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## About The Pull Request Melbert asked me to make this and I thought it'd be relatively easy and plausibly useful so I did. This PR adds a feature to the VV menu for mobs which allows you to apply and configure an AI controller from a list of templates. It's not as versatile as coding one would be, but it should be able to accomodate a lot of generic scenarios. Some examples of basic stuff you can set it up to do: - Give Ian a machine gun he will fire at nearby people while staying within a specified min/max range. - Have Poly fire brimstone beams on cooldown at whoever is nearby (although she won't bother trying to line up cardinally). - Assign a gorilla to be someone's personal bodyguard which will follow them around and attack anyone who hurts them. I have also made an executive decision to remove the restriction that basic ai controllers can only be placed on basic mobs. We've removed _most_ non-basic simple mobs from the game, and also have more recently updated most AI behaviours to work agnostically of whether they are assigned to a basic mob or not... which means that they'll largely work on carbons. Coincidentally, this feature makes sure to ask if you want an AI controller to remain active on a mob which already has a client. Assigning an active AI controller to a live player which forces their character to automatically attempt to run away from whoever the last person to attack them was is ~~not recommended behaviour because it's largely untested~~ highly recommended behaviour because I think it's very funny (makes it very hard to play though). I'm gonna do another PR some time which cleans up `random_speech` so it's configurable and then let you slap that on whoever as well. ## Why It's Good For The Game Enables a greater level of admin abuse. ## Changelog 🆑 admin: Added easier tooling for admins to add or change the AI controllers on mobs /🆑
120 lines
4.8 KiB
Plaintext
120 lines
4.8 KiB
Plaintext
/// Step away if too close, or towards if too far
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/datum/ai_planning_subtree/maintain_distance
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/// Blackboard key holding atom we want to stay away from
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var/target_key = BB_BASIC_MOB_CURRENT_TARGET
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/// How far do we look for our target?
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var/view_distance = 10
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/// the run away behavior we will use
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var/run_away_behavior = /datum/ai_behavior/step_away
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/datum/ai_planning_subtree/maintain_distance/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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. = ..()
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var/mob/living/living_pawn = controller.pawn
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if(LAZYLEN(living_pawn.do_afters))
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return
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var/atom/target = controller.blackboard[target_key]
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if (!isliving(target) || !can_see(controller.pawn, target, view_distance))
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return // Don't run away from cucumbers, they're not snakes
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var/range = get_dist(controller.pawn, target)
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var/minimum_distance = controller.blackboard[BB_RANGED_SKIRMISH_MIN_DISTANCE] || 4
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var/maximum_distance = controller.blackboard[BB_RANGED_SKIRMISH_MAX_DISTANCE] || 6
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if (range < minimum_distance)
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controller.queue_behavior(run_away_behavior, target_key, minimum_distance)
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return
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if (range > maximum_distance)
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controller.queue_behavior(/datum/ai_behavior/pursue_to_range, target_key, maximum_distance)
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return
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/datum/ai_planning_subtree/maintain_distance/cover_minimum_distance
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run_away_behavior = /datum/ai_behavior/cover_minimum_distance
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/// Take one step away
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/datum/ai_behavior/step_away
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
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required_distance = 0
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action_cooldown = 0.2 SECONDS
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/datum/ai_behavior/step_away/setup(datum/ai_controller/controller, target_key)
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. = ..()
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var/atom/current_target = controller.blackboard[target_key]
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if (QDELETED(current_target))
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return FALSE
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var/mob/living/our_pawn = controller.pawn
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our_pawn.face_atom(current_target)
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var/turf/next_step = get_step_away(controller.pawn, current_target)
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if (!isnull(next_step) && !next_step.is_blocked_turf(exclude_mobs = TRUE))
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set_movement_target(controller, target = next_step, new_movement = /datum/ai_movement/basic_avoidance/backstep)
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return TRUE
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var/list/all_dirs = GLOB.alldirs.Copy()
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all_dirs -= get_dir(controller.pawn, next_step)
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all_dirs -= get_dir(controller.pawn, current_target)
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shuffle_inplace(all_dirs)
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for (var/dir in all_dirs)
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next_step = get_step(controller.pawn, dir)
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if (!isnull(next_step) && !next_step.is_blocked_turf(exclude_mobs = TRUE))
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set_movement_target(controller, target = next_step, new_movement = /datum/ai_movement/basic_avoidance/backstep)
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return TRUE
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return FALSE
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/datum/ai_behavior/step_away/perform(seconds_per_tick, datum/ai_controller/controller)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/step_away/finish_action(datum/ai_controller/controller, succeeded)
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. = ..()
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controller.change_ai_movement_type(initial(controller.ai_movement))
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/// Pursue a target until we are within a provided range
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/datum/ai_behavior/pursue_to_range
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION | AI_BEHAVIOR_MOVE_AND_PERFORM
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/datum/ai_behavior/pursue_to_range/setup(datum/ai_controller/controller, target_key, range)
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. = ..()
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var/atom/current_target = controller.blackboard[target_key]
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if (QDELETED(current_target))
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return FALSE
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if (get_dist(controller.pawn, current_target) <= range)
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return FALSE
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set_movement_target(controller, current_target)
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/datum/ai_behavior/pursue_to_range/perform(seconds_per_tick, datum/ai_controller/controller, target_key, range)
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var/atom/current_target = controller.blackboard[target_key]
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if (!QDELETED(current_target) && get_dist(controller.pawn, current_target) > range)
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return AI_BEHAVIOR_INSTANT
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return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
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///instead of taking a single step, we cover the entire distance
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/datum/ai_behavior/cover_minimum_distance
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
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required_distance = 0
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action_cooldown = 0.2 SECONDS
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/datum/ai_behavior/cover_minimum_distance/setup(datum/ai_controller/controller, target_key, minimum_distance)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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var/required_distance = minimum_distance - get_dist(controller.pawn, target) //the distance we need to move
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var/distance = 0
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var/turf/chosen_turf
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for(var/turf/open/potential_turf in oview(required_distance, controller.pawn))
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var/new_distance_from_target = get_dist(potential_turf, target)
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if(potential_turf.is_blocked_turf())
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continue
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if(new_distance_from_target > distance)
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chosen_turf = potential_turf
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distance = new_distance_from_target
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if(isnull(chosen_turf))
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return FALSE
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set_movement_target(controller, target = chosen_turf)
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/datum/ai_behavior/cover_minimum_distance/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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