Files
Bubberstation/code/datums/ai
Ben10Omintrix 7a44f10993 basic gutlunchers and ashwalker ranching (#79508)
## About The Pull Request
this pr transforms gutlunchers into basic mobs and gives them a small
ranch that ashwalkers can manage. gutlunches come in various colors and
sizes! female gutlunches will come in different shades of red and males
will come in shades of blue. the child born will have a mix of his
parent's colors.
![the
farm](https://github.com/tgstation/tgstation/assets/138636438/41fdb1ed-e567-4c8d-bb83-b296f878c862)
female gutlunches can make various healing milk and medicine from its
udder. but it will need to consume ores before it can start making milk,
u can either feed it by hand or u can put ores in the wooden trough and
they will go eat from it whenever they get hungry. feeding it gold or
bluespace ore will improve the healing quality of the milk for a short
while

![trough](https://github.com/tgstation/tgstation/assets/138636438/b9c84d18-fdd8-476b-b779-bdfe49dd7e88)
the male gutlunchers are obedient pets. their stats vary from one
another in speed, attack and health. a male gutlunchers stats will
depend on the stats of his parents, the higher his parent's stats are
the better chances he has at rolling higher stats. so u can selectively
breed them to make sure they have the best stats possible. they will
listen to all ur commands and can mine walls or attack enemies if given
the command. also i wanted the farm to have wood fences so i added them
to the game, they cost 5 wood planks to make



## Why It's Good For The Game
refactors gutlunches into basic mobs. also i turned breeding into a
component so it can be applied to all animals and created a breed
command, pets that have this command and the component will go breed
with a partner u point at.

## Changelog
🆑
refactor: gutlunches have been refactored into basic mobs. please report
any bugs
add: ashwalkers have a small ranch they can manage
fix: wall tearer compnent wont runtime when interacting with mineral
walls
/🆑
2023-11-13 01:20:19 -07:00
..
2023-11-12 09:25:59 +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.