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Bubberstation/code/datums/ai/generic/find_and_set.dm
MrMelbert c080b83c41 Monkey eating glowup (#93759)
## About The Pull Request

1. Monkeys will only seek out food to eat if they are actually hungry,
rather than on an arbitrary cooldown.
2. Monkeys will no longer teleport-yoink food out of your hands.
Instead, they may get angry at you for stealing their food, and fight
you over it. The hungrier the monkey, the more likely they are to fight.
3. Monkeys will discard trash and empty glasses (on the floor) after
eating or drinking them.
4. Monkeys can target soup to eat
5. PunPun will no longer seek out drinks if they are hungry.
6. PunPun will now, if the bartender is absent and there are multiple
patrons around, attempt to find filled glasses or food to hand out to
patrons.
7. Several places that sought edible items no longer include drinking
glasses as edible items

<img width="656" height="185" alt="image"
src="https://github.com/user-attachments/assets/8b3a6ac1-ae2c-41a0-919f-b471ad93bb0f"
/>

## Why It's Good For The Game

PunPun shouldn't be yoinking glasses out of patron's hands - their
intended behavior is to serve drinks not steal them

Otherwise, monkey eating was a bit jank due to it being some of our
oldest ai code. I largely just brought it up to more modern ai
standards.

## Changelog

🆑 Melbert
add: If the bartender is absent, PunPun will serve filled drink glasses
to patrons that don't have one.
add: PunPun will now ignore filled drinks and items being held when
looking for stuff to eat.
add: Monkeys can eat soup.
add: Monkeys will no longer seek out food if they are not hungry.
add: Hungry monkeys might fight you over the food you are holding. The
hungrier the monkey, the angrier the monkey.
fix: Monkeys can no longer teleport items out of your hands to eat. 
/🆑
2025-11-08 01:32:46 +01:00

