hygeinebots can now be controlled by Players
/🆑

* hygeienbots basic bots

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-12-31 14:45:33 +00:00

252 lines
9.1 KiB
Plaintext

/datum/ai_controller/basic_controller/bot
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_SALUTE_MESSAGES = list(
"salutes",
"nods in appreciation towards",
"fist bumps",
)
)
ai_movement = /datum/ai_movement/jps/bot
idle_behavior = /datum/idle_behavior/idle_random_walk/less_walking
planning_subtrees = list(
/datum/ai_planning_subtree/respond_to_summon,
/datum/ai_planning_subtree/salute_authority,
/datum/ai_planning_subtree/find_patrol_beacon,
/datum/ai_planning_subtree/manage_unreachable_list,
)
max_target_distance = AI_BOT_PATH_LENGTH
///keys to be reset when the bot is reseted
var/list/reset_keys = list(
BB_BEACON_TARGET,
BB_PREVIOUS_BEACON_TARGET,
BB_BOT_SUMMON_TARGET,
)
///how many times we tried to reach the target
var/current_pathing_attempts = 0
///if we cant reach it after this many attempts, add it to our ignore list
var/max_pathing_attempts = 25
/datum/ai_controller/basic_controller/bot/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
RegisterSignal(new_pawn, COMSIG_BOT_RESET, PROC_REF(reset_bot))
/datum/ai_controller/basic_controller/bot/able_to_run()
var/mob/living/basic/bot/bot_pawn = pawn
if(!(bot_pawn.bot_mode_flags & BOT_MODE_ON))
return FALSE
return ..()
/datum/ai_controller/basic_controller/bot/get_access()
var/mob/living/basic/bot/basic_bot = pawn
return basic_bot.access_card?.access
/datum/ai_controller/basic_controller/bot/proc/reset_bot()
SIGNAL_HANDLER
if(!length(reset_keys))
return
for(var/key in reset_keys)
clear_blackboard_key(key)
///set the target if we can reach them
/datum/ai_controller/basic_controller/bot/proc/set_if_can_reach(key, target, distance = 10)
if(can_reach_target(target, distance))
set_blackboard_key(key, target)
return TRUE
return FALSE
/datum/ai_controller/basic_controller/bot/proc/can_reach_target(target, distance = 10)
if(!isdatum(target)) //we dont need to check if its not a datum!
return TRUE
if(get_turf(pawn) == get_turf(target))
return TRUE
var/list/path = get_path_to(pawn, target, max_distance = distance, access = get_access())
if(!length(path))
return FALSE
return TRUE
///check if the target is too far away, and delete them if so and add them to the unreachables list
/datum/ai_controller/basic_controller/bot/proc/reachable_key(key, distance = 10)
var/datum/target = blackboard[key]
if(QDELETED(target))
return FALSE
var/datum/last_attempt = blackboard[BB_LAST_ATTEMPTED_PATHING]
if(last_attempt != target)
current_pathing_attempts = 0
set_blackboard_key(BB_LAST_ATTEMPTED_PATHING, target)
else
current_pathing_attempts++
if(current_pathing_attempts >= max_pathing_attempts || !can_reach_target(target, distance))
clear_blackboard_key(key)
clear_blackboard_key(BB_LAST_ATTEMPTED_PATHING)
set_blackboard_key_assoc_lazylist(BB_TEMPORARY_IGNORE_LIST, target, TRUE)
return FALSE
return TRUE
/// subtree to manage our list of unreachables, we reset it every 15 seconds
/datum/ai_planning_subtree/manage_unreachable_list
/datum/ai_planning_subtree/manage_unreachable_list/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
controller.queue_behavior(/datum/ai_behavior/manage_unreachable_list, BB_TEMPORARY_IGNORE_LIST)
/datum/ai_behavior/manage_unreachable_list
behavior_flags = AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
action_cooldown = 45 SECONDS
/datum/ai_behavior/manage_unreachable_list/perform(seconds_per_tick, datum/ai_controller/controller, list_key)
. = ..()
if(!isnull(controller.blackboard[list_key]))
controller.clear_blackboard_key(list_key)
finish_action(controller, TRUE)
/datum/ai_planning_subtree/find_patrol_beacon
/datum/ai_planning_subtree/find_patrol_beacon/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
var/mob/living/basic/bot/bot_pawn = controller.pawn
if(!(bot_pawn.bot_mode_flags & BOT_MODE_AUTOPATROL) || bot_pawn.mode == BOT_SUMMON)
return
if(controller.blackboard_key_exists(BB_BEACON_TARGET))
bot_pawn.update_bot_mode(new_mode = BOT_PATROL)
controller.queue_behavior(/datum/ai_behavior/travel_towards/beacon, BB_BEACON_TARGET)
return
if(controller.blackboard_key_exists(BB_PREVIOUS_BEACON_TARGET))
controller.queue_behavior(/datum/ai_behavior/find_next_beacon_target, BB_BEACON_TARGET)
return
controller.queue_behavior(/datum/ai_behavior/find_first_beacon_target, BB_BEACON_TARGET)
/datum/ai_behavior/find_first_beacon_target
/datum/ai_behavior/find_first_beacon_target/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
