Files
Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/capricious_retaliate.dm
LemonInTheDark 9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

[Implements the backend required to make targeting datums
global](6901ead12e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](d79c29134d)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00

70 lines
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/// Add or remove people to our retaliation shitlist just on an arbitrary whim
/datum/ai_planning_subtree/capricious_retaliate
/// Blackboard key which tells us how to select valid targets
var/targeting_strategy_key = BB_TARGETING_STRATEGY
/// Whether we should skip checking faction for our decision
var/ignore_faction = TRUE
/datum/ai_planning_subtree/capricious_retaliate/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
controller.queue_behavior(/datum/ai_behavior/capricious_retaliate, targeting_strategy_key, ignore_faction)
/// Add or remove people to our retaliation shitlist just on an arbitrary whim
/datum/ai_behavior/capricious_retaliate
action_cooldown = 1 SECONDS
/datum/ai_behavior/capricious_retaliate/perform(seconds_per_tick, datum/ai_controller/controller, targeting_strategy_key, ignore_faction)
. = ..()
var/atom/pawn = controller.pawn
if (controller.blackboard_key_exists(BB_BASIC_MOB_RETALIATE_LIST))
var/deaggro_chance = controller.blackboard[BB_RANDOM_DEAGGRO_CHANCE] || 10
if (!SPT_PROB(deaggro_chance, seconds_per_tick))
finish_action(controller, TRUE, ignore_faction) // "true" here means "don't clear our ignoring factions status"
return
pawn.visible_message(span_notice("[pawn] calms down.")) // We can blackboard key this if anyone else actually wants to customise it
controller.clear_blackboard_key(BB_BASIC_MOB_RETALIATE_LIST)
finish_action(controller, FALSE, ignore_faction)
controller.CancelActions() // Otherwise they will try and get one last kick in
return
var/aggro_chance = controller.blackboard[BB_RANDOM_AGGRO_CHANCE] || 0.5
if (!SPT_PROB(aggro_chance, seconds_per_tick))
finish_action(controller, FALSE, ignore_faction)
return
var/aggro_range = controller.blackboard[BB_AGGRO_RANGE] || 9
var/list/potential_targets = hearers(aggro_range, get_turf(pawn)) - pawn
if (!length(potential_targets))
failed_targeting(controller, pawn, ignore_faction)
return
var/datum/targeting_strategy/target_helper = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
var/mob/living/final_target = null
if (ignore_faction)
controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, TRUE)
while (isnull(final_target) && length(potential_targets))
var/mob/living/test_target = pick_n_take(potential_targets)
if (target_helper.can_attack(pawn, test_target, vision_range = aggro_range))
final_target = test_target
if (isnull(final_target))
failed_targeting(controller, pawn, ignore_faction)
return
controller.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, final_target)
pawn.visible_message(span_warning("[pawn] glares grumpily at [final_target]!"))
finish_action(controller, TRUE, ignore_faction)
/// Called if we try but fail to target something
/datum/ai_behavior/capricious_retaliate/proc/failed_targeting(datum/ai_controller/controller, atom/pawn, ignore_faction)
finish_action(controller, FALSE, ignore_faction)
pawn.visible_message(span_notice("[pawn] grumbles.")) // We're pissed off but with no outlet to vent our frustration upon
/datum/ai_behavior/capricious_retaliate/finish_action(datum/ai_controller/controller, succeeded, ignore_faction)
. = ..()
if (succeeded || !ignore_faction)
return
var/usually_ignores_faction = controller.blackboard[BB_ALWAYS_IGNORE_FACTION] || FALSE
controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, usually_ignores_faction)