221 lines
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Plaintext

/**find and set
* Finds an item near themselves, sets a blackboard key as it. Very useful for ais that need to use machines or something.
* if you want to do something more complicated than find a single atom, change the search_tactic() proc
* cool tip: search_tactic() can set lists
*/
/datum/ai_behavior/find_and_set
action_cooldown = 2 SECONDS
/datum/ai_behavior/find_and_set/perform(seconds_per_tick, datum/ai_controller/controller, set_key, locate_path, search_range)
if (controller.blackboard_key_exists(set_key))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
if(QDELETED(controller.pawn))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
var/find_this_thing = search_tactic(controller, locate_path, search_range)
if(isnull(find_this_thing))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.set_blackboard_key(set_key, find_this_thing)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/find_and_set/proc/search_tactic(datum/ai_controller/controller, locate_path, search_range = 3)
return locate(locate_path) in oview(search_range, controller.pawn)
/**
* Variant of find and set that fails if the living pawn doesn't hold something
*/
/datum/ai_behavior/find_and_set/pawn_must_hold_item
/datum/ai_behavior/find_and_set/pawn_must_hold_item/search_tactic(datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
if(!living_pawn.get_num_held_items())
return //we want to fail the search if we don't have something held
return ..()
/**
* Variant of find and set that also requires the item to be edible. checks hands too
*/
/datum/ai_behavior/find_and_set/food_or_drink
var/force_find_drinks = FALSE
/datum/ai_behavior/find_and_set/food_or_drink/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/mob/living/living_pawn = controller.pawn
var/find_drinks = force_find_drinks || controller.blackboard[BB_IGNORE_DRINKS] || FALSE
for(var/atom/held_candidate in living_pawn.held_items)
if(is_food_or_drink(controller, held_candidate, find_drinks))
return held_candidate
for(var/atom/local_candidate in oview(search_range, controller.pawn))
if(is_food_or_drink(controller, local_candidate, find_drinks) && istype(local_candidate, locate_path))
return local_candidate
return null
/datum/ai_behavior/find_and_set/food_or_drink/proc/is_food_or_drink(datum/ai_controller/controller, obj/item/thing, find_drinks = FALSE)
return is_food(thing) || (find_drinks && is_drink(thing))
/datum/ai_behavior/find_and_set/food_or_drink/proc/is_food(obj/item/thing)
if(IS_EDIBLE(thing))
return TRUE
if(istype(thing, /obj/item/reagent_containers/cup/bowl))
return thing.reagents.total_volume > 0
return FALSE
/datum/ai_behavior/find_and_set/food_or_drink/proc/is_drink(obj/item/thing)
if(istype(thing, /obj/item/reagent_containers/cup/glass))
return thing.reagents.total_volume > 0
return FALSE
/datum/ai_behavior/find_and_set/food_or_drink/to_eat
/datum/ai_behavior/find_and_set/food_or_drink/to_serve
force_find_drinks = TRUE
/**
* Variant of find and set that only checks in hands, search range should be excluded for this
*/
/datum/ai_behavior/find_and_set/in_hands
/datum/ai_behavior/find_and_set/in_hands/search_tactic(datum/ai_controller/controller, locate_path)
var/mob/living/living_pawn = controller.pawn
return locate(locate_path) in living_pawn.held_items
/datum/ai_behavior/find_and_set/in_hands/given_list
/datum/ai_behavior/find_and_set/in_hands/given_list/search_tactic(datum/ai_controller/controller, locate_paths)
var/list/found = typecache_filter_list(controller.pawn, locate_paths)
if(length(found))
return pick(found)
/**
* Variant of find and set that takes a list of things to find.
*/
/datum/ai_behavior/find_and_set/in_list
/datum/ai_behavior/find_and_set/in_list/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
var/list/found = typecache_filter_list(oview(search_range, controller.pawn), locate_paths)
if(length(found))
return pick(found)
/// Like find_and_set/in_list, but we return the turf location of the item instead of the item itself.
/datum/ai_behavior/find_and_set/in_list/turf_location
/datum/ai_behavior/find_and_set/in_list/turf_location/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
. = ..()
if(isnull(.))
return null
return get_turf(.)
/**
* Variant of find and set which returns an object which can be animated with a staff of change
*/
/datum/ai_behavior/find_and_set/animatable
/datum/ai_behavior/find_and_set/animatable/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/mob/living/living_pawn = controller.pawn
var/list/nearby_items = list()
for (var/obj/new_friend in oview(search_range, controller.pawn))
if (!isitem(new_friend) && !isstructure(new_friend))
continue
if (is_type_in_list(new_friend, GLOB.animatable_blacklist))
continue
if (living_pawn.see_invisible < new_friend.invisibility)
continue
nearby_items += new_friend
if(nearby_items.len)
return pick(nearby_items)
/**
* Variant of find and set which returns the nearest wall which isn't invulnerable
*/
/datum/ai_behavior/find_and_set/nearest_wall
/datum/ai_behavior/find_and_set/nearest_wall/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/mob/living/living_pawn = controller.pawn
var/list/nearby_walls = list()
for (var/turf/closed/new_wall in oview(search_range, controller.pawn))
if (isindestructiblewall(new_wall))
continue
nearby_walls += new_wall
if(nearby_walls.len)
return get_closest_atom(/turf/closed/, nearby_walls, living_pawn)
/**
* Variant of find and set which returns corpses who share your faction
*/
/datum/ai_behavior/find_and_set/friendly_corpses
/datum/ai_behavior/find_and_set/friendly_corpses/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/mob/living/living_pawn = controller.pawn
var/list/nearby_bodies = list()
for (var/mob/living/dead_pal in oview(search_range, controller.pawn))
if (!isturf(dead_pal.loc))
continue
if (!dead_pal.stat || dead_pal.health > 0)
continue
if (living_pawn.see_invisible < dead_pal.invisibility)
continue
if (!living_pawn.faction_check_atom(dead_pal))
continue
nearby_bodies += dead_pal
if (nearby_bodies.len)
return pick(nearby_bodies)
/**
* A variant that looks for a human who is not dead or incapacitated, and has a mind
*/
/datum/ai_behavior/find_and_set/conscious_person
/datum/ai_behavior/find_and_set/conscious_person/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/list/customers = list()
for(var/mob/living/carbon/human/target in oview(search_range, controller.pawn))
if(IS_DEAD_OR_INCAP(target) || !target.mind)
continue
customers += target
if(customers.len)
return pick(customers)
return null
/datum/ai_behavior/find_and_set/nearby_friends
action_cooldown = 2 SECONDS
/datum/ai_behavior/find_and_set/nearby_friends/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/atom/friend = locate(/mob/living/carbon/human) in oview(search_range, controller.pawn)
if(isnull(friend))
return null
var/mob/living/living_pawn = controller.pawn
var/potential_friend = living_pawn.faction.Find(REF(friend)) ? friend : null
return potential_friend
/datum/ai_behavior/find_and_set/in_list/turf_types
/datum/ai_behavior/find_and_set/in_list/turf_types/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
var/list/found = RANGE_TURFS(search_range, controller.pawn)
shuffle_inplace(found)
for(var/turf/possible_turf as anything in found)
if(!is_type_in_typecache(possible_turf, locate_paths))
continue
if(can_see(controller.pawn, possible_turf, search_range))
return possible_turf
return null
/datum/ai_behavior/find_and_set/in_list/closest_turf
/datum/ai_behavior/find_and_set/in_list/closest_turf/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
var/list/found = RANGE_TURFS(search_range, controller.pawn)
for(var/turf/possible_turf as anything in found)
if(!is_type_in_typecache(possible_turf, locate_paths) || !can_see(controller.pawn, possible_turf, search_range))
found -= possible_turf
return (length(found)) ? get_closest_atom(/turf, found, controller.pawn) : null