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Bubberstation/code/datums/ai/monkey/monkey_controller.dm
tralezab 3d37916558 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.
2021-10-10 22:19:33 +01:00

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/*
AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a mob. What this means is that these datums
have ways of interacting with a specific mob and control it.
*/
///OOK OOK OOK
/datum/ai_controller/monkey
movement_delay = 0.4 SECONDS
planning_subtrees = list(
/datum/ai_planning_subtree/generic_resist,
/datum/ai_planning_subtree/monkey_combat,
/datum/ai_planning_subtree/generic_hunger,
/datum/ai_planning_subtree/generic_play_instrument,
/datum/ai_planning_subtree/monkey_shenanigans,
)
blackboard = list(
BB_MONKEY_AGGRESSIVE = FALSE,
BB_MONKEY_BEST_FORCE_FOUND = 0,
BB_MONKEY_ENEMIES = list(),
BB_MONKEY_BLACKLISTITEMS = list(),
BB_MONKEY_PICKUPTARGET = null,
BB_MONKEY_PICKPOCKETING = FALSE,
BB_MONKEY_DISPOSING = FALSE,
BB_MONKEY_TARGET_DISPOSAL = null,
BB_MONKEY_CURRENT_ATTACK_TARGET = null,
BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
BB_MONKEY_GUN_WORKED = TRUE,
BB_SONG_LINES = MONKEY_SONG,
)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
idle_behavior = /datum/idle_behavior/idle_monkey
/datum/ai_controller/monkey/angry
/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
blackboard[BB_MONKEY_AGGRESSIVE] = TRUE //Angry cunt
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
var/mob/living/living_pawn = new_pawn
RegisterSignal(new_pawn, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_PAW, .proc/on_attack_paw)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_ANIMAL, .proc/on_attack_animal)
RegisterSignal(new_pawn, COMSIG_MOB_ATTACK_ALIEN, .proc/on_attack_alien)
RegisterSignal(new_pawn, COMSIG_ATOM_BULLET_ACT, .proc/on_bullet_act)
RegisterSignal(new_pawn, COMSIG_ATOM_HITBY, .proc/on_hitby)
RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, .proc/on_startpulling)
RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, .proc/on_try_syringe)
RegisterSignal(new_pawn, COMSIG_ATOM_HULK_ATTACK, .proc/on_attack_hulk)
RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, .proc/on_attempt_cuff)
RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, .proc/update_movespeed)
AddComponent(/datum/component/connect_loc_behalf, new_pawn, loc_connections)
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..() //Run parent at end
/datum/ai_controller/monkey/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_LIVING_START_PULL,\
COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED, COMSIG_MOB_MOVESPEED_UPDATED, COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_MOB_ATTACK_ALIEN))
qdel(GetComponent(/datum/component/connect_loc_behalf))
return ..() //Run parent at end
// Stops sentient monkeys from being knocked over like weak dunces.
/datum/ai_controller/monkey/on_sentience_gained()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))
/datum/ai_controller/monkey/on_sentience_lost()
. = ..()
AddComponent(/datum/component/connect_loc_behalf, pawn, loc_connections)
/datum/ai_controller/monkey/able_to_run()
. = ..()
var/mob/living/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return FALSE
///re-used behavior pattern by monkeys for finding a weapon
/datum/ai_controller/monkey/proc/TryFindWeapon()
var/mob/living/living_pawn = pawn
if(!locate(/obj/item) in living_pawn.held_items)
blackboard[BB_MONKEY_BEST_FORCE_FOUND] = 0
if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in living_pawn.held_items))
// We have a gun, what could we possibly want?
return FALSE
var/obj/item/weapon
var/list/nearby_items = list()
for(var/obj/item/item in oview(2, living_pawn))
nearby_items += item
weapon = GetBestWeapon(src, nearby_items, living_pawn.held_items)
var/pickpocket = FALSE
for(var/mob/living/carbon/human/human in oview(5, living_pawn))
var/obj/item/held_weapon = GetBestWeapon(src, human.held_items + weapon, living_pawn.held_items)
if(held_weapon == weapon) // It's just the same one, not a held one
continue
pickpocket = TRUE
weapon = held_weapon
if(!weapon || (weapon in living_pawn.held_items))
return FALSE
blackboard[BB_MONKEY_PICKUPTARGET] = weapon
current_movement_target = weapon
if(pickpocket)
queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket)
else
queue_behavior(/datum/ai_behavior/monkey_equip/ground)
return TRUE
///Reactive events to being hit
/datum/ai_controller/monkey/proc/retaliate(mob/living/L)
var/list/enemies = blackboard[BB_MONKEY_ENEMIES]
enemies[L] += MONKEY_HATRED_AMOUNT
/datum/ai_controller/monkey/proc/on_attackby(datum/source, obj/item/I, mob/user)
SIGNAL_HANDLER
if(I.force && I.damtype != STAMINA)
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_hand(datum/source, mob/living/user)
SIGNAL_HANDLER
if(prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_paw(datum/source, mob/living/user)
SIGNAL_HANDLER
if(prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_animal(datum/source, mob/living/user)
SIGNAL_HANDLER
if(user.melee_damage_upper > 0 && prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_alien(datum/source, mob/living/user)
SIGNAL_HANDLER
if(prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_bullet_act(datum/source, obj/projectile/Proj)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(istype(Proj , /obj/projectile/beam)||istype(Proj, /obj/projectile/bullet))
if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
if(!Proj.nodamage && Proj.damage < living_pawn.health && isliving(Proj.firer))
retaliate(Proj.firer)
/datum/ai_controller/monkey/proc/on_hitby(datum/source, atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
if(istype(AM, /obj/item))
var/mob/living/living_pawn = pawn
var/obj/item/I = AM
var/mob/thrown_by = I.thrownby?.resolve()
if(I.throwforce < living_pawn.health && ishuman(thrown_by))
var/mob/living/carbon/human/H = thrown_by
retaliate(H)
/datum/ai_controller/monkey/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn) && isliving(arrived))
var/mob/living/in_the_way_mob = arrived
in_the_way_mob.knockOver(living_pawn)
return
/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn) && prob(MONKEY_PULL_AGGRO_PROB)) // nuh uh you don't pull me!
retaliate(living_pawn.pulledby)
return TRUE
/datum/ai_controller/monkey/proc/on_try_syringe(datum/source, mob/user)
SIGNAL_HANDLER
// chance of monkey retaliation
if(prob(MONKEY_SYRINGE_RETALIATION_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_hulk(datum/source, mob/user)
SIGNAL_HANDLER
retaliate(user)
/datum/ai_controller/monkey/proc/on_attempt_cuff(datum/source, mob/user)
SIGNAL_HANDLER
// chance of monkey retaliation
if(prob(MONKEY_CUFF_RETALIATION_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
SIGNAL_HANDLER
movement_delay = pawn.cached_multiplicative_slowdown
/datum/ai_controller/monkey/proc/target_del(target)
SIGNAL_HANDLER
blackboard[BB_MONKEY_BLACKLISTITEMS] -= target