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Bubberstation/code/datums/ai/basic_mobs/admin_ai_templates.dm
Jacquerel 96976c0b9a Regal Rat cleanup & minor changes (#91012)
## About The Pull Request

Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.

Other stuff I changed:

Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.

Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.

Riot makes a visual effect when used.

Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.

A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.

I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.

## Why It's Good For The Game

This proc sucked and now it's nicer.

As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.


## Changelog

🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
2025-05-11 04:52:20 +03:00

451 lines
17 KiB
Plaintext

/// Used to set up a basic AI controller on a mob for admin ease of use
/datum/admin_ai_template
/// What do admins see when selecting this option?
var/name = ""
/// What AI controller do we apply?
var/controller_type
/// Should we be active even if the target has an active client?
var/override_client
/// Do we apply the hostile faction?
var/make_hostile
/// How likely is it that we move when not busy?
var/idle_chance
/// When do we stop targeting mobs?
var/minimum_stat
/// Actually perform the process
/datum/admin_ai_template/proc/apply(mob/living/target, client/user)
if (QDELETED(target) || !isliving(target))
to_chat(user, span_warning("Invalid target for AI controller."))
return
if (gather_information(target, user))
apply_controller(target, user)
/// Set up any stored variables before we actually apply the controller
/datum/admin_ai_template/proc/gather_information(mob/living/target, client/user)
override_client = tgui_alert(user, "Would you like this controller to be active even while the mob has a client controlling it?", "Override Client?", list("Yes", "No"))
if (isnull(override_client))
return FALSE
override_client = override_client == "Yes"
idle_chance = tgui_input_number(user, "How likely (% chance per second) should this mob be to move to another tile when it's not doing anything else?", "Walk Chance", max_value = 100, min_value = 0)
if (isnull(idle_chance))
return FALSE
if (isnull(make_hostile))
make_hostile = tgui_alert(user, "Do you want to override this mob's faction with the hostile faction?", "Override Faction?", list("Yes", "No"))
if (isnull(make_hostile))
return FALSE
make_hostile = make_hostile == "Yes"
if (isnull(minimum_stat))
var/static/list/stat_types = list(
"Conscious" = CONSCIOUS,
"Soft Crit" = SOFT_CRIT,
"Unconscious" = UNCONSCIOUS,
"Hard Crit" = HARD_CRIT,
"Dead (will probably get stuck punching a corpse forever)" = DEAD,
)
var/selected_stat = tgui_input_list(user, "Attack targets at the maximum health level of...?", "Persistence Level", stat_types, "Soft Crit")
if (isnull(selected_stat))
return FALSE
minimum_stat = stat_types[selected_stat]
return TRUE
/datum/admin_ai_template/proc/apply_controller(mob/living/target, client/user)
if (QDELETED(target))
to_chat(user, span_warning("Target stopped existing while you were answering prompts :("))
return
QDEL_NULL(target.ai_controller)
target.ai_controller = new controller_type(target)
if (make_hostile)
target.faction = list(FACTION_HOSTILE, REF(target))
var/datum/ai_controller/controller = target.ai_controller
controller.set_blackboard_key(BB_BASIC_MOB_IDLE_WALK_CHANCE, idle_chance)
controller.set_blackboard_key(BB_TARGET_MINIMUM_STAT, minimum_stat)
if (override_client)
controller.continue_processing_when_client = TRUE
controller.reset_ai_status()
/// Walks at a guy and attacks
/datum/admin_ai_template/hostile
name = "Hostile Melee"
controller_type = /datum/ai_controller/basic_controller/simple/simple_hostile_obstacles
/// Walks away from a guy and attacks
/datum/admin_ai_template/hostile_ranged
name = "Hostile Ranged"
controller_type = /datum/ai_controller/basic_controller/simple/simple_ranged
/// When should we retreat?
var/min_range
/// When should we advance?
var/max_range
/// What projectile do we fire?
var/projectile_type
/// What's the time between shots?
var/fire_cooldown
/// How many projectiles per shot?
var/burst_shots
/// What's the delay between projectiles in a burst?
var/burst_interval
/// What sound do we make?
var/projectile_sound
/datum/admin_ai_template/hostile_ranged/gather_information(mob/living/target, client/user)
. = ..()
if (!.)