. = ..()
var/closest_distance = INFINITY
var/mob/living/basic/bot/bot_pawn = controller.pawn
var/atom/final_target
var/atom/previous_target = controller.blackboard[BB_PREVIOUS_BEACON_TARGET]
for(var/obj/machinery/navbeacon/beacon as anything in GLOB.navbeacons["[bot_pawn.z]"])
if(beacon == previous_target)
continue
var/dist = get_dist(bot_pawn, beacon)
if(dist > closest_distance)
continue
closest_distance = dist
final_target = beacon
if(isnull(final_target))
finish_action(controller, FALSE)
return
controller.set_blackboard_key(BB_BEACON_TARGET, final_target)
finish_action(controller, TRUE)
/datum/ai_behavior/find_next_beacon_target/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
. = ..()
var/mob/living/basic/bot/bot_pawn = controller.pawn
var/atom/final_target
var/obj/machinery/navbeacon/prev_beacon = controller.blackboard[BB_PREVIOUS_BEACON_TARGET]
if(QDELETED(prev_beacon))
finish_action(controller, FALSE)
return
for(var/obj/machinery/navbeacon/beacon as anything in GLOB.navbeacons["[bot_pawn.z]"])
if(beacon.location == prev_beacon.codes[NAVBEACON_PATROL_NEXT])
final_target = beacon
break
if(isnull(final_target))
controller.clear_blackboard_key(BB_PREVIOUS_BEACON_TARGET)
finish_action(controller, FALSE)
controller.set_blackboard_key(BB_BEACON_TARGET, final_target)
finish_action(controller, TRUE)
/datum/ai_behavior/travel_towards/beacon
clear_target = TRUE
/datum/ai_behavior/travel_towards/beacon/finish_action(datum/ai_controller/controller, succeeded, target_key)
var/atom/target = controller.blackboard[target_key]
controller.set_blackboard_key(BB_PREVIOUS_BEACON_TARGET, target)
return ..()
/datum/ai_planning_subtree/respond_to_summon
/datum/ai_planning_subtree/respond_to_summon/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(!controller.blackboard_key_exists(BB_BOT_SUMMON_TARGET))
return
controller.clear_blackboard_key(BB_PREVIOUS_BEACON_TARGET)
controller.clear_blackboard_key(BB_BEACON_TARGET)
controller.queue_behavior(/datum/ai_behavior/travel_towards/bot_summon, BB_BOT_SUMMON_TARGET)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/ai_behavior/travel_towards/bot_summon
clear_target = TRUE
/datum/ai_behavior/travel_towards/bot_summon/finish_action(datum/ai_controller/controller, succeeded, target_key)
var/mob/living/basic/bot/bot_pawn = controller.pawn
if(QDELETED(bot_pawn)) // pawn can be null at this point
return ..()
bot_pawn.calling_ai_ref = null
bot_pawn.update_bot_mode(new_mode = BOT_IDLE)
return ..()
/datum/ai_planning_subtree/salute_authority
/datum/ai_planning_subtree/salute_authority/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
var/mob/living/basic/bot/bot_pawn = controller.pawn
//we are criminals, dont salute the dirty pigs
if(bot_pawn.bot_access_flags & BOT_COVER_EMAGGED)
return
if(controller.blackboard_key_exists(BB_SALUTE_TARGET))
controller.queue_behavior(/datum/ai_behavior/salute_authority, BB_SALUTE_TARGET, BB_SALUTE_MESSAGES)
return SUBTREE_RETURN_FINISH_PLANNING
controller.queue_behavior(/datum/ai_behavior/find_and_set/valid_authority, BB_SALUTE_TARGET)
/datum/ai_behavior/find_and_set/valid_authority
behavior_flags = AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
action_cooldown = 30 SECONDS
/datum/ai_behavior/find_and_set/valid_authority/search_tactic(datum/ai_controller/controller, locate_path, search_range)
for(var/mob/living/robot in oview(search_range, controller.pawn))
if(istype(robot, /mob/living/simple_animal/bot/secbot))
return robot
if(!istype(robot, /mob/living/basic/bot/cleanbot))
continue
var/mob/living/basic/bot/cleanbot/potential_bot = robot
if(potential_bot.comissioned)
return potential_bot
return null
/datum/ai_behavior/salute_authority
/datum/ai_behavior/salute_authority/perform(seconds_per_tick, datum/ai_controller/controller, target_key, salute_keys)
. = ..()
if(!controller.blackboard_key_exists(target_key))
finish_action(controller, FALSE, target_key)
return
var/list/salute_list = controller.blackboard[salute_keys]
if(!length(salute_list))
finish_action(controller, FALSE, target_key)
return
var/mob/living/basic/bot/bot_pawn = controller.pawn
//special interaction if we are wearing a fedora
var/obj/item/our_hat = (locate(/obj/item/clothing/head) in bot_pawn)
if(our_hat)
salute_list += "tips [our_hat] at "
bot_pawn.manual_emote(pick(salute_list) + " [controller.blackboard[target_key]]")
finish_action(controller, TRUE, target_key)
return
/datum/ai_behavior/salute_authority/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
controller.clear_blackboard_key(target_key)