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## About The Pull Request Thanks goodness they've done the signal already for the deadchat control component. ## Why It's Good For The Game This will fix #78640. ## Changelog 🆑 fix: Regal rats (and others), won't be punished by the automute system for repeating the same command several times. /🆑
166 lines
6.4 KiB
Plaintext
166 lines
6.4 KiB
Plaintext
/**
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* # Pet Command
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* Set some AI blackboard commands in response to receiving instructions
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* This is abstract and should be extended for actual behaviour
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*/
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/datum/pet_command
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/// Weak reference to who follows this command
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var/datum/weakref/weak_parent
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/// Unique name used for radial selection, should not be shared with other commands on one mob
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var/command_name
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/// Description to display in radial menu
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var/command_desc
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/// If true, command will not appear in radial menu and can only be accessed through speech
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var/hidden = FALSE
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/// Icon to display in radial menu
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var/icon/radial_icon
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/// Icon state to display in radial menu
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var/radial_icon_state
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/// Speech strings to listen out for
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var/list/speech_commands = list()
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/// Shown above the mob's head when it hears you
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var/command_feedback
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/// How close a mob needs to be to a target to respond to a command
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var/sense_radius = 7
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/datum/pet_command/New(mob/living/parent)
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. = ..()
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weak_parent = WEAKREF(parent)
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/// Register a new guy we want to listen to
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/datum/pet_command/proc/add_new_friend(mob/living/tamer)
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RegisterSignal(tamer, COMSIG_MOB_SAY, PROC_REF(respond_to_command))
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RegisterSignal(tamer, COMSIG_MOB_AUTOMUTE_CHECK, PROC_REF(waive_automute))
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/// Stop listening to a guy
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/datum/pet_command/proc/remove_friend(mob/living/unfriended)
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UnregisterSignal(unfriended, list(COMSIG_MOB_SAY, COMSIG_MOB_AUTOMUTE_CHECK))
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/// Stop the automute from triggering for commands (unless the spoken text is suspiciously longer than the command)
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/datum/pet_command/proc/waive_automute(mob/living/speaker, client/client, last_message, mute_type)
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SIGNAL_HANDLER
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if(mute_type == MUTE_IC && find_command_in_text(last_message, check_verbosity = TRUE))
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return WAIVE_AUTOMUTE_CHECK
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return NONE
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/// Respond to something that one of our friends has asked us to do
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/datum/pet_command/proc/respond_to_command(mob/living/speaker, speech_args)
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SIGNAL_HANDLER
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var/mob/living/parent = weak_parent.resolve()
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if (!parent)
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return
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if (!can_see(parent, speaker, sense_radius)) // Basically the same rules as hearing
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return
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var/spoken_text = speech_args[SPEECH_MESSAGE]
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if (!find_command_in_text(spoken_text))
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return
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try_activate_command(speaker)
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/**
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* Returns true if we find any of our spoken commands in the text.
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* if check_verbosity is true, skip the match if there spoken_text is way longer than the match
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*/
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/datum/pet_command/proc/find_command_in_text(spoken_text, check_verbosity = FALSE)
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for (var/command as anything in speech_commands)
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if (!findtext(spoken_text, command))
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continue
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if(check_verbosity && length(spoken_text) > length(command) + MAX_NAME_LEN)
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continue
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return TRUE
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return FALSE
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/// Apply a command state if conditions are right, return command if successful
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/datum/pet_command/proc/try_activate_command(mob/living/commander)
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var/mob/living/parent = weak_parent.resolve()
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if (!parent)
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return
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if (!parent.ai_controller) // We stopped having a brain at some point
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return
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if (IS_DEAD_OR_INCAP(parent)) // Probably can't hear them if we're dead
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return
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if (parent.ai_controller.blackboard[BB_ACTIVE_PET_COMMAND] == src) // We're already doing it
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return
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set_command_active(parent, commander)
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/// Activate the command, extend to add visible messages and the like
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/datum/pet_command/proc/set_command_active(mob/living/parent, mob/living/commander)
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set_command_target(parent, null)
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parent.ai_controller.CancelActions() // Stop whatever you're doing and do this instead
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parent.ai_controller.set_blackboard_key(BB_ACTIVE_PET_COMMAND, src)
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if (command_feedback)
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parent.balloon_alert_to_viewers("[command_feedback]") // If we get a nicer runechat way to do this, refactor this
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/// Store the target for the AI blackboard
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/datum/pet_command/proc/set_command_target(mob/living/parent, atom/target)
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parent.ai_controller.set_blackboard_key(BB_CURRENT_PET_TARGET, target)
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/// Provide information about how to display this command in a radial menu
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/datum/pet_command/proc/provide_radial_data()
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if (hidden)
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return
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var/datum/radial_menu_choice/choice = new()
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choice.name = command_name
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choice.image = icon(icon = radial_icon, icon_state = radial_icon_state)
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var/tooltip = command_desc
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if (length(speech_commands))
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tooltip += "<br>Speak this command with the words [speech_commands.Join(", ")]."
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choice.info = tooltip
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return list("[command_name]" = choice)
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/**
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* Execute an AI action on the provided controller, what we should actually do when this command is active.
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* This should basically always be called from a planning subtree which passes its own controller.
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* Return SUBTREE_RETURN_FINISH_PLANNING to pass that instruction on to the controller, or don't if you don't want that.
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*/
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/datum/pet_command/proc/execute_action(datum/ai_controller/controller)
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SHOULD_CALL_PARENT(FALSE)
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CRASH("Pet command execute action not implemented.")
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/**
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* # Point Targeting Pet Command
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* As above but also listens for you pointing at something and marks it as a target
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*/
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/datum/pet_command/point_targeting
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/// Text describing an action we perform upon receiving a new target
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var/pointed_reaction
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/// Blackboard key for targeting strategy, this is likely going to need it
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var/targeting_strategy_key = BB_PET_TARGETING_STRATEGY
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/datum/pet_command/point_targeting/add_new_friend(mob/living/tamer)
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. = ..()
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RegisterSignal(tamer, COMSIG_MOB_POINTED, PROC_REF(look_for_target))
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/datum/pet_command/point_targeting/remove_friend(mob/living/unfriended)
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. = ..()
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UnregisterSignal(unfriended, COMSIG_MOB_POINTED)
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/// Target the pointed atom for actions
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/datum/pet_command/point_targeting/proc/look_for_target(mob/living/friend, atom/pointed_atom)
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SIGNAL_HANDLER
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var/mob/living/parent = weak_parent.resolve()
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if (!parent)
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return FALSE
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if (!parent.ai_controller)
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return FALSE
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if (IS_DEAD_OR_INCAP(parent))
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return FALSE
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if (parent.ai_controller.blackboard[BB_ACTIVE_PET_COMMAND] != src) // We're not listening right now
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return FALSE
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if (parent.ai_controller.blackboard[BB_CURRENT_PET_TARGET] == pointed_atom) // That's already our target
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return FALSE
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if (!can_see(parent, pointed_atom, sense_radius))
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return FALSE
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parent.ai_controller.CancelActions()
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// Deciding if they can actually do anything with this target is the behaviour's job
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set_command_target(parent, pointed_atom)
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// These are usually hostile actions so should have a record in chat
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parent.visible_message(span_warning("[parent] follows [friend]'s gesture towards [pointed_atom] [pointed_reaction]!"))
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return TRUE
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