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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Refactors ai datum examines to use noticable organ elements. ## Why It's Good For The Game This preserves the original examine on monkeys and allows future examines to be dependent on the state of the species, so the examines are less generic. But if you want generic, it's supported! ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Monkey AI descriptions of "primal eyes" no longer show if the monkey is missing eyes. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
335 lines
14 KiB
Plaintext
335 lines
14 KiB
Plaintext
/*
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AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a atom. What this means is that these datums
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have ways of interacting with a specific atom and control it. They posses a blackboard with the information the AI knows and has, and will plan behaviors it will try to execute through
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multiple modular subtrees with behaviors
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*/
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/datum/ai_controller
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///The atom this controller is controlling
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var/atom/pawn
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///Bitfield of traits for this AI to handle extra behavior
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var/ai_traits = NONE
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///Current actions planned to be performed by the AI in the upcoming plan
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var/list/planned_behaviors
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///Current actions being performed by the AI.
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var/list/current_behaviors
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///Current actions and their respective last time ran as an assoc list.
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var/list/behavior_cooldowns = list()
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///Current status of AI (OFF/ON)
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var/ai_status
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///Current movement target of the AI, generally set by decision making.
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var/atom/current_movement_target
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///Identifier for what last touched our movement target, so it can be cleared conditionally
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var/movement_target_source
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///This is a list of variables the AI uses and can be mutated by actions. When an action is performed you pass this list and any relevant keys for the variables it can mutate.
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var/list/blackboard = list()
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///Stored arguments for behaviors given during their initial creation
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var/list/behavior_args = list()
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///Tracks recent pathing attempts, if we fail too many in a row we fail our current plans.
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var/pathing_attempts
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///Can the AI remain in control if there is a client?
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var/continue_processing_when_client = FALSE
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///distance to give up on target
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var/max_target_distance = 14
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///Cooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end
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COOLDOWN_DECLARE(failed_planning_cooldown)
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///All subtrees this AI has available, will run them in order, so make sure they're in the order you want them to run. On initialization of this type, it will start as a typepath(s) and get converted to references of ai_subtrees found in SSai_controllers when init_subtrees() is called
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var/list/planning_subtrees
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///The idle behavior this AI performs when it has no actions.
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var/datum/idle_behavior/idle_behavior = null
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// Movement related things here
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///Reference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.
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var/datum/ai_movement/ai_movement = /datum/ai_movement/dumb
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///Cooldown until next movement
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COOLDOWN_DECLARE(movement_cooldown)
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///Delay between movements. This is on the controller so we can keep the movement datum singleton
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var/movement_delay = 0.1 SECONDS
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// The variables below are fucking stupid and should be put into the blackboard at some point.
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///AI paused time
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var/paused_until = 0
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/datum/ai_controller/New(atom/new_pawn)
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change_ai_movement_type(ai_movement)
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init_subtrees()
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if(idle_behavior)
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idle_behavior = new idle_behavior()
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PossessPawn(new_pawn)
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/datum/ai_controller/Destroy(force, ...)
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set_ai_status(AI_STATUS_OFF)
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UnpossessPawn(FALSE)
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return ..()
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///Sets the current movement target, with an optional param to override the movement behavior
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/datum/ai_controller/proc/set_movement_target(source, atom/target, datum/ai_movement/new_movement)
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movement_target_source = source
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current_movement_target = target
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if(new_movement)
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change_ai_movement_type(new_movement)
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///Overrides the current ai_movement of this controller with a new one
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/datum/ai_controller/proc/change_ai_movement_type(datum/ai_movement/new_movement)
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ai_movement = SSai_movement.movement_types[new_movement]
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///Completely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths
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/datum/ai_controller/proc/replace_planning_subtrees(list/typepaths_of_new_subtrees)
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planning_subtrees = typepaths_of_new_subtrees
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init_subtrees()
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///Loops over the subtrees in planning_subtrees and looks at the ai_controllers to grab a reference, ENSURE planning_subtrees ARE TYPEPATHS AND NOT INSTANCES/REFERENCES BEFORE EXECUTING THIS
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/datum/ai_controller/proc/init_subtrees()
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if(!LAZYLEN(planning_subtrees))
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return
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var/list/temp_subtree_list = list()
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for(var/subtree in planning_subtrees)
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var/subtree_instance = SSai_controllers.ai_subtrees[subtree]
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temp_subtree_list += subtree_instance
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planning_subtrees = temp_subtree_list
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///Proc to move from one pawn to another, this will destroy the target's existing controller.
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/datum/ai_controller/proc/PossessPawn(atom/new_pawn)
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if(pawn) //Reset any old signals
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UnpossessPawn(FALSE)
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if(istype(new_pawn.ai_controller)) //Existing AI, kill it.
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QDEL_NULL(new_pawn.ai_controller)
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if(TryPossessPawn(new_pawn) & AI_CONTROLLER_INCOMPATIBLE)
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qdel(src)
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CRASH("[src] attached to [new_pawn] but these are not compatible!")
