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Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/target_retaliate.dm
Ben10Omintrix d94f974df3 fixes tamed pets sometimes attacking one another (#92200)
## About The Pull Request
tamed pets would not let previous grudges go so theyd attack one another
even after theyve both been tamed by the same owner. this fixes that

## Why It's Good For The Game
fixes tamed pets sometimes attacking one another

## Changelog
🆑
fix: fixes tamed pets sometimes attacking one another
/🆑
2025-07-20 12:52:20 +02:00

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/// Sets the BB target to a mob which you can see and who has recently attacked you
/datum/ai_planning_subtree/target_retaliate
operational_datums = list(/datum/element/ai_retaliate, /datum/component/ai_retaliate_advanced)
/// Blackboard key which tells us how to select valid targets
var/targeting_strategy_key = BB_TARGETING_STRATEGY
/// Blackboard key in which to store selected target
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// Blackboard key in which to store selected target's hiding place
var/hiding_place_key = BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION
/// do we check for faction?
var/check_faction = FALSE
/datum/ai_planning_subtree/target_retaliate/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
controller.queue_behavior(/datum/ai_behavior/target_from_retaliate_list, BB_BASIC_MOB_RETALIATE_LIST, target_key, targeting_strategy_key, hiding_place_key, check_faction)
/datum/ai_planning_subtree/target_retaliate/check_faction
check_faction = TRUE
/// Places a mob which you can see and who has recently attacked you into some 'run away from this' AI keys
/// Can use a different targeting strategy than you use to select attack targets
/// Not required if fleeing is the only target behaviour or uses the same target datum
/datum/ai_planning_subtree/target_retaliate/to_flee
targeting_strategy_key = BB_FLEE_TARGETING_STRATEGY
target_key = BB_BASIC_MOB_FLEE_TARGET
hiding_place_key = BB_BASIC_MOB_FLEE_TARGET_HIDING_LOCATION
/**
* Picks a target from a provided list of atoms who have been pissing you off
* You will probably need /datum/element/ai_retaliate to take advantage of this unless you're populating the blackboard yourself
*/
/datum/ai_behavior/target_from_retaliate_list
action_cooldown = 2 SECONDS
/// How far can we see stuff?
var/vision_range = 9
/datum/ai_behavior/target_from_retaliate_list/perform(seconds_per_tick, datum/ai_controller/controller, shitlist_key, target_key, targeting_strategy_key, hiding_location_key, check_faction)
var/mob/living/living_mob = controller.pawn
var/datum/targeting_strategy/targeting_strategy = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
if(!targeting_strategy)
. = AI_BEHAVIOR_DELAY
CRASH("No target datum was supplied in the blackboard for [controller.pawn]")
var/list/shitlist = controller.blackboard[shitlist_key]
var/atom/existing_target = controller.blackboard[target_key]
if (!check_faction)
controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, TRUE)
if (!QDELETED(existing_target) && targeting_strategy.can_attack(living_mob, existing_target, vision_range))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
var/list/enemies_list = list()
for(var/mob/living/potential_target as anything in shitlist)
if(!targeting_strategy.can_attack(living_mob, potential_target, vision_range))
continue
enemies_list += potential_target
if(!length(enemies_list))
if(existing_target)
controller.clear_blackboard_key(target_key)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/atom/new_target = pick_final_target(controller, enemies_list)
controller.set_blackboard_key(target_key, new_target)
var/atom/potential_hiding_location = targeting_strategy.find_hidden_mobs(living_mob, new_target)
if(potential_hiding_location) //If they're hiding inside of something, we need to know so we can go for that instead initially.
controller.set_blackboard_key(hiding_location_key, potential_hiding_location)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/// Returns the desired final target from the filtered list of enemies
/datum/ai_behavior/target_from_retaliate_list/proc/pick_final_target(datum/ai_controller/controller, list/enemies_list)
return pick(enemies_list)
/datum/ai_behavior/target_from_retaliate_list/finish_action(datum/ai_controller/controller, succeeded, shitlist_key, target_key, targeting_strategy_key, hiding_location_key, check_faction)
. = ..()
if (succeeded || check_faction)
return
var/usually_ignores_faction = controller.blackboard[BB_ALWAYS_IGNORE_FACTION] || FALSE
controller.set_blackboard_key(BB_TEMPORARILY_IGNORE_FACTION, usually_ignores_faction)