return FALSE
if (!setup_ranged_attacks(target, user))
return FALSE
return decide_min_max_range(target, user)
/// Give target a gun
/datum/admin_ai_template/hostile_ranged/proc/setup_ranged_attacks(mob/living/target, client/user)
if (target.GetComponent(/datum/component/ranged_attacks))
return TRUE
var/static/list/all_projectiles = subtypesof(/obj/projectile)
// These don't really browsable user-friendly names because there's a lot of duplicates, sorry admins
projectile_type = tgui_input_list(user, "What projectile should we fire?", "Select ammo", all_projectiles)
if (isnull(projectile_type))
return FALSE
fire_cooldown = tgui_input_number(user, "How many seconds between shots?", "Fire Rate", round_value = FALSE, max_value = 10, min_value = 0.2, default = 1)
if (isnull(fire_cooldown))
return FALSE
fire_cooldown = fire_cooldown SECONDS
burst_shots = tgui_input_number(user, "How many shots to fire per burst?", "Burst Count", max_value = 100, min_value = 1, default = 1)
if (isnull(burst_shots))
return FALSE
if (burst_shots > 1)
burst_interval = tgui_input_number(user, "How many seconds delay between burst shots?", "Burst Rate", round_value = FALSE, max_value = 2, min_value = 0.1, default = 0.2)
if (isnull(burst_interval))
return FALSE
burst_interval = burst_interval SECONDS
var/pick_sound = tgui_alert(user, "Select a firing sound effect?", "Select Sound", list("Yes", "No"))
if (isnull(pick_sound))
return FALSE
if (pick_sound == "Yes")
projectile_sound = input("", "Select fire sound",) as null|sound
return TRUE
/// Decide our movement details
/datum/admin_ai_template/hostile_ranged/proc/decide_min_max_range(mob/living/target, client/user)
min_range = tgui_input_number(user, "How far should this mob try to stay away from its target?", "Min Distance", max_value = 9, min_value = 0, default = 2)
if (isnull(min_range))
return FALSE
max_range = tgui_input_number(user, "How close should this mob try to stay to its target?", "Max Distance", max_value = 9, min_value = 1, default = 6)
if (isnull(max_range))
return FALSE
return TRUE
/datum/admin_ai_template/hostile_ranged/apply_controller(mob/living/target, client/user)
. = ..()
var/datum/ai_controller/controller = target.ai_controller
controller.set_blackboard_key(BB_RANGED_SKIRMISH_MIN_DISTANCE, min_range)
controller.set_blackboard_key(BB_RANGED_SKIRMISH_MAX_DISTANCE, max_range)
if (!projectile_type)
return
target.AddComponent(\
/datum/component/ranged_attacks,\
cooldown_time = fire_cooldown,\
projectile_type = projectile_type,\
projectile_sound = projectile_sound,\
burst_shots = burst_shots,\
burst_intervals = burst_interval,\
)
if (fire_cooldown <= 1 SECONDS)
target.AddComponent(/datum/component/ranged_mob_full_auto)
/// Walks at a guy while shooting and attacks
/datum/admin_ai_template/hostile_ranged/and_melee
name = "Hostile Ranged/Melee"
controller_type = /datum/ai_controller/basic_controller/simple/simple_skirmisher
/datum/admin_ai_template/hostile_ranged/and_melee/decide_min_max_range(mob/living/target, client/user)
return TRUE
/// Maintain distance from a guy and use an ability on cooldown
/datum/admin_ai_template/ability
name = "Hostile Ability User"
controller_type = /datum/ai_controller/basic_controller/simple/simple_ability
/// What is our ability?
var/ability_type
/// When should we retreat?
var/min_range
/// When should we advance?
var/max_range
/datum/admin_ai_template/ability/gather_information(mob/living/target, client/user)
. = ..()
if (!.)
return FALSE
// We'll limit it to mob actions because they're mostly set up for random mobs already, and spells take some extra finagling for wizard clothing etc
var/static/list/all_mob_actions = sort_list(subtypesof(/datum/action/cooldown/mob_cooldown), GLOBAL_PROC_REF(cmp_typepaths_asc))
var/static/list/actions_by_name = list()
if (!length(actions_by_name))
for (var/datum/action/cooldown/mob_cooldown as anything in all_mob_actions)
actions_by_name["[initial(mob_cooldown.name)] ([mob_cooldown])"] = mob_cooldown
ability_type = tgui_input_list(user, "Which ability should it use?", "Select Ability", actions_by_name)
if (isnull(ability_type))
return FALSE
ability_type = actions_by_name[ability_type]
return decide_min_max_range(target, user)
/// Decide our movement details, some copy/paste here unfortunately
/datum/admin_ai_template/ability/proc/decide_min_max_range(mob/living/target, client/user)
min_range = tgui_input_number(user, "How far should this mob try to stay away from its target?", "Min Distance", max_value = 9, min_value = 0, default = 2)
