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Bubberstation/code/datums/ai/basic_mobs/pet_commands/fetch.dm
Ben10Omintrix 6897f33767 AI controllers interactions refactor (#86492)
## 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>
2024-10-03 03:44:41 +02:00

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/**
* Traverse to a target with the intention of picking it up.
* If we can't do that, add it to a list of ignored items.
*/
/datum/ai_behavior/fetch_seek
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_REQUIRE_REACH
/datum/ai_behavior/fetch_seek/setup(datum/ai_controller/controller, target_key, delivery_key)
. = ..()
var/obj/item/fetch_thing = controller.blackboard[target_key]
// It stopped existing
if (QDELETED(fetch_thing))
return FALSE
set_movement_target(controller, fetch_thing)
/datum/ai_behavior/fetch_seek/perform(seconds_per_tick, datum/ai_controller/controller, target_key, delivery_key)
var/obj/item/fetch_thing = controller.blackboard[target_key]
// It stopped existing
if (QDELETED(fetch_thing))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
// We can't pick this up
if (fetch_thing.anchored)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/fetch_seek/finish_action(datum/ai_controller/controller, success, target_key, delivery_key)
. = ..()
if (success)
return
// Blacklist item if we failed
var/obj/item/target = controller.blackboard[target_key]
if (target)
controller.set_blackboard_key_assoc_lazylist(BB_FETCH_IGNORE_LIST, target, TRUE)
controller.clear_blackboard_key(target_key)
controller.clear_blackboard_key(delivery_key)
/**
* The second half of fetching, deliver the item to a target.
*/
/datum/ai_behavior/deliver_fetched_item
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_REQUIRE_REACH
/datum/ai_behavior/deliver_fetched_item/setup(datum/ai_controller/controller, delivery_key, storage_key)
. = ..()
var/mob/living/return_target = controller.blackboard[delivery_key]
if(QDELETED(return_target)) // Guess it's mine now
return FALSE
set_movement_target(controller, return_target)
/datum/ai_behavior/deliver_fetched_item/perform(seconds_per_tick, datum/ai_controller/controller, delivery_key, storage_key)
var/mob/living/return_target = controller.blackboard[delivery_key]
if(QDELETED(return_target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(!deliver_item(controller, return_target, storage_key))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/deliver_fetched_item/finish_action(datum/ai_controller/controller, success, delivery_key)
. = ..()
controller.clear_blackboard_key(delivery_key)
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
/// Actually deliver the fetched item to the target, if we still have it
/// Returns TRUE if we succeeded, FALSE if we failed
/datum/ai_behavior/deliver_fetched_item/proc/deliver_item(datum/ai_controller/controller, return_target, storage_key)
var/mob/pawn = controller.pawn
var/obj/item/carried_item = controller.blackboard[storage_key]
if(QDELETED(carried_item) || carried_item.loc != pawn)
pawn.visible_message(span_notice("[pawn] looks around as if [pawn.p_they()] [pawn.p_have()] lost something."))
return FALSE
pawn.visible_message(span_notice("[pawn] delivers [carried_item] to [return_target]."))
carried_item.forceMove(get_turf(return_target))
controller.clear_blackboard_key(storage_key)
return TRUE
/**
* The alternate second half of fetching, attack the item if we can eat it.
* Or make pleading eyes at someone who has picked it up.
*
* Unfortunately this doesn't work because food can't currently be eaten by mobs.
*/
/datum/ai_behavior/eat_fetched_snack
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
action_cooldown = 0.8 SECONDS
/datum/ai_behavior/eat_fetched_snack/setup(datum/ai_controller/controller, target_key, delivery_key)
. = ..()
var/obj/item/snack = controller.blackboard[target_key]
if(!istype(snack) || !IS_EDIBLE(snack) || !(isturf(snack.loc) || ishuman(snack.loc)))
return FALSE // This isn't food at all!
set_movement_target(controller, snack)
/datum/ai_behavior/eat_fetched_snack/perform(seconds_per_tick, datum/ai_controller/controller, target_key, delivery_key)
var/obj/item/snack = controller.blackboard[target_key]
var/is_living_loc = isliving(snack.loc)
if(QDELETED(snack) || (!isturf(snack.loc) && !is_living_loc))
// Where did it go?
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/mob/living/basic/basic_pawn = controller.pawn
if(is_living_loc)
if(SPT_PROB(10, seconds_per_tick))
basic_pawn.manual_emote("Stares at [snack.loc]'s [snack.name] intently.")
return AI_BEHAVIOR_DELAY
if(!basic_pawn.Adjacent(snack))
return AI_BEHAVIOR_DELAY
controller.ai_interact(target = snack)
if(QDELETED(snack)) // we ate it!
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
return AI_BEHAVIOR_DELAY
/datum/ai_behavior/eat_fetched_snack/finish_action(datum/ai_controller/controller, succeeded, target_key, delivery_key)
. = ..()
controller.clear_blackboard_key(target_key)
controller.clear_blackboard_key(delivery_key)
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
/**
* Clear our failed fetch list every so often
*/
/datum/ai_behavior/forget_failed_fetches
/// How long to wait between resetting the list
var/cooldown_duration = AI_FETCH_IGNORE_DURATION
/// Time until we should forget things we failed to pick up
COOLDOWN_DECLARE(reset_ignore_cooldown)
/datum/ai_behavior/forget_failed_fetches/setup(datum/ai_controller/controller, ...)
. = ..()
if (!COOLDOWN_FINISHED(src, reset_ignore_cooldown))
return FALSE
if (!length(controller.blackboard[BB_FETCH_IGNORE_LIST]))
return
/datum/ai_behavior/forget_failed_fetches/perform(seconds_per_tick, datum/ai_controller/controller)
COOLDOWN_START(src, reset_ignore_cooldown, cooldown_duration)
controller.clear_blackboard_key(BB_FETCH_IGNORE_LIST)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED