Files
Bubberstation/code/datums/ai/oldhostile/hostile_tameable.dm
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

236 lines
9.2 KiB
Plaintext

///This code needs to be removed at some point as it doesn't actually utilize the AI.
/datum/ai_controller/hostile_friend
blackboard = list(
BB_HOSTILE_ORDER_MODE = null,
BB_HOSTILE_FRIEND = null,
BB_FOLLOW_TARGET = null,
BB_ATTACK_TARGET = null,
BB_VISION_RANGE = BB_HOSTILE_VISION_RANGE,
BB_HOSTILE_ATTACK_WORD = "growls",
)
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk/hostile_tameable
var/ride_penalty_movement = 1 SECONDS
COOLDOWN_DECLARE(command_cooldown)
/datum/ai_controller/hostile_friend/process(seconds_per_tick)
if(isliving(pawn))
var/mob/living/living_pawn = pawn
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..()
/datum/ai_controller/hostile_friend/TryPossessPawn(atom/new_pawn)
if(!ishostile(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
RegisterSignal(new_pawn, COMSIG_ATOM_EXAMINE, PROC_REF(on_examined))
RegisterSignal(new_pawn, COMSIG_CLICK_ALT, PROC_REF(check_altclicked))
RegisterSignal(new_pawn, COMSIG_RIDDEN_DRIVER_MOVE, PROC_REF(on_ridden_driver_move))
RegisterSignal(new_pawn, COMSIG_MOVABLE_PREBUCKLE, PROC_REF(on_prebuckle))
return ..() //Run parent at end
/datum/ai_controller/hostile_friend/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(
COMSIG_ATOM_ATTACK_HAND,
COMSIG_ATOM_EXAMINE,
COMSIG_CLICK_ALT,
COMSIG_LIVING_DEATH,
COMSIG_QDELETING
))
unfriend()
return ..() //Run parent at end
/datum/ai_controller/hostile_friend/proc/on_prebuckle(mob/source, mob/living/buckler, force, buckle_mob_flags)
SIGNAL_HANDLER
if(force || ai_status == AI_STATUS_OFF)
return
if(buckler != blackboard[BB_HOSTILE_FRIEND])
return COMPONENT_BLOCK_BUCKLE
/datum/ai_controller/hostile_friend/on_stat_changed(mob/living/source, new_stat)
. = ..()
update_able_to_run()
/datum/ai_controller/hostile_friend/setup_able_to_run()
. = ..()
RegisterSignal(pawn, COMSIG_MOB_INCAPACITATE_CHANGED, PROC_REF(update_able_to_run))
/datum/ai_controller/hostile_friend/clear_able_to_run()
UnregisterSignal(pawn, list(COMSIG_MOB_INCAPACITATE_CHANGED, COMSIG_MOB_STATCHANGE))
return ..()
/datum/ai_controller/hostile_friend/get_able_to_run()
var/mob/living/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return FALSE
return ..()
/datum/ai_controller/hostile_friend/get_access()
var/mob/living/simple_animal/simple_pawn = pawn
if(!istype(simple_pawn))
return
return simple_pawn.access_card.GetAccess()
/datum/ai_controller/hostile_friend/proc/on_ridden_driver_move(atom/movable/movable_parent, mob/living/user, direction)
SIGNAL_HANDLER
PauseAi(ride_penalty_movement)
/// Befriends someone
/datum/ai_controller/hostile_friend/proc/befriend(mob/living/new_friend)
var/mob/living/old_friend = blackboard[BB_HOSTILE_FRIEND]
if(old_friend)
unfriend(old_friend)
if(pawn.Adjacent(pawn, new_friend))
new_friend.visible_message("<b>[pawn]</b> looks at [new_friend] in a friendly manner!", span_notice("[pawn] looks at you in a friendly manner!"))
set_blackboard_key(BB_HOSTILE_FRIEND, new_friend)
RegisterSignal(new_friend, COMSIG_MOVABLE_POINTED, PROC_REF(check_point))
RegisterSignal(new_friend, COMSIG_MOB_SAY, PROC_REF(check_verbal_command))
/// Someone is being mean to us, take them off our friends (add actual enemies behavior later)
/datum/ai_controller/hostile_friend/proc/unfriend()
var/mob/living/old_friend = blackboard[BB_HOSTILE_FRIEND]
if(old_friend)
UnregisterSignal(old_friend, list(COMSIG_MOVABLE_POINTED, COMSIG_MOB_SAY))
clear_blackboard_key(BB_HOSTILE_FRIEND)
/// Someone is looking at us, if we're currently carrying something then show what it is, and include a message if they're our friend
/datum/ai_controller/hostile_friend/proc/on_examined(datum/source, mob/user, list/examine_text)
SIGNAL_HANDLER
if(blackboard[BB_HOSTILE_FRIEND] != user)
return
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn))
examine_text += span_notice("[pawn.p_They()] seem[pawn.p_s()] happy to see you!")