if (isnull(min_range))
return FALSE
max_range = tgui_input_number(user, "How close should this mob try to stay to its target?", "Max Distance", max_value = 9, min_value = 1, default = 6)
if (isnull(max_range))
return FALSE
return TRUE
/datum/admin_ai_template/ability/apply_controller(mob/living/target, client/user)
. = ..()
var/datum/action/cooldown/ability = locate(ability_type) in target.actions
if (isnull(ability))
ability = new ability_type(target)
ability.Grant(target)
var/datum/ai_controller/controller = target.ai_controller
controller.set_blackboard_key(BB_TARGETED_ACTION, ability)
controller.set_blackboard_key(BB_RANGED_SKIRMISH_MIN_DISTANCE, min_range)
controller.set_blackboard_key(BB_RANGED_SKIRMISH_MAX_DISTANCE, max_range)
/// Walks at a guy and uses an ability on that guy
/datum/admin_ai_template/ability/melee
name = "Hostile Ability User (Melee Attacks)"
controller_type = /datum/ai_controller/basic_controller/simple/simple_ability_melee
/datum/admin_ai_template/ability/melee/decide_min_max_range(mob/living/target, client/user)
return TRUE
/// Stays away from a guy and uses an ability on that guy
/datum/admin_ai_template/hostile_ranged/ability
name = "Hostile Ability User (Ranged Attacks)"
controller_type = /datum/ai_controller/basic_controller/simple/simple_ability_ranged
/// What is our ability?
var/ability_type
/datum/admin_ai_template/hostile_ranged/ability/gather_information(mob/living/target, client/user)
. = ..()
if (!.)
return FALSE
// Sadly gotta copy/paste this here too
var/static/list/all_mob_actions = sort_list(subtypesof(/datum/action/cooldown/mob_cooldown), GLOBAL_PROC_REF(cmp_typepaths_asc))
var/static/list/actions_by_name = list()
if (!length(actions_by_name))
for (var/datum/action/cooldown/mob_cooldown as anything in all_mob_actions)
actions_by_name["[initial(mob_cooldown.name)] ([mob_cooldown])"] = mob_cooldown
ability_type = tgui_input_list(user, "Which ability should it use?", "Select Ability", actions_by_name)
if (isnull(ability_type))
return FALSE
ability_type = actions_by_name[ability_type]
return TRUE
/datum/admin_ai_template/hostile_ranged/ability/apply_controller(mob/living/target, client/user)
. = ..()
var/datum/action/cooldown/ability = locate(ability_type) in target.actions
if (isnull(ability))
ability = new ability_type(target)
ability.Grant(target)
var/datum/ai_controller/controller = target.ai_controller
controller.set_blackboard_key(BB_TARGETED_ACTION, ability)
/// Chill unless you throw hands
/datum/admin_ai_template/retaliate
name = "Passive But Fights Back (Melee)"
controller_type = /datum/ai_controller/basic_controller/simple/simple_retaliate
make_hostile = FALSE
/datum/admin_ai_template/retaliate/apply_controller(mob/living/target, client/user)
. = ..()
if (!HAS_TRAIT_FROM(target, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, /datum/element/ai_retaliate)) // Not really what this is for but it should work
target.AddElement(/datum/element/ai_retaliate)
/// Shoots anyone who attacks them
/datum/admin_ai_template/hostile_ranged/ability/retaliate
name = "Passive But Fights Back (Ranged Attacks)"
controller_type = /datum/ai_controller/basic_controller/simple/simple_ranged_retaliate
make_hostile = FALSE
/datum/admin_ai_template/hostile_ranged/ability/retaliate/apply_controller(mob/living/target, client/user)
. = ..()
if (!HAS_TRAIT_FROM(target, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, /datum/element/ai_retaliate)) // Not really what this is for but it should work
target.AddElement(/datum/element/ai_retaliate)
/// Uses their signature move on anyone who attacks them
/datum/admin_ai_template/ability/retaliate
name = "Passive But Fights Back (Ability)"
controller_type = /datum/ai_controller/basic_controller/simple/simple_ability_retaliate
make_hostile = FALSE
/datum/admin_ai_template/ability/retaliate/apply_controller(mob/living/target, client/user)
. = ..()
if (!HAS_TRAIT_FROM(target, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, /datum/element/ai_retaliate)) // Not really what this is for but it should work
target.AddElement(/datum/element/ai_retaliate)
/// Who knows what this guy will do, he's a loose cannon
/datum/admin_ai_template/grumpy
name = "Gets Mad Unpredictably"
controller_type = /datum/ai_controller/basic_controller/simple/simple_capricious
make_hostile = FALSE
/// Chance per second to get pissed off
var/flipout_chance
