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Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/escape_captivity.dm
die 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00

69 lines
3.2 KiB
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/// Generically try to escape from being trapped
/datum/ai_planning_subtree/escape_captivity
/// Targeting strategy for use deciding if we can attack a mob grabbing us
var/targeting_strategy_key = BB_TARGETING_STRATEGY
/// If true we will never attack objects
var/pacifist = FALSE
/datum/ai_planning_subtree/escape_captivity/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
var/mob/living/living_pawn = controller.pawn
if (living_pawn.buckled && !ismob(living_pawn.buckled))
if (!pacifist && !living_pawn.can_hold_items() || living_pawn.usable_hands < 1) // If we don't have hands then prioritise slapping the shit out of whatever we are attached to
controller.queue_behavior(/datum/ai_behavior/break_out_of_object, living_pawn.buckled)
else
controller.queue_behavior(/datum/ai_behavior/resist)
return SUBTREE_RETURN_FINISH_PLANNING
if (!isturf(living_pawn.loc) && !ismob(living_pawn.loc) && !istype(living_pawn.loc, /obj/item/mob_holder))
var/atom/contained_in = living_pawn.loc
var/attack_effective = FALSE
if (!pacifist)
if (isbasicmob(living_pawn)) // Currently this literally only works for basic mobs because it's hard to check for anyone else but it's ok because only they use this subtree
var/mob/living/basic/basic_pawn = living_pawn
attack_effective = basic_pawn.obj_damage > contained_in.damage_deflection
if (attack_effective)
controller.queue_behavior(/datum/ai_behavior/break_out_of_object, contained_in)
else
controller.queue_behavior(/datum/ai_behavior/resist)
return SUBTREE_RETURN_FINISH_PLANNING
var/mob/puller = living_pawn.pulledby
if (puller && puller.grab_state > GRAB_PASSIVE)
var/datum/targeting_strategy/targeting_strategy = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
var/friends_list = controller.blackboard[BB_FRIENDS_LIST] || list()
// Only resist grabs from mobs that aren't in our faction
if (targeting_strategy?.can_attack(living_pawn, puller) && !(puller in friends_list))
controller.queue_behavior(/datum/ai_behavior/resist)
return SUBTREE_RETURN_FINISH_PLANNING
if (HAS_TRAIT(living_pawn, TRAIT_RESTRAINED))
controller.queue_behavior(/datum/ai_behavior/resist)
return SUBTREE_RETURN_FINISH_PLANNING
/// Keep attacking an object while it is our loc or while we are buckled to it
/datum/ai_behavior/break_out_of_object
action_cooldown = 0.2 SECONDS
/datum/ai_behavior/break_out_of_object/setup(datum/ai_controller/controller, atom/target)
if (!should_attack_target(controller, target))
return FALSE
return TRUE
/datum/ai_behavior/break_out_of_object/perform(seconds_per_tick, datum/ai_controller/controller, atom/target_atom)
if (!should_attack_target(controller, target_atom))
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
controller.ai_interact(target = target_atom, combat_mode = TRUE)
return AI_BEHAVIOR_DELAY
/datum/ai_behavior/break_out_of_object/proc/should_attack_target(datum/ai_controller/controller, atom/target)
if (QDELETED(target))
return FALSE
var/mob/living/pawn = controller.pawn
if (!target.IsReachableBy(pawn))
return FALSE
return pawn.loc == target || pawn.buckled == target
/datum/ai_planning_subtree/escape_captivity/pacifist
pacifist = TRUE