mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-08 16:02:48 +00:00
## 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. /🆑
198 lines
6.7 KiB
Plaintext
198 lines
6.7 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
|
|
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
|