/// Chance per second to stop being pissed off
var/calm_down_chance
/datum/admin_ai_template/grumpy/gather_information(mob/living/target, client/user)
. = ..()
if (!.)
return FALSE
flipout_chance = tgui_input_number(user, "What's the % chance per second we'll get mad for no reason?", "Tantrum Chance", round_value = FALSE, max_value = 100, min_value = 0, default = 0.5)
if (isnull(flipout_chance))
return FALSE
calm_down_chance = tgui_input_number(user, "What's the % chance per second we'll stop being mad?", "Zen Chance", round_value = FALSE, max_value = 100, min_value = 0, default = 10)
if (isnull(calm_down_chance))
return FALSE
return TRUE
/datum/admin_ai_template/grumpy/apply_controller(mob/living/target, client/user)
. = ..()
var/datum/ai_controller/controller = target.ai_controller
controller.set_blackboard_key(BB_RANDOM_AGGRO_CHANCE, flipout_chance)
controller.set_blackboard_key(BB_RANDOM_DEAGGRO_CHANCE, calm_down_chance)
if (!HAS_TRAIT_FROM(target, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, /datum/element/ai_retaliate)) // Not really what this is for but it should work
target.AddElement(/datum/element/ai_retaliate)
/// Coward
/datum/admin_ai_template/fearful
name = "Runs Away"
minimum_stat = CONSCIOUS
make_hostile = FALSE
controller_type = /datum/ai_controller/basic_controller/simple/simple_fearful
/// Doesn't like violence
/datum/admin_ai_template/skittish
name = "Runs Away From Attackers"
minimum_stat = CONSCIOUS
make_hostile = FALSE
controller_type = /datum/ai_controller/basic_controller/simple/simple_skittish
/datum/admin_ai_template/skittish/apply_controller(mob/living/target, client/user)
. = ..()
if (!HAS_TRAIT_FROM(target, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, /datum/element/ai_retaliate)) // Not really what this is for but it should work
target.AddElement(/datum/element/ai_retaliate)
/// You gottit boss
/datum/admin_ai_template/goon
name = "Obeys Commands"
controller_type = /datum/ai_controller/basic_controller/simple/simple_goon
/// Who is really in charge here?
var/mob/living/da_boss
/datum/admin_ai_template/goon/gather_information(mob/living/target, client/user)
. = ..()
if (!.)
return FALSE
var/find_a_mob = tgui_alert(user, "Make this mob a minion of a mob in your tile? (If you don't do this you will need to use the befriend proc)", "Set Master?", list("Yes", "No"))
if (isnull(override_client))
return FALSE
find_a_mob = find_a_mob == "Yes"
if (!find_a_mob)
return TRUE
return grab_mob(target, user)
/// Find a mob to make the boss
/datum/admin_ai_template/goon/proc/grab_mob(mob/living/target, client/user)
var/list/mobs_in_my_tile = list()
for (var/mob/living/dude in (range(0, user.mob) - target))
mobs_in_my_tile[dude.real_name] = dude
if (length(mobs_in_my_tile))
var/picked = tgui_input_list(user, "Select new master.", "Set Master", mobs_in_my_tile + "Try Again", "Try Again")
if (isnull(picked))
return FALSE
if (picked == "Try Again")
return grab_mob(target, user)
da_boss = mobs_in_my_tile[picked]
return TRUE
var/find_a_mob = tgui_alert(user, "No applicable mobs found. Try again?", "Try Again?", list("Yes", "No"))
if (isnull(find_a_mob))
return FALSE
find_a_mob = find_a_mob == "Yes"
if (!find_a_mob)
return TRUE
return grab_mob(target, user)
/datum/admin_ai_template/goon/apply_controller(mob/living/target, client/user)
. = ..()
// There's not really much point making this customisable at the moment
var/static/list/pet_commands = list(
/datum/pet_command/idle,
/datum/pet_command/move,
/datum/pet_command/attack,
/datum/pet_command/follow/start_active,
/datum/pet_command/protect_owner,
)
target.AddComponent(/datum/component/obeys_commands, pet_commands)
if (isnull(da_boss))
return
target.befriend(da_boss)
/// Whatever it was doing before we fucked with it (mostly, can't do this with total confidence)
/datum/admin_ai_template/reset
name = "Reset"
/datum/admin_ai_template/reset/gather_information(mob/living/target, client/user)
return TRUE
/datum/admin_ai_template/reset/apply_controller(mob/living/target, client/user)
QDEL_NULL(target.ai_controller)
var/controller_type = initial(target.ai_controller)
target.ai_controller = new controller_type(src)
/// Like I'm doing nothing at all, nothing at all
/datum/admin_ai_template/clear
name = "None"
/datum/admin_ai_template/clear/gather_information(mob/living/target, client/user)
return TRUE
/datum/admin_ai_template/clear/apply_controller(mob/living/target, client/user)
QDEL_NULL(target.ai_controller)