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Bubberstation/code/datums/ai/monkey/monkey_behaviors.dm
Ben10Omintrix fbb3079911 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>
2024-10-21 17:23:25 -06:00

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/datum/ai_behavior/battle_screech/monkey
screeches = list("roar","screech")
/datum/ai_behavior/monkey_equip
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
/datum/ai_behavior/monkey_equip/finish_action(datum/ai_controller/controller, success)
. = ..()
if(!success) //Don't try again on this item if we failed
controller.set_blackboard_key_assoc(BB_MONKEY_BLACKLISTITEMS, controller.blackboard[BB_MONKEY_PICKUPTARGET], TRUE)
controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
/// Equips an item on the monkey
/// Returns TRUE if it works out, FALSE otherwise
/datum/ai_behavior/monkey_equip/proc/equip_item(datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
var/best_force = controller.blackboard[BB_MONKEY_BEST_FORCE_FOUND]
if(!isturf(living_pawn.loc))
return FALSE
if(!target)
return FALSE
if(target.anchored) //Can't pick it up, so stop trying.
return FALSE
// Strong weapon
else if(target.force > best_force)
living_pawn.drop_all_held_items()
living_pawn.put_in_hands(target)
controller.set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, target.force)
return TRUE
else if(target.slot_flags) //Clothing == top priority
living_pawn.dropItemToGround(target, TRUE)
living_pawn.update_icons()
if(!living_pawn.equip_to_appropriate_slot(target))
return FALSE //Already wearing something, in the future this should probably replace the current item but the code didn't actually do that, and I dont want to support it right now.
return TRUE
// EVERYTHING ELSE
else if(living_pawn.get_empty_held_indexes())
living_pawn.put_in_hands(target)
return TRUE
return FALSE
/datum/ai_behavior/monkey_equip/ground
required_distance = 0
/datum/ai_behavior/monkey_equip/ground/perform(seconds_per_tick, datum/ai_controller/controller)
. = ..()
if(equip_item(controller))
return . | AI_BEHAVIOR_SUCCEEDED
return . | AI_BEHAVIOR_FAILED
/datum/ai_behavior/monkey_equip/pickpocket
/datum/ai_behavior/monkey_equip/pickpocket/perform(seconds_per_tick, datum/ai_controller/controller)
. = ..()
if(controller.blackboard[BB_MONKEY_PICKPOCKETING]) //We are pickpocketing, don't do ANYTHING!!!!
return
INVOKE_ASYNC(src, PROC_REF(attempt_pickpocket), controller)
/datum/ai_behavior/monkey_equip/pickpocket/proc/attempt_pickpocket(datum/ai_controller/controller)
var/obj/item/target = controller.blackboard[BB_MONKEY_PICKUPTARGET]
var/mob/living/victim = target.loc
var/mob/living/living_pawn = controller.pawn
if(!istype(victim))
finish_action(controller, FALSE)
return
victim.visible_message(span_warning("[living_pawn] starts trying to take [target] from [victim]!"), span_danger("[living_pawn] tries to take [target]!"))
controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, TRUE)
var/success = FALSE
if(do_after(living_pawn, MONKEY_ITEM_SNATCH_DELAY, victim) && target && living_pawn.CanReach(victim))
for(var/obj/item/I in victim.held_items)
if(I == target)
victim.visible_message(span_danger("[living_pawn] snatches [target] from [victim]."), span_userdanger("[living_pawn] snatched [target]!"))
if(victim.temporarilyRemoveItemFromInventory(target))
if(!QDELETED(target) && !equip_item(controller))
target.forceMove(living_pawn.drop_location())
success = TRUE
break
else
victim.visible_message(span_danger("[living_pawn] tried to snatch [target] from [victim], but failed!"), span_userdanger("[living_pawn] tried to grab [target]!"))
finish_action(controller, success) //We either fucked up or got the item.
/datum/ai_behavior/monkey_equip/pickpocket/finish_action(datum/ai_controller/controller, success)
. = ..()
controller.set_blackboard_key(BB_MONKEY_PICKPOCKETING, FALSE)
controller.clear_blackboard_key(BB_MONKEY_PICKUPTARGET)
/datum/ai_behavior/monkey_flee
/datum/ai_behavior/monkey_flee/perform(seconds_per_tick, datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
if(living_pawn.health >= MONKEY_FLEE_HEALTH) //we're back in bussiness
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
var/mob/living/target = null
// flee from anyone who attacked us and we didn't beat down
for(var/mob/living/L in view(living_pawn, MONKEY_FLEE_VISION))
if(controller.blackboard[BB_MONKEY_ENEMIES][L] && L.stat == CONSCIOUS)
target = L
break
if(target)
GLOB.move_manager.move_away(living_pawn, target, max_dist=MONKEY_ENEMY_VISION, delay=5)
return AI_BEHAVIOR_DELAY
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/monkey_attack_mob
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration
/datum/ai_behavior/monkey_attack_mob/setup(datum/ai_controller/controller, target_key)
. = ..()
set_movement_target(controller, controller.blackboard[target_key])
/datum/ai_behavior/monkey_attack_mob/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
var/mob/living/target = controller.blackboard[target_key]
var/mob/living/living_pawn = controller.pawn
if(!target || target.stat != CONSCIOUS) //Target == owned
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
if(!isturf(target.loc) || IS_DEAD_OR_INCAP(living_pawn)) // Check if they're a valid target
return AI_BEHAVIOR_DELAY
// check if target has a weapon
var/obj/item/W
for(var/obj/item/I in target.held_items)
if(!(I.item_flags & ABSTRACT))
W = I
break
// if the target has a weapon, chance to disarm them
var/perform_flags = NONE
if(W && SPT_PROB(MONKEY_ATTACK_DISARM_PROB, seconds_per_tick))
perform_flags = monkey_attack(controller, target, seconds_per_tick, TRUE)
else
perform_flags = monkey_attack(controller, target, seconds_per_tick, FALSE)
return AI_BEHAVIOR_DELAY | perform_flags
/datum/ai_behavior/monkey_attack_mob/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
var/mob/living/living_pawn = controller.pawn
controller.clear_blackboard_key(target_key)
if(QDELETED(living_pawn)) // pawn can be null at this point
return
GLOB.move_manager.stop_looping(living_pawn)
/// attack using a held weapon otherwise bite the enemy, then if we are angry there is a chance we might calm down a little
/datum/ai_behavior/monkey_attack_mob/proc/monkey_attack(datum/ai_controller/controller, mob/living/target, seconds_per_tick, disarm)
var/mob/living/living_pawn = controller.pawn
if(living_pawn.next_move > world.time)
return NONE
living_pawn.changeNext_move(CLICK_CD_MELEE) //We play fair
var/obj/item/weapon = locate(/obj/item) in living_pawn.held_items
living_pawn.face_atom(target)
living_pawn.set_combat_mode(TRUE)
if(isnull(controller.blackboard[BB_MONKEY_GUN_WORKED]))
controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE)
// attack with weapon if we have one
if(living_pawn.CanReach(target, weapon))
if(weapon)
weapon.melee_attack_chain(living_pawn, target)
else
controller.ai_interact(target = target, modifiers = disarm ? list(RIGHT_CLICK = TRUE) : null)
controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE) // We reset their memory of the gun being 'broken' if they accomplish some other attack
else if(weapon)
var/atom/real_target = target
if(prob(10)) // Artificial miss
real_target = pick(oview(2, target))
var/obj/item/gun/gun = locate() in living_pawn.held_items
var/can_shoot = gun?.can_shoot() || FALSE
if(gun && controller.blackboard[BB_MONKEY_GUN_WORKED] && prob(95))
// We attempt to attack even if we can't shoot so we get the effects of pulling the trigger
gun.interact_with_atom(real_target, living_pawn)
controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, can_shoot ? TRUE : prob(80)) // Only 20% likely to notice it didn't work
if(can_shoot)
controller.set_blackboard_key(BB_MONKEY_GUN_NEURONS_ACTIVATED, TRUE)
else
living_pawn.throw_item(real_target)
controller.set_blackboard_key(BB_MONKEY_GUN_WORKED, TRUE) // 'worked'
// no de-aggro
if(controller.blackboard[BB_MONKEY_AGGRESSIVE])
return NONE
// we've queued up a monkey attack on a mob which isn't already an enemy, so give them 1 threat to start
// note they might immediately reduce threat and drop from the list.
// this is fine, we're just giving them a love tap then leaving them alone.