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pawn = new_pawn
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pawn.ai_controller = src
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SEND_SIGNAL(src, COMSIG_AI_CONTROLLER_POSSESSED_PAWN)
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if (!ismob(new_pawn))
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set_ai_status(AI_STATUS_ON)
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else
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set_ai_status(get_setup_mob_ai_status(new_pawn))
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RegisterSignal(pawn, COMSIG_MOB_STATCHANGE, PROC_REF(on_stat_changed))
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RegisterSignal(pawn, COMSIG_MOB_LOGIN, PROC_REF(on_sentience_gained))
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/// Mobs have more complicated factors about whether their AI should be on or not
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/datum/ai_controller/proc/get_setup_mob_ai_status(mob/mob_pawn)
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var/final_status = AI_STATUS_ON
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if(!continue_processing_when_client && mob_pawn.client)
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final_status = AI_STATUS_OFF
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if(ai_traits & CAN_ACT_WHILE_DEAD)
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return final_status
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if(mob_pawn.stat == DEAD)
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final_status = AI_STATUS_OFF
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return final_status
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///Abstract proc for initializing the pawn to the new controller
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/datum/ai_controller/proc/TryPossessPawn(atom/new_pawn)
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return
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///Proc for deinitializing the pawn to the old controller
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/datum/ai_controller/proc/UnpossessPawn(destroy)
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UnregisterSignal(pawn, list(COMSIG_MOB_LOGIN, COMSIG_MOB_LOGOUT, COMSIG_MOB_STATCHANGE))
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if(ai_movement.moving_controllers[src])
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ai_movement.stop_moving_towards(src)
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pawn.ai_controller = null
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pawn = null
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if(destroy)
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qdel(src)
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return
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///Returns TRUE if the ai controller can actually run at the moment.
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/datum/ai_controller/proc/able_to_run()
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if(HAS_TRAIT(pawn, TRAIT_AI_PAUSED))
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return FALSE
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if(world.time < paused_until)
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return FALSE
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return TRUE
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///Runs any actions that are currently running
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/datum/ai_controller/process(delta_time)
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if(!able_to_run())
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SSmove_manager.stop_looping(pawn) //stop moving
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return //this should remove them from processing in the future through event-based stuff.
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if(!LAZYLEN(current_behaviors) && idle_behavior)
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idle_behavior.perform_idle_behavior(delta_time, src) //Do some stupid shit while we have nothing to do
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return
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if(current_movement_target)
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if(!isatom(current_movement_target))
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stack_trace("[pawn]'s current movement target is not an atom, rather a [current_movement_target.type]! Did you accidentally set it to a weakref?")
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CancelActions()
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return
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if(get_dist(pawn, current_movement_target) > max_target_distance) //The distance is out of range
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CancelActions()
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return
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for(var/datum/ai_behavior/current_behavior as anything in current_behaviors)
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// Convert the current behaviour action cooldown to realtime seconds from deciseconds.current_behavior
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// Then pick the max of this and the delta_time passed to ai_controller.process()
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// Action cooldowns cannot happen faster than delta_time, so delta_time should be the value used in this scenario.
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var/action_delta_time = max(current_behavior.action_cooldown * 0.1, delta_time)
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if(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT) //Might need to move closer
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if(!current_movement_target)
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stack_trace("[pawn] wants to perform action type [current_behavior.type] which requires movement, but has no current movement target!")
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return //This can cause issues, so don't let these slide.
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if(current_behavior.required_distance >= get_dist(pawn, current_movement_target)) ///Are we close enough to engage?
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if(ai_movement.moving_controllers[src] == current_movement_target) //We are close enough, if we're moving stop.
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ai_movement.stop_moving_towards(src)
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if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
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continue
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ProcessBehavior(action_delta_time, current_behavior)
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return
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else if(ai_movement.moving_controllers[src] != current_movement_target) //We're too far, if we're not already moving start doing it.
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ai_movement.start_moving_towards(src, current_movement_target, current_behavior.required_distance) //Then start moving
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if(current_behavior.behavior_flags & AI_BEHAVIOR_MOVE_AND_PERFORM) //If we can move and perform then do so.
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if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
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continue
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ProcessBehavior(action_delta_time, current_behavior)
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return
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else //No movement required
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if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
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continue
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ProcessBehavior(action_delta_time, current_behavior)
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return
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///Determines whether the AI can currently make a new plan
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/datum/ai_controller/proc/able_to_plan()
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. = TRUE
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for(var/datum/ai_behavior/current_behavior as anything in current_behaviors)
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if(!(current_behavior.behavior_flags & AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION)) //We have a behavior that blocks planning
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. = FALSE
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break
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///This is where you decide what actions are taken by the AI.
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/datum/ai_controller/proc/SelectBehaviors(delta_time)
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SHOULD_NOT_SLEEP(TRUE) //Fuck you don't sleep in procs like this.
