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## About The Pull Request Replaces weakref usage in AI blackboards with deleting signals All blackboard var setting must go through setters rather than directly ## Why It's Good For The Game This both makes it a ton easier to develop AI for, and also makes it harder for hard deletes to sneak in, as has been seen with recent 515 prs showing hard deletes in AI blackboards (To quantify "making it easier to develop AI", I found multiple bugs in existing AI code due to the usage of weakrefs.) I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also maybe `@LemonInTheDark` if they're interested ## Changelog 🆑 Melbert refactor: Mob ai refactored once again /🆑
25 lines
1.1 KiB
Plaintext
25 lines
1.1 KiB
Plaintext
/datum/ai_planning_subtree/haunted/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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var/obj/item/item_pawn = controller.pawn
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if(ismob(item_pawn.loc)) //We're being held, maybe escape?
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if(controller.blackboard[BB_LIKES_EQUIPPER])//don't unequip from people it's okay with
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return
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if(SPT_PROB(HAUNTED_ITEM_ESCAPE_GRASP_CHANCE, seconds_per_tick))
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controller.queue_behavior(/datum/ai_behavior/item_escape_grasp)
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return SUBTREE_RETURN_FINISH_PLANNING
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if(!SPT_PROB(HAUNTED_ITEM_ATTACK_HAUNT_CHANCE, seconds_per_tick))
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return
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var/list/to_haunt_list = controller.blackboard[BB_TO_HAUNT_LIST]
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for(var/mob/living/haunt_target as anything in to_haunt_list)
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if(to_haunt_list[haunt_target] <= 0)
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controller.remove_thing_from_blackboard_key(BB_TO_HAUNT_LIST, haunt_target)
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continue
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if(get_dist(haunt_target, item_pawn) <= 7)
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controller.set_blackboard_key(BB_HAUNT_TARGET, haunt_target)
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controller.queue_behavior(/datum/ai_behavior/item_move_close_and_attack/ghostly/haunted, BB_HAUNT_TARGET, BB_HAUNTED_THROW_ATTEMPT_COUNT)
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return SUBTREE_RETURN_FINISH_PLANNING
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