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