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if(!COOLDOWN_FINISHED(src, failed_planning_cooldown))
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return FALSE
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LAZYINITLIST(current_behaviors)
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LAZYCLEARLIST(planned_behaviors)
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if(LAZYLEN(planning_subtrees))
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for(var/datum/ai_planning_subtree/subtree as anything in planning_subtrees)
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if(subtree.SelectBehaviors(src, delta_time) == SUBTREE_RETURN_FINISH_PLANNING)
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break
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for(var/datum/ai_behavior/current_behavior as anything in current_behaviors)
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if(LAZYACCESS(planned_behaviors, current_behavior))
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continue
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var/list/arguments = list(src, FALSE)
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var/list/stored_arguments = behavior_args[type]
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if(stored_arguments)
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arguments += stored_arguments
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current_behavior.finish_action(arglist(arguments))
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///This proc handles changing ai status, and starts/stops processing if required.
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/datum/ai_controller/proc/set_ai_status(new_ai_status)
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if(ai_status == new_ai_status)
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return FALSE //no change
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ai_status = new_ai_status
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switch(ai_status)
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if(AI_STATUS_ON)
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SSai_controllers.active_ai_controllers += src
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START_PROCESSING(SSai_behaviors, src)
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if(AI_STATUS_OFF)
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STOP_PROCESSING(SSai_behaviors, src)
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SSai_controllers.active_ai_controllers -= src
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CancelActions()
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/datum/ai_controller/proc/PauseAi(time)
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paused_until = world.time + time
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///Call this to add a behavior to the stack.
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/datum/ai_controller/proc/queue_behavior(behavior_type, ...)
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var/datum/ai_behavior/behavior = GET_AI_BEHAVIOR(behavior_type)
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if(!behavior)
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CRASH("Behavior [behavior_type] not found.")
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var/list/arguments = args.Copy()
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arguments[1] = src
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if(LAZYACCESS(current_behaviors, behavior)) ///It's still in the plan, don't add it again to current_behaviors but do keep it in the planned behavior list so its not cancelled
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LAZYADDASSOC(planned_behaviors, behavior, TRUE)
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return
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if(!behavior.setup(arglist(arguments)))
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return
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LAZYADDASSOC(current_behaviors, behavior, TRUE)
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LAZYADDASSOC(planned_behaviors, behavior, TRUE)
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arguments.Cut(1, 2)
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if(length(arguments))
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behavior_args[behavior_type] = arguments
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else
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behavior_args -= behavior_type
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/datum/ai_controller/proc/ProcessBehavior(delta_time, datum/ai_behavior/behavior)
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var/list/arguments = list(delta_time, src)
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var/list/stored_arguments = behavior_args[behavior.type]
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if(stored_arguments)
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arguments += stored_arguments
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behavior.perform(arglist(arguments))
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/datum/ai_controller/proc/CancelActions()
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if(!LAZYLEN(current_behaviors))
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return
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for(var/i in current_behaviors)
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var/datum/ai_behavior/current_behavior = i
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var/list/arguments = list(src, FALSE)
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var/list/stored_arguments = behavior_args[current_behavior.type]
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if(stored_arguments)
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arguments += stored_arguments
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current_behavior.finish_action(arglist(arguments))
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/// Turn the controller on or off based on if you're alive, we only register to this if the flag is present so don't need to check again
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/datum/ai_controller/proc/on_stat_changed(mob/living/source, new_stat)
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SIGNAL_HANDLER
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var/new_ai_status = get_setup_mob_ai_status(source)
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set_ai_status(new_ai_status)
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/datum/ai_controller/proc/on_sentience_gained()
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SIGNAL_HANDLER
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UnregisterSignal(pawn, COMSIG_MOB_LOGIN)
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if(!continue_processing_when_client)
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set_ai_status(AI_STATUS_OFF) //Can't do anything while player is connected
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RegisterSignal(pawn, COMSIG_MOB_LOGOUT, PROC_REF(on_sentience_lost))
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/datum/ai_controller/proc/on_sentience_lost()
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SIGNAL_HANDLER
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UnregisterSignal(pawn, COMSIG_MOB_LOGOUT)
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set_ai_status(AI_STATUS_ON) //Can't do anything while player is connected
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RegisterSignal(pawn, COMSIG_MOB_LOGIN, PROC_REF(on_sentience_gained))
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/// Use this proc to define how your controller defines what access the pawn has for the sake of pathfinding, likely pointing to whatever ID slot is relevant
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/datum/ai_controller/proc/get_access()
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return
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///Returns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you
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/datum/ai_controller/proc/get_minimum_distance()
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var/minimum_distance = max_target_distance
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// right now I'm just taking the shortest minimum distance of our current behaviors, at some point in the future
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// we should let whatever sets the current_movement_target also set the min distance and max path length
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// (or at least cache it on the controller)
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for(var/datum/ai_behavior/iter_behavior as anything in current_behaviors)
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if(iter_behavior.required_distance < minimum_distance)
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minimum_distance = iter_behavior.required_distance
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return minimum_distance
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