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## About The Pull Request Fixes #72116 I've had a persistent issue with basic mob actions reporting this error and think I finally cracked it When replanning with `AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` it can run `Setup` on one action leading to the plan changing, meaning that it runs `finishCommand` to cancel all other existing commands If you triggered a replan by setting up a movement action in the middle of another movement action, cancelling the existing action would remove the target already set by the current one. We want actions to be able to remove _their own_ movement target but not if it has been changed by something else in the intervening time. I fixed this by passing a source every time you set a movement target and adding a proc which only clears it if you are the source... but this feels kind of ugly. I couldn't think of anything but if you have a better idea let me know. Also while I was doing this I turned it into a feature because I'm crazy. If you feed a mouse cheese by hand it will stop being scared of humans and so will any other mice it attracts from eating more cheese. This is mostly because I think industrial mouse farming to pass cargo bounties is funny. Mice controlled by a Regal Rat lose this behaviour and forget any past loyalties they may have had. https://user-images.githubusercontent.com/7483112/208779368-3bd1da0f-4191-4405-86e5-b55a58c2cd00.mp4 Oh also I removed a block about cancelling if you have another target from the "hunt" behaviour, everywhere using this already achieves that simply by ordering the actions in expected priority order and it was messing with how I expected mice to work. Now if they happen to stop by some cheese they will correctly stop fleeing in order to eat it before continuing to run away. ## Why It's Good For The Game Fixes a bug I kept running into. Makes it possible to set up a mouse farm without them screaming constantly. Lets people more easily domesticate mice to support Ratatouille gameplay. ## Changelog 🆑 add: Mice who are fed cheese by hand will accept humans as friends, at least until reminded otherwise by their rightful lord. fix: Fixed a runtime preventing mice from acting correctly when trying to flee and also eat cheese at the same time. /🆑
171 lines
6.2 KiB
Plaintext
171 lines
6.2 KiB
Plaintext
///Pathfinder - Can fly the suit from a long distance to an implant installed in someone.
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/obj/item/mod/module/pathfinder
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name = "MOD pathfinder module"
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desc = "This module, brought to you by Nakamura Engineering, has two components. \
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The first component is a series of thrusters and a computerized location subroutine installed into the \
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very control unit of the suit, allowing it flight at highway speeds using the suit's access locks \
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to navigate through the station, and to be able to locate the second part of the system; \
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a pathfinding implant installed into the base of the user's spine, \
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broadcasting their location to the suit and allowing them to recall it to their person at any time. \
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The implant is stored in the module and needs to be injected in a human to function. \
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Nakamura Engineering swears up and down there's airbrakes."
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icon_state = "pathfinder"
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 10
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incompatible_modules = list(/obj/item/mod/module/pathfinder)
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/// The pathfinding implant.
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var/obj/item/implant/mod/implant
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/obj/item/mod/module/pathfinder/Initialize(mapload)
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. = ..()
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implant = new(src)
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/obj/item/mod/module/pathfinder/Destroy()
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implant = null
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return ..()
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/obj/item/mod/module/pathfinder/examine(mob/user)
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. = ..()
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if(implant)
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. += span_notice("Use it on a human to implant them.")
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else
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. += span_warning("The implant is missing.")
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/obj/item/mod/module/pathfinder/attack(mob/living/target, mob/living/user, params)
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if(!ishuman(target) || !implant)
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return
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if(!do_after(user, 1.5 SECONDS, target = target))
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balloon_alert(user, "interrupted!")
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return
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if(!implant.implant(target, user))
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balloon_alert(user, "can't implant!")
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return
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if(target == user)
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to_chat(user, span_notice("You implant yourself with [implant]."))
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else
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target.visible_message(span_notice("[user] implants [target]."), span_notice("[user] implants you with [implant]."))
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playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
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icon_state = "pathfinder_empty"
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implant = null
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/obj/item/mod/module/pathfinder/proc/attach(mob/living/user)
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/human_user = user
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if(human_user.get_item_by_slot(mod.slot_flags) && !human_user.dropItemToGround(human_user.get_item_by_slot(mod.slot_flags)))
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return
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if(!human_user.equip_to_slot_if_possible(mod, mod.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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return
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mod.quick_deploy(user)
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human_user.update_action_buttons(TRUE)
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balloon_alert(human_user, "[mod] attached")
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playsound(mod, 'sound/machines/ping.ogg', 50, TRUE)
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drain_power(use_power_cost)
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/obj/item/implant/mod
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name = "MOD pathfinder implant"
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desc = "Lets you recall a MODsuit to you at any time."
