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