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## About The Pull Request refactors all behaviors to work through clicking. also removes some now redundant behaviors. in the future ill try to generalize more of these behaviors ## Why It's Good For The Game makes AI controllers work through clicks which may help with swing combat implementation ## Changelog 🆑 refactor: basic mob AI interactions has been refactored. please report any bugs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
144 lines
5.6 KiB
Plaintext
144 lines
5.6 KiB
Plaintext
/**
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* Traverse to a target with the intention of picking it up.
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* If we can't do that, add it to a list of ignored items.
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*/
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/datum/ai_behavior/fetch_seek
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/fetch_seek/setup(datum/ai_controller/controller, target_key, delivery_key)
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. = ..()
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var/obj/item/fetch_thing = controller.blackboard[target_key]
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// It stopped existing
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if (QDELETED(fetch_thing))
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return FALSE
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set_movement_target(controller, fetch_thing)
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/datum/ai_behavior/fetch_seek/perform(seconds_per_tick, datum/ai_controller/controller, target_key, delivery_key)
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var/obj/item/fetch_thing = controller.blackboard[target_key]
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// It stopped existing
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if (QDELETED(fetch_thing))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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// We can't pick this up
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if (fetch_thing.anchored)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/fetch_seek/finish_action(datum/ai_controller/controller, success, target_key, delivery_key)
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. = ..()
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if (success)
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return
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// Blacklist item if we failed
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var/obj/item/target = controller.blackboard[target_key]
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if (target)
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controller.set_blackboard_key_assoc_lazylist(BB_FETCH_IGNORE_LIST, target, TRUE)
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controller.clear_blackboard_key(target_key)
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controller.clear_blackboard_key(delivery_key)
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/**
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* The second half of fetching, deliver the item to a target.
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*/
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/datum/ai_behavior/deliver_fetched_item
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_REQUIRE_REACH
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/datum/ai_behavior/deliver_fetched_item/setup(datum/ai_controller/controller, delivery_key, storage_key)
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. = ..()
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var/mob/living/return_target = controller.blackboard[delivery_key]
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if(QDELETED(return_target)) // Guess it's mine now
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return FALSE
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set_movement_target(controller, return_target)
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/datum/ai_behavior/deliver_fetched_item/perform(seconds_per_tick, datum/ai_controller/controller, delivery_key, storage_key)
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var/mob/living/return_target = controller.blackboard[delivery_key]
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if(QDELETED(return_target))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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if(!deliver_item(controller, return_target, storage_key))
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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/datum/ai_behavior/deliver_fetched_item/finish_action(datum/ai_controller/controller, success, delivery_key)
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. = ..()
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controller.clear_blackboard_key(delivery_key)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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/// Actually deliver the fetched item to the target, if we still have it
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/// Returns TRUE if we succeeded, FALSE if we failed
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/datum/ai_behavior/deliver_fetched_item/proc/deliver_item(datum/ai_controller/controller, return_target, storage_key)
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var/mob/pawn = controller.pawn
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var/obj/item/carried_item = controller.blackboard[storage_key]
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if(QDELETED(carried_item) || carried_item.loc != pawn)
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pawn.visible_message(span_notice("[pawn] looks around as if [pawn.p_they()] [pawn.p_have()] lost something."))
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return FALSE
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pawn.visible_message(span_notice("[pawn] delivers [carried_item] to [return_target]."))
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carried_item.forceMove(get_turf(return_target))
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controller.clear_blackboard_key(storage_key)
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return TRUE
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/**
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* The alternate second half of fetching, attack the item if we can eat it.
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* Or make pleading eyes at someone who has picked it up.
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*
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* Unfortunately this doesn't work because food can't currently be eaten by mobs.
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*/
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/datum/ai_behavior/eat_fetched_snack
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
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action_cooldown = 0.8 SECONDS
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/datum/ai_behavior/eat_fetched_snack/setup(datum/ai_controller/controller, target_key, delivery_key)
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. = ..()
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var/obj/item/snack = controller.blackboard[target_key]
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if(!istype(snack) || !IS_EDIBLE(snack) || !(isturf(snack.loc) || ishuman(snack.loc)))
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return FALSE // This isn't food at all!
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set_movement_target(controller, snack)
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/datum/ai_behavior/eat_fetched_snack/perform(seconds_per_tick, datum/ai_controller/controller, target_key, delivery_key)
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var/obj/item/snack = controller.blackboard[target_key]
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var/is_living_loc = isliving(snack.loc)
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if(QDELETED(snack) || (!isturf(snack.loc) && !is_living_loc))
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// Where did it go?
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
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var/mob/living/basic/basic_pawn = controller.pawn
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if(is_living_loc)
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if(SPT_PROB(10, seconds_per_tick))
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basic_pawn.manual_emote("Stares at [snack.loc]'s [snack.name] intently.")
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return AI_BEHAVIOR_DELAY
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if(!basic_pawn.Adjacent(snack))
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return AI_BEHAVIOR_DELAY
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controller.ai_interact(target = snack)
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if(QDELETED(snack)) // we ate it!
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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return AI_BEHAVIOR_DELAY
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/datum/ai_behavior/eat_fetched_snack/finish_action(datum/ai_controller/controller, succeeded, target_key, delivery_key)
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. = ..()
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controller.clear_blackboard_key(target_key)
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controller.clear_blackboard_key(delivery_key)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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/**
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* Clear our failed fetch list every so often
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*/
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/datum/ai_behavior/forget_failed_fetches
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/// How long to wait between resetting the list
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var/cooldown_duration = AI_FETCH_IGNORE_DURATION
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/// Time until we should forget things we failed to pick up
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COOLDOWN_DECLARE(reset_ignore_cooldown)
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/datum/ai_behavior/forget_failed_fetches/setup(datum/ai_controller/controller, ...)
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. = ..()
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if (!COOLDOWN_FINISHED(src, reset_ignore_cooldown))
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return FALSE
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if (!length(controller.blackboard[BB_FETCH_IGNORE_LIST]))
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return
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/datum/ai_behavior/forget_failed_fetches/perform(seconds_per_tick, datum/ai_controller/controller)
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COOLDOWN_START(src, reset_ignore_cooldown, cooldown_duration)
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controller.clear_blackboard_key(BB_FETCH_IGNORE_LIST)
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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