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Bubberstation/code/datums/ai/oldhostile/hostile_tameable.dm
SkyratBot 31eaeb64bf [MIRROR] Fixes dog AI lockups when fetching things, adds growling noises for dog attack mode [MDB IGNORE] (#12105)
* Improves dog AI resilience (#65384)

About The Pull Request

AI dogs currently have a nasty habit of getting stuck when trying to fetch items sometimes, rendering their AI behavior basically dead as they're stuck in a state where they're unable to accept any commands/inputs from their environment. This PR fixes that by adding some more robust checks to make sure a failed fetch attempt doesn't softlock the pups.

This PR also adds some growling sounds for dogs in harass mode who are guarding against someone not within biting distance.
Why It's Good For The Game

Fixes some edge cases where dog AI would stop working entirely. Makes dog AI's in attack mode more conspicuous, and less reliant on text spam to show that.
Changelog

cl Ryll/Shaps
fix: Dog AI's should no longer lock up and become unresponsive after failed fetch attempts
soundadd: Dogs in harass mode that are guarding against someone will now make growling sounds
/cl

* Fixes dog AI lockups when fetching things, adds growling noises for dog attack mode

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-03-15 16:16:05 -07:00

223 lines
8.9 KiB
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///This code needs to be removed at some point as it doesn't actually utilize the AI.
/datum/ai_controller/hostile_friend
blackboard = list(
BB_HOSTILE_ORDER_MODE = null,
BB_HOSTILE_FRIEND = null,
BB_FOLLOW_TARGET = null,
BB_ATTACK_TARGET = null,
BB_VISION_RANGE = BB_HOSTILE_VISION_RANGE,
BB_HOSTILE_ATTACK_WORD = "growls",
)
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk/hostile_tameable
var/ride_penalty_movement = 1 SECONDS
COOLDOWN_DECLARE(command_cooldown)
/datum/ai_controller/hostile_friend/process(delta_time)
if(isliving(pawn))
var/mob/living/living_pawn = pawn
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..()
/datum/ai_controller/hostile_friend/TryPossessPawn(atom/new_pawn)
if(!ishostile(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
RegisterSignal(new_pawn, COMSIG_PARENT_EXAMINE, .proc/on_examined)
RegisterSignal(new_pawn, COMSIG_CLICK_ALT, .proc/check_altclicked)
RegisterSignal(new_pawn, COMSIG_RIDDEN_DRIVER_MOVE, .proc/on_ridden_driver_move)
RegisterSignal(new_pawn, COMSIG_MOVABLE_PREBUCKLE, .proc/on_prebuckle)
return ..() //Run parent at end
/datum/ai_controller/hostile_friend/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(
COMSIG_ATOM_ATTACK_HAND,
COMSIG_PARENT_EXAMINE,
COMSIG_CLICK_ALT,
COMSIG_LIVING_DEATH,
COMSIG_PARENT_QDELETING
))
unfriend()
return ..() //Run parent at end
/datum/ai_controller/hostile_friend/proc/on_prebuckle(mob/source, mob/living/buckler, force, buckle_mob_flags)
SIGNAL_HANDLER
if(force || ai_status == AI_STATUS_OFF)
return
if(WEAKREF(buckler) != blackboard[BB_HOSTILE_FRIEND])
return COMPONENT_BLOCK_BUCKLE
/datum/ai_controller/hostile_friend/able_to_run()
var/mob/living/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return FALSE
return ..()
/datum/ai_controller/hostile_friend/get_access()
var/mob/living/simple_animal/simple_pawn = pawn
if(!istype(simple_pawn))
return
return simple_pawn.access_card
/datum/ai_controller/hostile_friend/proc/on_ridden_driver_move(atom/movable/movable_parent, mob/living/user, direction)
SIGNAL_HANDLER
PauseAi(ride_penalty_movement)
/// Befriends someone
/datum/ai_controller/hostile_friend/proc/befriend(mob/living/new_friend)
var/datum/weakref/current_ref = blackboard[BB_HOSTILE_FRIEND]
var/datum/weakref/friend_ref = WEAKREF(new_friend)
var/mob/living/old_friend = current_ref?.resolve()
if(old_friend)
unfriend(old_friend)
else
blackboard[BB_HOSTILE_FRIEND] = null
if(in_range(pawn, new_friend))
new_friend.visible_message("<b>[pawn]</b> looks at [new_friend] in a friendly manner!", span_notice("[pawn] looks at you in a friendly manner!"))
blackboard[BB_HOSTILE_FRIEND] = friend_ref
RegisterSignal(new_friend, COMSIG_MOB_POINTED, .proc/check_point)
RegisterSignal(new_friend, COMSIG_MOB_SAY, .proc/check_verbal_command)
/// Someone is being mean to us, take them off our friends (add actual enemies behavior later)
/datum/ai_controller/hostile_friend/proc/unfriend()
var/datum/weakref/friend_ref = blackboard[BB_HOSTILE_FRIEND]
var/mob/living/old_friend = friend_ref?.resolve()
if(old_friend)
UnregisterSignal(old_friend, list(COMSIG_MOB_POINTED, COMSIG_MOB_SAY))
blackboard[BB_HOSTILE_FRIEND] = null
/// Someone is looking at us, if we're currently carrying something then show what it is, and include a message if they're our friend
/datum/ai_controller/hostile_friend/proc/on_examined(datum/source, mob/user, list/examine_text)
SIGNAL_HANDLER
if(blackboard[BB_HOSTILE_FRIEND] == WEAKREF(user))
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn))
examine_text += span_notice("[pawn.p_they(TRUE)] seem[pawn.p_s()] happy to see you!")
// next section is regarding commands