// next section is regarding commands
/// Someone alt clicked us, see if they're someone we should show the radial command menu to
/datum/ai_controller/hostile_friend/proc/check_altclicked(datum/source, mob/living/clicker)
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
if(!istype(clicker) || blackboard[BB_HOSTILE_FRIEND] != clicker || !clicker.can_perform_action(source))
return
INVOKE_ASYNC(src, PROC_REF(command_radial), clicker)
return CLICK_ACTION_BLOCKING
/// Show the command radial menu
/datum/ai_controller/hostile_friend/proc/command_radial(mob/living/clicker)
var/list/commands = list(
COMMAND_STOP = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow"),
COMMAND_FOLLOW = image(icon = 'icons/mob/actions/actions_spells.dmi', icon_state = "summons"),
COMMAND_ATTACK = image(icon = 'icons/effects/effects.dmi', icon_state = "bite"),
)
var/choice = show_radial_menu(clicker, pawn, commands, custom_check = CALLBACK(src, PROC_REF(check_menu), clicker), tooltips = TRUE)
if(!choice || !check_menu(clicker))
return
set_command_mode(clicker, choice)
/datum/ai_controller/hostile_friend/proc/check_menu(mob/user)
if(!istype(user))
CRASH("A non-mob is trying to issue an order to [pawn].")
if(user.incapacitated || !can_see(user, pawn))
return FALSE
return TRUE
/// One of our friends said something, see if it's a valid command, and if so, take action
/datum/ai_controller/hostile_friend/proc/check_verbal_command(mob/speaker, speech_args)
SIGNAL_HANDLER
if(blackboard[BB_HOSTILE_FRIEND] != speaker)
return
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
var/mob/living/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return
var/spoken_text = speech_args[SPEECH_MESSAGE] // probably should check for full words
var/command
if(findtext(spoken_text, "stop") || findtext(spoken_text, "stay"))
command = COMMAND_STOP
else if(findtext(spoken_text, "follow") || findtext(spoken_text, "come"))
command = COMMAND_FOLLOW
else if(findtext(spoken_text, "attack") || findtext(spoken_text, "sic"))
command = COMMAND_ATTACK
else
return
if(!can_see(pawn, speaker, length=blackboard[BB_VISION_RANGE]))
return
set_command_mode(speaker, command)
/// Whether we got here via radial menu or a verbal command, this is where we actually process what our new command will be
/datum/ai_controller/hostile_friend/proc/set_command_mode(mob/commander, command)
COOLDOWN_START(src, command_cooldown, AI_HOSTILE_COMMAND_COOLDOWN)
switch(command)
// heel: stop what you're doing, relax and try not to do anything for a little bit
if(COMMAND_STOP)
pawn.visible_message(span_notice("[pawn] [blackboard[BB_HOSTILE_ATTACK_WORD]] at [commander]'s command, and [pawn.p_they()] stop[pawn.p_s()] obediently, awaiting further orders."))
set_blackboard_key(BB_HOSTILE_ORDER_MODE, HOSTILE_COMMAND_NONE)
CancelActions()
// follow: whatever the commander points to, try and bring it back
if(COMMAND_FOLLOW)
pawn.visible_message(span_notice("[pawn] [blackboard[BB_HOSTILE_ATTACK_WORD]] at [commander]'s command, and [pawn.p_they()] follow[pawn.p_s()] slightly in anticipation."))
CancelActions()
set_blackboard_key(BB_HOSTILE_ORDER_MODE, HOSTILE_COMMAND_FOLLOW)
set_blackboard_key(BB_FOLLOW_TARGET, commander)
set_movement_target(type, commander)
var/mob/living/living_pawn = pawn
if(living_pawn.buckled)
queue_behavior(/datum/ai_behavior/resist)//in case they are in bed or something
queue_behavior(/datum/ai_behavior/follow)
// attack: harass whoever the commander points to
if(COMMAND_ATTACK)
pawn.visible_message(span_danger("[pawn] [blackboard[BB_HOSTILE_ATTACK_WORD]] at [commander]'s command, and [pawn.p_they()] growl[pawn.p_s()] intensely.")) // imagine getting intimidated by a corgi
CancelActions()
set_blackboard_key(BB_HOSTILE_ORDER_MODE, HOSTILE_COMMAND_ATTACK)
/// Someone we like is pointing at something, see if it's something we might want to interact with (like if they might want us to fetch something for them)
/datum/ai_controller/hostile_friend/proc/check_point(mob/pointing_friend, atom/movable/pointed_movable, obj/effect/temp_visual/point/point)
SIGNAL_HANDLER
var/mob/living/simple_animal/hostile/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return
if(!COOLDOWN_FINISHED(src, command_cooldown))
return
if(blackboard[BB_HOSTILE_FRIEND] == pointed_movable \
|| pointed_movable == pawn \
|| !istype(pointed_movable) \
|| blackboard[BB_HOSTILE_ORDER_MODE] == HOSTILE_COMMAND_NONE) // busy or no command
return
if(!can_see(pawn, pointing_friend, length=blackboard[BB_VISION_RANGE]) || !can_see(pawn, pointed_movable, length=blackboard[BB_VISION_RANGE]))
return
CancelActions()
COOLDOWN_START(src, command_cooldown, AI_HOSTILE_COMMAND_COOLDOWN)
if(blackboard[BB_HOSTILE_ORDER_MODE] == HOSTILE_COMMAND_ATTACK)
pawn.visible_message(span_notice("[pawn] follows [pointing_friend]'s gesture towards [pointed_movable] and [blackboard[BB_HOSTILE_ATTACK_WORD]] intensely!"))
set_movement_target(type, pointed_movable)
set_blackboard_key(BB_ATTACK_TARGET, pointed_movable)
if(living_pawn.buckled)
queue_behavior(/datum/ai_behavior/resist)//in case they are in bed or something
queue_behavior(/datum/ai_behavior/attack)
/datum/idle_behavior/idle_random_walk/hostile_tameable
walk_chance = 5