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Bubberstation/code/datums/ai/monkey/monkey_controller.dm
LemonInTheDark 7f444f510e Fixes a ton of harddels (#57736)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2021-03-17 05:51:53 -07:00

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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
movement_delay = 0.4 SECONDS
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
var/mob/living/living_pawn = new_pawn
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)
RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, .proc/update_movespeed)
movement_delay = living_pawn.cached_multiplicative_slowdown
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, COMSIG_MOB_MOVESPEED_UPDATED))
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)
/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
SIGNAL_HANDLER
movement_delay = pawn.cached_multiplicative_slowdown
/datum/ai_controller/monkey/proc/target_del(target)
SIGNAL_HANDLER
blackboard[BB_MONKEY_BLACKLISTITEMS] -= target