/// Someone alt clicked us, see if they're someone we should show the radial command menu to
/datum/ai_controller/hostile_friend/proc/check_altclicked(datum/source, mob/living/clicker)
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
if(!istype(clicker) || blackboard[BB_HOSTILE_FRIEND] == WEAKREF(clicker))
return
. = COMPONENT_CANCEL_CLICK_ALT
INVOKE_ASYNC(src, .proc/command_radial, clicker)
/// Show the command radial menu
/datum/ai_controller/hostile_friend/proc/command_radial(mob/living/clicker)
var/list/commands = list(
COMMAND_STOP = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow"),
COMMAND_FOLLOW = image(icon = 'icons/mob/actions/actions_spells.dmi', icon_state = "summons"),
COMMAND_ATTACK = image(icon = 'icons/effects/effects.dmi', icon_state = "bite"),
)
var/choice = show_radial_menu(clicker, pawn, commands, custom_check = CALLBACK(src, .proc/check_menu, clicker), tooltips = TRUE)
if(!choice || !check_menu(clicker))
return
set_command_mode(clicker, choice)
/datum/ai_controller/hostile_friend/proc/check_menu(mob/user)
if(!istype(user))
CRASH("A non-mob is trying to issue an order to [pawn].")
if(user.incapacitated() || !can_see(user, pawn))
return FALSE
return TRUE
/// One of our friends said something, see if it's a valid command, and if so, take action
/datum/ai_controller/hostile_friend/proc/check_verbal_command(mob/speaker, speech_args)
SIGNAL_HANDLER
if(blackboard[BB_HOSTILE_FRIEND] != WEAKREF(speaker))
return
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
var/mob/living/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return
var/spoken_text = speech_args[SPEECH_MESSAGE] // probably should check for full words
var/command
if(findtext(spoken_text, "stop") || findtext(spoken_text, "stay"))
command = COMMAND_STOP
else if(findtext(spoken_text, "follow") || findtext(spoken_text, "come"))
command = COMMAND_FOLLOW
else if(findtext(spoken_text, "attack") || findtext(spoken_text, "sic"))
command = COMMAND_ATTACK
else
return
if(!can_see(pawn, speaker, length=blackboard[BB_VISION_RANGE]))
return
set_command_mode(speaker, command)
/// Whether we got here via radial menu or a verbal command, this is where we actually process what our new command will be
/datum/ai_controller/hostile_friend/proc/set_command_mode(mob/commander, command)
COOLDOWN_START(src, command_cooldown, AI_HOSTILE_COMMAND_COOLDOWN)
switch(command)
// heel: stop what you're doing, relax and try not to do anything for a little bit
if(COMMAND_STOP)
pawn.visible_message(span_notice("[pawn] [blackboard[BB_HOSTILE_ATTACK_WORD]] at [commander]'s command, and [pawn.p_they()] stop[pawn.p_s()] obediently, awaiting further orders."))
blackboard[BB_HOSTILE_ORDER_MODE] = HOSTILE_COMMAND_NONE
CancelActions()
// follow: whatever the commander points to, try and bring it back
if(COMMAND_FOLLOW)
pawn.visible_message(span_notice("[pawn] [blackboard[BB_HOSTILE_ATTACK_WORD]] at [commander]'s command, and [pawn.p_they()] follow[pawn.p_s()] slightly in anticipation."))
CancelActions()
blackboard[BB_HOSTILE_ORDER_MODE] = HOSTILE_COMMAND_FOLLOW
blackboard[BB_FOLLOW_TARGET] = WEAKREF(commander)
current_movement_target = commander
var/mob/living/living_pawn = pawn
if(living_pawn.buckled)
queue_behavior(/datum/ai_behavior/resist)//in case they are in bed or something
queue_behavior(/datum/ai_behavior/follow)
// attack: harass whoever the commander points to
if(COMMAND_ATTACK)
pawn.visible_message(span_danger("[pawn] [blackboard[BB_HOSTILE_ATTACK_WORD]] at [commander]'s command, and [pawn.p_they()] growl[pawn.p_s()] intensely.")) // imagine getting intimidated by a corgi
CancelActions()
blackboard[BB_HOSTILE_ORDER_MODE] = HOSTILE_COMMAND_ATTACK
/// Someone we like is pointing at something, see if it's something we might want to interact with (like if they might want us to fetch something for them)
/datum/ai_controller/hostile_friend/proc/check_point(mob/pointing_friend, atom/movable/pointed_movable)
SIGNAL_HANDLER
var/mob/living/simple_animal/hostile/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
if(blackboard[BB_HOSTILE_FRIEND] == WEAKREF(pointed_movable) || pointed_movable == pawn || !istype(pointed_movable) || blackboard[BB_HOSTILE_ORDER_MODE] == HOSTILE_COMMAND_NONE) // busy or no command
return
if(!can_see(pawn, pointing_friend, length=blackboard[BB_VISION_RANGE]) || !can_see(pawn, pointed_movable, length=blackboard[BB_VISION_RANGE]))
return
CancelActions()
COOLDOWN_START(src, command_cooldown, AI_HOSTILE_COMMAND_COOLDOWN)
if(blackboard[BB_HOSTILE_ORDER_MODE] == HOSTILE_COMMAND_ATTACK)
pawn.visible_message(span_notice("[pawn] follows [pointing_friend]'s gesture towards [pointed_movable] and [blackboard[BB_HOSTILE_ATTACK_WORD]] intensely!"))
current_movement_target = pointed_movable
blackboard[BB_ATTACK_TARGET] = WEAKREF(pointed_movable)
if(living_pawn.buckled)
queue_behavior(/datum/ai_behavior/resist)//in case they are in bed or something
queue_behavior(/datum/ai_behavior/attack)
/datum/idle_behavior/idle_random_walk/hostile_tameable
walk_chance = 5