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Bubberstation/code/datums/ai/monkey/monkey_controller.dm
NightRed 5e4421847c Monkeys drop forced two handed items (#56329)
Monkeys cannot wield twohanded items.
But are not forced to drop items that must be wielded two handed.
This forces monkeys to drop items if they need to be two handed.
(Also makes monkey ais not try and pick up 2 handed weapons)
2021-01-27 01:23:03 -08:00

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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
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(L.a_intent == INTENT_HARM && prob(MONKEY_RETALIATE_HARM_PROB))
retaliate(L)
else if(L.a_intent == INTENT_DISARM && prob(MONKEY_RETALIATE_DISARM_PROB))
retaliate(L)
/datum/ai_controller/monkey/proc/on_attack_paw(datum/source, mob/living/L)
SIGNAL_HANDLER
if(L.a_intent == INTENT_HARM && prob(MONKEY_RETALIATE_HARM_PROB))
retaliate(L)
else if(L.a_intent == INTENT_DISARM && prob(MONKEY_RETALIATE_DISARM_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)