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* [no gbp] Fixes the dog fetch command (#73516) ## About The Pull Request I broke this in a so-called "refactor" by forgetting to pass an argument. It works again now. ## Why It's Good For The Game It's a fun thing for dogs to do. ## Changelog 🆑 fix: Pet dogs will once again fetch items for you /🆑 * [no gbp] Fixes the dog fetch command --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
158 lines
5.9 KiB
Plaintext
158 lines
5.9 KiB
Plaintext
/**
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* Traverse to a target with the intention of picking it up.
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* If we can't do that, add it to a list of ignored items.
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*/
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/datum/ai_behavior/fetch_seek
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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/datum/ai_behavior/fetch_seek/setup(datum/ai_controller/controller, target_key, delivery_key)
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. = ..()
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var/datum/weakref/thing_ref = controller.blackboard[target_key]
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var/obj/item/fetch_thing = thing_ref?.resolve()
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// It stopped existing
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if (!fetch_thing)
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return FALSE
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set_movement_target(controller, fetch_thing)
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/datum/ai_behavior/fetch_seek/perform(delta_time, datum/ai_controller/controller, target_key, delivery_key)
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. = ..()
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var/datum/weakref/thing_ref = controller.blackboard[target_key]
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var/obj/item/fetch_thing = thing_ref?.resolve()
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// It stopped existing
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if (!fetch_thing)
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finish_action(controller, FALSE, target_key, delivery_key)
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return
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var/mob/living/living_pawn = controller.pawn
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// We can't pick this up
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if (fetch_thing.anchored || !isturf(fetch_thing.loc) || !living_pawn.CanReach(fetch_thing))
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finish_action(controller, FALSE, target_key, delivery_key)
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return
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finish_action(controller, TRUE, target_key, delivery_key)
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/datum/ai_behavior/fetch_seek/finish_action(datum/ai_controller/controller, success, target_key, delivery_key)
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. = ..()
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if (success)
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return
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// Blacklist item if we failed
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var/datum/weakref/thing_ref = controller.blackboard[target_key]
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var/obj/item/target = thing_ref?.resolve()
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if (target)
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controller.blackboard[BB_FETCH_IGNORE_LIST][thing_ref] = TRUE
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controller.blackboard[target_key] = null
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controller.blackboard[delivery_key] = null
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/**
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* The second half of fetching, deliver the item to a target.
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*/
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/datum/ai_behavior/deliver_fetched_item
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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/datum/ai_behavior/deliver_fetched_item/setup(datum/ai_controller/controller, delivery_key, storage_key)
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. = ..()
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var/datum/weakref/return_ref = controller.blackboard[delivery_key]
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var/mob/living/return_target = return_ref?.resolve()
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if(!return_target) // Guess it's mine now
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return FALSE
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set_movement_target(controller, return_target)
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/datum/ai_behavior/deliver_fetched_item/perform(delta_time, datum/ai_controller/controller, delivery_key, storage_key)
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. = ..()
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var/datum/weakref/return_ref = controller.blackboard[delivery_key]
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var/mob/living/return_target = return_ref?.resolve()
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if(!return_target)
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finish_action(controller, FALSE, delivery_key)
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return
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deliver_item(controller, return_target, storage_key)
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finish_action(controller, TRUE, delivery_key)
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/datum/ai_behavior/deliver_fetched_item/finish_action(datum/ai_controller/controller, success, delivery_key)
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. = ..()
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controller.blackboard[delivery_key] = null
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controller.blackboard[BB_ACTIVE_PET_COMMAND] = null
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/// Actually deliver the fetched item to the target, if we still have it
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/datum/ai_behavior/deliver_fetched_item/proc/deliver_item(datum/ai_controller/controller, return_target, storage_key)
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var/mob/pawn = controller.pawn
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var/datum/weakref/carried_ref = controller.blackboard[storage_key]
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var/obj/item/carried_item = carried_ref?.resolve()
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if(!carried_item || carried_item.loc != pawn)
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pawn.visible_message(span_notice("[pawn] looks around as if [pawn.p_they()] [pawn.p_have()] lost something."))
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finish_action(controller, FALSE)
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return
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pawn.visible_message(span_notice("[pawn] delivers [carried_item] to [return_target]."))
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carried_item.forceMove(get_turf(return_target))
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controller.blackboard[storage_key] = null
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return TRUE
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/**
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* The alternate second half of fetching, attack the item if we can eat it.
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* Or make pleading eyes at someone who has picked it up.
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*
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* Unfortunately this doesn't work because food can't currently be eaten by mobs.
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*/
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/datum/ai_behavior/eat_fetched_snack
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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action_cooldown = 0.8 SECONDS
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/datum/ai_behavior/eat_fetched_snack/setup(datum/ai_controller/controller, target_key, delivery_key)
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. = ..()
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var/datum/weakref/thing_ref = controller.blackboard[target_key]
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var/obj/item/snack = thing_ref?.resolve()
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if(!istype(snack) || !IS_EDIBLE(snack) || !(isturf(snack.loc) || ishuman(snack.loc)))
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return FALSE // This isn't food at all!
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set_movement_target(controller, snack)
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/datum/ai_behavior/eat_fetched_snack/perform(delta_time, datum/ai_controller/controller, target_key, delivery_key)
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. = ..()
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var/datum/weakref/thing_ref = controller.blackboard[target_key]
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var/obj/item/snack = thing_ref?.resolve()
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if(!(isturf(snack.loc) || ishuman(snack.loc)))
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finish_action(controller, FALSE) // Where did it go?
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var/mob/living/basic/basic_pawn = controller.pawn
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if(!in_range(basic_pawn, snack))
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return
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if(isturf(snack.loc))
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basic_pawn.melee_attack(snack) // snack attack!
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else if(iscarbon(snack.loc) && DT_PROB(10, delta_time))
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basic_pawn.manual_emote("Stares at [snack.loc]'s [snack.name] intently.")
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if(QDELETED(snack)) // we ate it!
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finish_action(controller, TRUE, target_key, delivery_key)
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/datum/ai_behavior/eat_fetched_snack/finish_action(datum/ai_controller/controller, succeeded, target_key, delivery_key)
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. = ..()
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controller.blackboard[target_key] = null
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controller.blackboard[delivery_key] = null
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controller.blackboard[BB_ACTIVE_PET_COMMAND] = null
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/**
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* Clear our failed fetch list every so often
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*/
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/datum/ai_behavior/forget_failed_fetches
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/// How long to wait between resetting the list
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var/cooldown_duration = AI_FETCH_IGNORE_DURATION
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/// Time until we should forget things we failed to pick up
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COOLDOWN_DECLARE(reset_ignore_cooldown)
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/datum/ai_behavior/forget_failed_fetches/setup(datum/ai_controller/controller, ...)
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. = ..()
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if (!COOLDOWN_FINISHED(src, reset_ignore_cooldown))
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return FALSE
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if (!length(controller.blackboard[BB_FETCH_IGNORE_LIST]))
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return
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/datum/ai_behavior/forget_failed_fetches/perform(delta_time, datum/ai_controller/controller)
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. = ..()
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COOLDOWN_START(src, reset_ignore_cooldown, cooldown_duration)
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controller.blackboard[BB_FETCH_IGNORE_LIST] = list()
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finish_action(controller, TRUE)
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