Files
Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/mine_walls.dm
Ben10Omintrix 6897f33767 AI controllers interactions refactor (#86492)
## About The Pull Request
refactors all behaviors to work through clicking. also removes some now
redundant behaviors. in the future ill try to generalize more of these
behaviors

## Why It's Good For The Game
makes AI controllers work through clicks which may help with swing
combat implementation

## Changelog
🆑
refactor: basic mob AI interactions has been refactored. please report
any bugs
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-03 03:44:41 +02:00

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//behavior to find mineable mineral walls
/datum/ai_planning_subtree/mine_walls
var/find_wall_behavior = /datum/ai_behavior/find_mineral_wall
/datum/ai_planning_subtree/mine_walls/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(controller.blackboard_key_exists(BB_TARGET_MINERAL_WALL))
controller.queue_behavior(/datum/ai_behavior/mine_wall, BB_TARGET_MINERAL_WALL)
return SUBTREE_RETURN_FINISH_PLANNING
controller.queue_behavior(find_wall_behavior, BB_TARGET_MINERAL_WALL)
/datum/ai_behavior/mine_wall
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
action_cooldown = 15 SECONDS
/datum/ai_behavior/mine_wall/setup(datum/ai_controller/controller, target_key)
. = ..()
var/turf/target = controller.blackboard[target_key]
if(QDELETED(target))
return FALSE
set_movement_target(controller, target)
/datum/ai_behavior/mine_wall/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
var/mob/living/basic/living_pawn = controller.pawn
var/turf/closed/mineral/target = controller.blackboard[target_key]
var/is_gibtonite_turf = istype(target, /turf/closed/mineral/gibtonite)
if(!controller.ai_interact(target = target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(is_gibtonite_turf)
living_pawn.manual_emote("sighs...") //accept whats about to happen to us
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/mine_wall/finish_action(datum/ai_controller/controller, success, target_key)
. = ..()
controller.clear_blackboard_key(target_key)
/datum/ai_behavior/find_mineral_wall
/datum/ai_behavior/find_mineral_wall/perform(seconds_per_tick, datum/ai_controller/controller, found_wall_key)
var/mob/living_pawn = controller.pawn
for(var/turf/closed/mineral/potential_wall in oview(9, living_pawn))
if(!check_if_mineable(controller, potential_wall)) //check if its surrounded by walls
continue
controller.set_blackboard_key(found_wall_key, potential_wall) //closest wall first!
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
/datum/ai_behavior/find_mineral_wall/proc/check_if_mineable(datum/ai_controller/controller, turf/target_wall)
var/mob/living/source = controller.pawn
var/direction_to_turf = get_dir(target_wall, source)
if(!ISDIAGONALDIR(direction_to_turf))
return TRUE
var/list/directions_to_check = list()
for(var/direction_check in GLOB.cardinals)
if(direction_check & direction_to_turf)
directions_to_check += direction_check
for(var/direction in directions_to_check)
var/turf/test_turf = get_step(target_wall, direction)
if(isnull(test_turf))
continue
if(!test_turf.is_blocked_turf(ignore_atoms = list(source)))
return TRUE
return FALSE