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Bubberstation/code/datums/ai
Jacquerel cbbf7b3613 Basic Mob Spiders III: Sgt. Araneus is no longer a bat (#73350)
## About The Pull Request

This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.

Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.

Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.

Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.

## Why It's Good For The Game

We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.

## Changelog

🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
2023-02-13 05:22:26 +00:00
..
2022-11-15 03:50:11 +00:00

AI controllers

Introduction

Our AI controller system is an attempt at making it possible to create modularized AI that stores its behavior in datums, while keeping state and decision making in a controller. This allows a more versatile way of creating AI that doesn't rely on OOP as much, and doesn't clutter up the Life() code in Mobs.

AI Controllers

A datum that can be added to any atom in the game. Similarly to components, they might only support a given subtype (e.g. /mob/living), but the idea is that theoretically, you could apply a specific AI controller to a big a group of different types as possible and it would still work.

These datums handle both the normal movement of mobs, but also their decision making, deciding which actions they will take based on the checks you put into their SelectBehaviors proc.

If behaviors are selected, and the AI is in range, it will try to perform them. It runs all the behaviors it currently has in parallel; allowing for it to for example screech at someone while trying to attack them. As long as it has behaviors running, it will not try to generate new plans, making it not waste CPU when it already has an active goal.

They also hold data for any of the actions they might need to use, such as cooldowns, whether or not they're currently fighting, etcetera this is stored in the blackboard, more information on that below.

Blackboard

The blackboard is an associated list keyed with strings and with values of whatever you want. These store information the mob has such as "Am I attacking someone", "Do I have a weapon". By using an associated list like this, no data needs to be stored on the actions themselves, and you could make actions that work on multiple ai controllers if you so pleased by making the key to use a variable.

AI Behavior

AI behaviors are the actions an AI can take. These can range from "Do an emote" to "Attack this target until he is dead". They are singletons and should contain nothing but static data. Any dynamic data should be stored in the blackboard, to allow different controllers to use the same behaviors.

Guides:

Making Your AI: Quickly runs through how to make an ai controller for anything with a step by step development of one.