mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-15 03:27:46 +00:00
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
219 lines
8.5 KiB
Plaintext
219 lines
8.5 KiB
Plaintext
/*
|
|
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
|
|
blackboard = list(BB_MONKEY_AGRESSIVE = 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_CURRENT_ATTACK_TARGET)
|
|
|
|
/datum/ai_controller/monkey/angry
|
|
|
|
/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
|
|
. = ..()
|
|
if(. & AI_CONTROLLER_INCOMPATIBLE)
|
|
return
|
|
blackboard[BB_MONKEY_AGRESSIVE] = TRUE //Angry cunt
|
|
|
|
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
|
|
if(!isliving(new_pawn))
|
|
return AI_CONTROLLER_INCOMPATIBLE
|
|
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_BULLET_ACT, .proc/on_bullet_act)
|
|
RegisterSignal(new_pawn, COMSIG_ATOM_HITBY, .proc/on_hitby)
|
|
RegisterSignal(new_pawn, COMSIG_MOVABLE_CROSSED, .proc/on_Crossed)
|
|
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)
|
|
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_MOVABLE_CROSSED, COMSIG_LIVING_START_PULL,\
|
|
COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED))
|
|
return ..() //Run parent at end
|
|
|
|
/datum/ai_controller/monkey/able_to_run()
|
|
var/mob/living/living_pawn = pawn
|
|
|
|
if(IS_DEAD_OR_INCAP(living_pawn))
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/ai_controller/monkey/SelectBehaviors(delta_time)
|
|
current_behaviors = list()
|
|
var/mob/living/living_pawn = pawn
|
|
|
|
if(SHOULD_RESIST(living_pawn) && DT_PROB(MONKEY_RESIST_PROB, delta_time))
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/resist) //BRO IM ON FUCKING FIRE BRO
|
|
return //IM NOT DOING ANYTHING ELSE BUT EXTUINGISH MYSELF, GOOD GOD HAVE MERCY.
|
|
|
|
var/list/enemies = blackboard[BB_MONKEY_ENEMIES]
|
|
|
|
if(HAS_TRAIT(pawn, TRAIT_PACIFISM)) //Not a pacifist? lets try some combat behavior.
|
|
return
|
|
if(length(enemies) || blackboard[BB_MONKEY_AGRESSIVE]) //We have enemies or are pissed
|
|
|
|
var/mob/living/selected_enemy
|
|
|
|
for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, living_pawn))
|
|
if(possible_enemy == living_pawn || (!enemies[possible_enemy] && (!blackboard[BB_MONKEY_AGRESSIVE] || HAS_AI_CONTROLLER_TYPE(possible_enemy, /datum/ai_controller/monkey)))) //Are they an enemy? (And do we even care?)
|
|
continue
|
|
|
|
selected_enemy = possible_enemy
|
|
break
|
|
if(selected_enemy)
|
|
if(!selected_enemy.stat) //He's up, get him!
|
|
if(living_pawn.health < MONKEY_FLEE_HEALTH) //Time to skeddadle
|
|
blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET] = selected_enemy
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/monkey_flee)
|
|
return //I'm running fuck you guys
|
|
|
|
if(TryFindWeapon()) //Getting a weapon is higher priority if im not fleeing.
|
|
return
|
|
|
|
blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET] = selected_enemy
|
|
current_movement_target = selected_enemy
|
|
if(blackboard[BB_MONKEY_RECRUIT_COOLDOWN] < world.time)
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/recruit_monkeys)
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/battle_screech/monkey)
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/monkey_attack_mob)
|
|
return //Focus on this
|
|
|
|
else //He's down, can we disposal him?
|
|
var/obj/machinery/disposal/bodyDisposal = locate(/obj/machinery/disposal/) in view(MONKEY_ENEMY_VISION, living_pawn)
|
|
if(bodyDisposal)
|
|
blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET] = selected_enemy
|
|
blackboard[BB_MONKEY_TARGET_DISPOSAL] = bodyDisposal
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/disposal_mob)
|
|
return
|
|
|
|
return //Too busy fighting to steal atm.
|
|
|
|
else if(DT_PROB(MONKEY_SHENANIGAN_PROB, delta_time))
|
|
if(TryFindWeapon()) //Found a better weapon, let's grab it first.
|
|
return
|
|
|
|
///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
|
|
|
|
var/obj/item/W
|
|
for(var/obj/item/i in oview(2, living_pawn))
|
|
if(!istype(i))
|
|
continue
|
|
if(HAS_TRAIT(i, TRAIT_NEEDS_TWO_HANDS) || blackboard[BB_MONKEY_BLACKLISTITEMS][i] || i.force > blackboard[BB_MONKEY_BEST_FORCE_FOUND])
|
|
continue
|
|
W = i
|
|
break
|
|
|
|
if(W)
|
|
blackboard[BB_MONKEY_PICKUPTARGET] = W
|
|
current_movement_target = W
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/monkey_equip/ground)
|
|
return TRUE
|
|
else
|
|
var/mob/living/carbon/human/H = locate(/mob/living/carbon/human/) in oview(2,living_pawn)
|
|
if(H)
|
|
W = pick(H.held_items)
|
|
if(W && !blackboard[BB_MONKEY_BLACKLISTITEMS][W] && W.force > blackboard[BB_MONKEY_BEST_FORCE_FOUND] && !HAS_TRAIT(W, TRAIT_NEEDS_TWO_HANDS))
|
|
blackboard[BB_MONKEY_PICKUPTARGET] = W
|
|
current_movement_target = W
|
|
current_behaviors += GET_AI_BEHAVIOR(/datum/ai_behavior/monkey_equip/pickpocket)
|
|
return TRUE
|
|
|
|
//When idle just kinda fuck around.
|
|
/datum/ai_controller/monkey/PerformIdleBehavior(delta_time)
|
|
var/mob/living/living_pawn = pawn
|
|
|
|
if(DT_PROB(25, delta_time) && (living_pawn.mobility_flags & MOBILITY_MOVE) && isturf(living_pawn.loc) && !living_pawn.pulledby)
|
|
var/move_dir = pick(GLOB.alldirs)
|
|
living_pawn.Move(get_step(living_pawn, move_dir), move_dir)
|
|
else if(DT_PROB(5, delta_time))
|
|
INVOKE_ASYNC(living_pawn, /mob.proc/emote, pick("screech"))
|
|
else if(DT_PROB(1, delta_time))
|
|
INVOKE_ASYNC(living_pawn, /mob.proc/emote, pick("scratch","jump","roll","tail"))
|
|
|
|
///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/L)
|
|
SIGNAL_HANDLER
|
|
if(prob(MONKEY_RETALIATE_PROB))
|
|
retaliate(L)
|
|
|
|
|
|
/datum/ai_controller/monkey/proc/on_attack_paw(datum/source, mob/living/L)
|
|
SIGNAL_HANDLER
|
|
if(prob(MONKEY_RETALIATE_PROB))
|
|
retaliate(L)
|
|
|
|
/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
|
|
if(I.throwforce < living_pawn.health && ishuman(I.thrownby))
|
|
var/mob/living/carbon/human/H = I.thrownby
|
|
retaliate(H)
|
|
|
|
/datum/ai_controller/monkey/proc/on_Crossed(datum/source, atom/movable/AM)
|
|
SIGNAL_HANDLER
|
|
var/mob/living/living_pawn = pawn
|
|
if(!IS_DEAD_OR_INCAP(living_pawn) && ismob(AM))
|
|
var/mob/living/in_the_way_mob = AM
|
|
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)
|