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actions_types = list(/datum/action/item_action/mod_recall)
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/// The pathfinder module we are linked to.
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var/obj/item/mod/module/pathfinder/module
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/// The jet icon we apply to the MOD.
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var/image/jet_icon
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/obj/item/implant/mod/Initialize(mapload)
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. = ..()
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if(!istype(loc, /obj/item/mod/module/pathfinder))
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return INITIALIZE_HINT_QDEL
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module = loc
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jet_icon = image(icon = 'icons/obj/clothing/modsuit/mod_modules.dmi', icon_state = "mod_jet", layer = LOW_ITEM_LAYER)
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/obj/item/implant/mod/Destroy()
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if(module?.mod?.ai_controller)
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end_recall(successful = FALSE)
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module = null
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jet_icon = null
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return ..()
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/obj/item/implant/mod/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Nakamura Engineering Pathfinder Implant<BR>
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<b>Implant Details:</b> Allows for the recall of a Modular Outerwear Device by the implant owner at any time.<BR>"}
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return dat
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/obj/item/implant/mod/proc/recall()
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if(!module?.mod)
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balloon_alert(imp_in, "no connected suit!")
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return FALSE
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if(module.mod.open)
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balloon_alert(imp_in, "suit is open!")
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return FALSE
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if(module.mod.ai_controller)
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balloon_alert(imp_in, "already in transit!")
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return FALSE
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if(ismob(get_atom_on_turf(module.mod)))
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balloon_alert(imp_in, "already on someone!")
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return FALSE
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if(module.z != z || get_dist(imp_in, module.mod) > MOD_AI_RANGE)
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balloon_alert(imp_in, "too far away!")
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return FALSE
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var/datum/ai_controller/mod_ai = new /datum/ai_controller/mod(module.mod)
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module.mod.ai_controller = mod_ai
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mod_ai.set_movement_target(type, imp_in)
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mod_ai.blackboard[BB_MOD_TARGET] = imp_in
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mod_ai.blackboard[BB_MOD_IMPLANT] = src
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module.mod.interaction_flags_item &= ~INTERACT_ITEM_ATTACK_HAND_PICKUP
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module.mod.AddElement(/datum/element/movetype_handler)
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ADD_TRAIT(module.mod, TRAIT_MOVE_FLYING, MOD_TRAIT)
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animate(module.mod, 0.2 SECONDS, pixel_x = base_pixel_y, pixel_y = base_pixel_y)
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module.mod.add_overlay(jet_icon)
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RegisterSignal(module.mod, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
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balloon_alert(imp_in, "suit recalled")
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return TRUE
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/obj/item/implant/mod/proc/end_recall(successful = TRUE)
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if(!module?.mod)
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return
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QDEL_NULL(module.mod.ai_controller)
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module.mod.interaction_flags_item |= INTERACT_ITEM_ATTACK_HAND_PICKUP
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REMOVE_TRAIT(module.mod, TRAIT_MOVE_FLYING, MOD_TRAIT)
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module.mod.RemoveElement(/datum/element/movetype_handler)
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module.mod.cut_overlay(jet_icon)
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module.mod.transform = matrix()
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UnregisterSignal(module.mod, COMSIG_MOVABLE_MOVED)
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if(!successful)
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balloon_alert(imp_in, "suit lost connection!")
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/obj/item/implant/mod/proc/on_move(atom/movable/source, atom/old_loc, dir, forced)
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SIGNAL_HANDLER
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var/matrix/mod_matrix = matrix()
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mod_matrix.Turn(get_angle(source, imp_in))
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source.transform = mod_matrix
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/datum/action/item_action/mod_recall
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name = "Recall MOD"
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desc = "Recall a MODsuit anyplace, anytime."
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check_flags = AB_CHECK_CONSCIOUS
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background_icon_state = "bg_mod"
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overlay_icon_state = "bg_mod_border"
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button_icon = 'icons/mob/actions/actions_mod.dmi'
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button_icon_state = "recall"
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/// The cooldown for the recall.
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COOLDOWN_DECLARE(recall_cooldown)
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/datum/action/item_action/mod_recall/New(Target)
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..()
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if(!istype(Target, /obj/item/implant/mod))
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qdel(src)
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return
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/datum/action/item_action/mod_recall/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/implant/mod/implant = target
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if(!COOLDOWN_FINISHED(src, recall_cooldown))
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implant.balloon_alert(implant.imp_in, "on cooldown!")
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return
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if(implant.recall())
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COOLDOWN_START(src, recall_cooldown, 15 SECONDS)
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