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Bubberstation/code/__HELPERS/ai.dm
SkyratBot 87f9a90cea [MIRROR] Monkey subtree breakup refactor! [MDB IGNORE] (#8748)
* Monkey subtree breakup refactor! (#61741)

Splitting up monkey ai into subtrees allows me to make a punpun ai after this pr is merged, makes stopping planning matter for the AI subtrees, and more generic subtrees that can be used by most ais

It also gets rid of bad practices like setting blackboards in the ai controller.

* Monkey subtree breakup refactor!

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-10-11 16:16:48 +01:00

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//this file has procs that help ais think good. used by behaviors mostly
/// Returns either the best weapon from the given choices or null if held weapons are better
/proc/GetBestWeapon(datum/ai_controller/controller, list/choices, list/held_weapons)
var/gun_neurons_activated = controller.blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED]
var/top_force = 0
var/obj/item/top_force_item
for(var/obj/item/item as anything in held_weapons)
if(!item)
continue
if(HAS_TRAIT(item, TRAIT_NEEDS_TWO_HANDS) || controller.blackboard[BB_MONKEY_BLACKLISTITEMS][item])
continue
if(gun_neurons_activated && istype(item, /obj/item/gun))
// We have a gun, why bother looking for something inferior
// Also yes it is intentional that pawns dont know how to pick the best gun
return item
if(item.force > top_force)
top_force = item.force
top_force_item = item
for(var/obj/item/item as anything in choices)
if(!item)
continue
if(HAS_TRAIT(item, TRAIT_NEEDS_TWO_HANDS) || controller.blackboard[BB_MONKEY_BLACKLISTITEMS][item])
continue
if(gun_neurons_activated && istype(item, /obj/item/gun))
return item
if(item.force <= top_force)
continue
top_force_item = item
top_force = item.force
return top_force_item
///returns if something can be consumed, drink or food
/proc/IsEdible(obj/item/thing)
if(!istype(thing))
return FALSE
if(IS_EDIBLE(thing))
return TRUE
if(istype(thing, /obj/item/reagent_containers/food/drinks/drinkingglass))
var/obj/item/reagent_containers/food/drinks/drinkingglass/glass = thing
if(glass.reagents.total_volume) // The glass has something in it, time to drink the mystery liquid!
return TRUE
return FALSE