Files
Bubberstation/code/datums/ai/monkey/monkey_controller.dm
Diamond_ 7b7b70e57f Monkeys avoid obstacles (#81001)
## About The Pull Request

Changes the monkey's ai_movement from dumb movement to basic_avoidance,
allowing them to walk around tables and corners that they always
otherwise got stuck in.


https://github.com/tgstation/tgstation/assets/26240645/e1b46790-b950-4030-a9ae-4cf10913166c
Original monkey behavior


https://github.com/tgstation/tgstation/assets/26240645/e08a4094-8c81-41f6-8960-61338d38fff9
New monkey behavior

## Why It's Good For The Game

Monkeys can properly fight you without nearly constantly getting stuck
behind anything with collision.
## Changelog
🆑
fix: Monkeys don't get stuck on obstacles as often.
/🆑
2024-01-19 19:46:00 +01:00

198 lines
6.7 KiB
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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
ai_movement = /datum/ai_movement/basic_avoidance
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,
BB_RESISTING = FALSE,
)
idle_behavior = /datum/idle_behavior/idle_monkey
/datum/ai_controller/monkey/process(seconds_per_tick)
var/mob/living/living_pawn = src.pawn
if(!length(living_pawn.do_afters) && living_pawn.ai_controller.blackboard[BB_RESISTING])
living_pawn.ai_controller.set_blackboard_key(BB_RESISTING, FALSE)
if(living_pawn.ai_controller.blackboard[BB_RESISTING])
return
. = ..()
/datum/ai_controller/monkey/New(atom/new_pawn)
var/static/list/control_examine = list(
ORGAN_SLOT_EYES = span_monkey("eyes have a primal look in them."),
)
AddElement(/datum/element/ai_control_examine, control_examine)
return ..()
/datum/ai_controller/monkey/pun_pun
movement_delay = 0.7 SECONDS //pun pun moves slower so the bartender can keep track of them
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/punpun_shenanigans,
)
idle_behavior = /datum/idle_behavior/idle_monkey/pun_pun
/datum/ai_controller/monkey/angry
/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
pawn = new_pawn
set_blackboard_key(BB_MONKEY_AGGRESSIVE, TRUE) //Angry cunt
set_trip_mode(mode = FALSE)
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
var/mob/living/living_pawn = new_pawn
living_pawn.AddElement(/datum/element/relay_attackers)
RegisterSignal(new_pawn, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_attacked))
RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, PROC_REF(on_startpulling))
RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, PROC_REF(on_try_syringe))
RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, PROC_REF(on_attempt_cuff))
RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, PROC_REF(update_movespeed))
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..() //Run parent at end
/datum/ai_controller/monkey/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(
COMSIG_ATOM_WAS_ATTACKED,
COMSIG_LIVING_START_PULL,
COMSIG_LIVING_TRY_SYRINGE,
COMSIG_CARBON_CUFF_ATTEMPTED,
COMSIG_MOB_MOVESPEED_UPDATED,
))
return ..() //Run parent at end
/datum/ai_controller/monkey/on_sentience_lost()
. = ..()
set_trip_mode(mode = TRUE)
/datum/ai_controller/monkey/able_to_run()
var/mob/living/living_pawn = pawn
if(living_pawn.incapacitated(IGNORE_RESTRAINTS | IGNORE_GRAB | IGNORE_STASIS) || living_pawn.stat > CONSCIOUS)
return FALSE
return ..()
/datum/ai_controller/monkey/proc/set_trip_mode(mode = TRUE)
var/mob/living/carbon/regressed_monkey = pawn
var/brain = regressed_monkey.get_organ_slot(ORGAN_SLOT_BRAIN)
if(istype(brain, /obj/item/organ/internal/brain/primate)) // In case we are a monkey AI in a human brain by who was previously controlled by a client but it now not by some marvel
var/obj/item/organ/internal/brain/primate/monkeybrain = brain
monkeybrain.tripping = mode
///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))
set_blackboard_key(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
for(var/obj/item/item in living_pawn.held_items) // If we've got some garbage in out hands thats going to stop us from effectivly attacking, we should get rid of it.
if(item.force < 2)
living_pawn.dropItemToGround(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
if(weapon.force < 2) // our bite does 2 damage on avarage, no point in settling for anything less
return FALSE
set_blackboard_key(BB_MONKEY_PICKUPTARGET, weapon)
set_movement_target(type, 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/living_mob)
// just to be safe
if(QDELETED(living_mob))
return
add_blackboard_key_assoc(BB_MONKEY_ENEMIES, living_mob, MONKEY_HATRED_AMOUNT)
/datum/ai_controller/monkey/proc/on_attacked(datum/source, mob/attacker)
SIGNAL_HANDLER
if(prob(MONKEY_RETALIATE_PROB))
retaliate(attacker)
/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_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