// unless they fight back, then we retaliate
// Some mobs delete on death. If the target is no longer alive, go back to idle
if(QDELETED(target))
finish_action(controller, TRUE)
return
if(isnull(controller.blackboard[BB_MONKEY_ENEMIES][target]))
controller.set_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, 1)
/// mob refs are uids, so this is safe
if(SPT_PROB(MONKEY_HATRED_REDUCTION_PROB, seconds_per_tick))
controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, target, -1)
// if we are not angry at our target, go back to idle
if(controller.blackboard[BB_MONKEY_ENEMIES][target] <= 0)
controller.remove_thing_from_blackboard_key(BB_MONKEY_ENEMIES, target)
if(controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET] == target)
return AI_BEHAVIOR_SUCCEEDED
return NONE
/datum/ai_behavior/disposal_mob
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM //performs to increase frustration
/datum/ai_behavior/disposal_mob/setup(datum/ai_controller/controller, attack_target_key, disposal_target_key)
. = ..()
set_movement_target(controller, controller.blackboard[attack_target_key])
/datum/ai_behavior/disposal_mob/finish_action(datum/ai_controller/controller, succeeded, attack_target_key, disposal_target_key)
. = ..()
controller.clear_blackboard_key(attack_target_key) //Reset attack target
controller.set_blackboard_key(BB_MONKEY_DISPOSING, FALSE) //No longer disposing
controller.clear_blackboard_key(disposal_target_key) //No target disposal
/datum/ai_behavior/disposal_mob/perform(seconds_per_tick, datum/ai_controller/controller, attack_target_key, disposal_target_key)
if(controller.blackboard[BB_MONKEY_DISPOSING]) //We are disposing, don't do ANYTHING!!!!
return AI_BEHAVIOR_DELAY
var/mob/living/target = controller.blackboard[attack_target_key]
var/mob/living/living_pawn = controller.pawn
set_movement_target(controller, target)
if(!target)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(target.pulledby != living_pawn && !HAS_AI_CONTROLLER_TYPE(target.pulledby, /datum/ai_controller/monkey)) //Dont steal from my fellow monkeys.
if(living_pawn.Adjacent(target) && isturf(target.loc))
target.grabbedby(living_pawn)
return AI_BEHAVIOR_DELAY //Do the rest next turn
var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
set_movement_target(controller, disposal)
if(!disposal)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(living_pawn.Adjacent(disposal))
INVOKE_ASYNC(src, PROC_REF(try_disposal_mob), controller, attack_target_key, disposal_target_key) //put him in!
return AI_BEHAVIOR_DELAY
//This means we might be getting pissed!
return AI_BEHAVIOR_DELAY
/datum/ai_behavior/disposal_mob/proc/try_disposal_mob(datum/ai_controller/controller, attack_target_key, disposal_target_key)
var/mob/living/living_pawn = controller.pawn
var/mob/living/target = controller.blackboard[attack_target_key]
var/obj/machinery/disposal/disposal = controller.blackboard[disposal_target_key]
controller.set_blackboard_key(BB_MONKEY_DISPOSING, TRUE)
if(target && disposal?.stuff_mob_in(target, living_pawn))
disposal.flush()
finish_action(controller, TRUE, attack_target_key, disposal_target_key)
/datum/ai_behavior/recruit_monkeys/perform(seconds_per_tick, datum/ai_controller/controller)
controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN)
var/mob/living/living_pawn = controller.pawn
for(var/mob/living/nearby_monkey in view(living_pawn, MONKEY_ENEMY_VISION))
if(QDELETED(nearby_monkey) || !HAS_AI_CONTROLLER_TYPE(nearby_monkey, /datum/ai_controller/monkey))
continue
if(!SPT_PROB(MONKEY_RECRUIT_PROB, seconds_per_tick))
continue
// Recruited a monkey to our side
controller.set_blackboard_key(BB_MONKEY_RECRUIT_COOLDOWN, world.time + MONKEY_RECRUIT_COOLDOWN)
// Other monkeys now also hate the guy we're currently targeting
nearby_monkey.ai_controller.add_blackboard_key_assoc(BB_MONKEY_ENEMIES, controller.blackboard[BB_MONKEY_CURRENT_ATTACK_TARGET], MONKEY_RECRUIT_HATED_AMOUNT)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/monkey_set_combat_target/perform(seconds_per_tick, datum/ai_controller/controller, set_key, enemies_key)
var/list/enemies = controller.blackboard[enemies_key]
var/list/valids = list()
for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, controller.pawn))
if(possible_enemy == controller.pawn)
continue // don't target ourselves
if(!enemies[possible_enemy]) //We don't hate this creature! But we might still attack it!
if(!controller.blackboard[BB_MONKEY_AGGRESSIVE]) //We are not aggressive either, so we won't attack!
continue
if(faction_check(possible_enemy.faction, list(FACTION_MONKEY, FACTION_JUNGLE), exact_match = FALSE) && !controller.blackboard[BB_MONKEY_TARGET_MONKEYS]) // do not target your team. includes monkys gorillas etc.
continue
// Weighted list, so the closer they are the more likely they are to be chosen as the enemy
valids[possible_enemy] = CEILING(100 / (get_dist(controller.pawn, possible_enemy) || 1), 1)
if(!length(valids))
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
controller.set_blackboard_key(set_key, pick_weight(valids))
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED