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* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791) ## 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 /🆑 * Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
167 lines
6.1 KiB
Plaintext
167 lines
6.1 KiB
Plaintext
// None of these are really complex enough to merit their own file
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/**
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* # Pet Command: Idle
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* Tells a pet to resume its idle behaviour, usually staying put where you leave it
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*/
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/datum/pet_command/idle
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command_name = "Stay"
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command_desc = "Command your pet to stay idle in this location."
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radial_icon = 'icons/obj/objects.dmi'
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radial_icon_state = "dogbed"
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speech_commands = list("sit", "stay", "stop")
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command_feedback = "sits"
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/datum/pet_command/idle/execute_action(datum/ai_controller/controller)
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return SUBTREE_RETURN_FINISH_PLANNING // This cancels further AI planning
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/**
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* # Pet Command: Stop
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* Tells a pet to exit command mode and resume its normal behaviour, which includes regular target-seeking and what have you
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*/
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/datum/pet_command/free
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command_name = "Loose"
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command_desc = "Allow your pet to resume its natural behaviours."
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radial_icon = 'icons/mob/actions/actions_spells.dmi'
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radial_icon_state = "repulse"
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speech_commands = list("free", "loose")
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command_feedback = "relaxes"
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/datum/pet_command/free/execute_action(datum/ai_controller/controller)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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return // Just move on to the next planning subtree.
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/**
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* # Pet Command: Follow
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* Tells a pet to follow you until you tell it to do something else
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*/
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/datum/pet_command/follow
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command_name = "Follow"
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command_desc = "Command your pet to accompany you."
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radial_icon = 'icons/testing/turf_analysis.dmi'
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radial_icon_state = "red_arrow"
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speech_commands = list("heel", "follow")
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/datum/pet_command/follow/set_command_active(mob/living/parent, mob/living/commander)
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. = ..()
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set_command_target(parent, commander)
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/datum/pet_command/follow/execute_action(datum/ai_controller/controller)
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controller.queue_behavior(/datum/ai_behavior/pet_follow_friend, BB_CURRENT_PET_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Play Dead
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* Pretend to be dead for a random period of time
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*/
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/datum/pet_command/play_dead
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command_name = "Play Dead"
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command_desc = "Play a macabre trick."
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radial_icon = 'icons/mob/simple/pets.dmi'
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radial_icon_state = "puppy_dead"
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speech_commands = list("play dead") // Don't get too creative here, people talk about dying pretty often
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/datum/pet_command/play_dead/execute_action(datum/ai_controller/controller)
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controller.queue_behavior(/datum/ai_behavior/play_dead)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Good Boy
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* React if complimented
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*/
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/datum/pet_command/good_boy
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command_name = "Good Boy"
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command_desc = "Give your pet a compliment."
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hidden = TRUE
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/datum/pet_command/good_boy/New(mob/living/parent)
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. = ..()
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speech_commands += "good [parent.name]"
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switch (parent.gender)
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if (MALE)
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speech_commands += "good boy"
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return
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if (FEMALE)
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speech_commands += "good girl"
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return
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// If we get past this point someone has finally added a non-binary dog
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/datum/pet_command/good_boy/execute_action(datum/ai_controller/controller)
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controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
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var/mob/living/parent = weak_parent.resolve()
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if (!parent)
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return SUBTREE_RETURN_FINISH_PLANNING
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new /obj/effect/temp_visual/heart(parent.loc)
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parent.emote("spin")
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Attack
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* Tells a pet to chase and bite the next thing you point at
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*/
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/datum/pet_command/point_targetting/attack
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command_name = "Attack"
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command_desc = "Command your pet to attack things that you point out to it."
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radial_icon = 'icons/effects/effects.dmi'
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radial_icon_state = "bite"
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speech_commands = list("attack", "sic", "kill")
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command_feedback = "growl"
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pointed_reaction = "and growls"
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/// Balloon alert to display if providing an invalid target
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var/refuse_reaction = "shakes head"
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/// Attack behaviour to use, generally you will want to override this to add some kind of cooldown
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var/attack_behaviour = /datum/ai_behavior/basic_melee_attack
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// Refuse to target things we can't target, chiefly other friends
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/datum/pet_command/point_targetting/attack/set_command_target(mob/living/parent, atom/target)
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if (!target)
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return
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var/mob/living/living_parent = parent
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if (!living_parent.ai_controller)
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return
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var/datum/targetting_datum/targeter = living_parent.ai_controller.blackboard[targetting_datum_key]
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if (!targeter)
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return
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if (!targeter.can_attack(living_parent, target))
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refuse_target(parent, target)
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return
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return ..()
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/// Display feedback about not targetting something
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/datum/pet_command/point_targetting/attack/proc/refuse_target(mob/living/parent, atom/target)
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var/mob/living/living_parent = parent
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living_parent.balloon_alert_to_viewers("[refuse_reaction]")
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living_parent.visible_message(span_notice("[living_parent] refuses to attack [target]."))
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/datum/pet_command/point_targetting/attack/execute_action(datum/ai_controller/controller)
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controller.queue_behavior(attack_behaviour, BB_CURRENT_PET_TARGET, targetting_datum_key)
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return SUBTREE_RETURN_FINISH_PLANNING
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/**
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* # Pet Command: Targetted Ability
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* Tells a pet to use some kind of ability on the next thing you point at
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*/
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/datum/pet_command/point_targetting/use_ability
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command_name = "Use ability"
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command_desc = "Command your pet to use one of its special skills on something that you point out to it."
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radial_icon = 'icons/mob/actions/actions_spells.dmi'
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radial_icon_state = "projectile"
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speech_commands = list("shoot", "blast", "cast")
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command_feedback = "growl"
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pointed_reaction = "and growls"
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/// Blackboard key where a reference to some kind of mob ability is stored
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var/pet_ability_key
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/datum/pet_command/point_targetting/use_ability/execute_action(datum/ai_controller/controller)
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if (!pet_ability_key)
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return
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var/datum/action/cooldown/using_action = controller.blackboard[pet_ability_key]
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if (QDELETED(using_action))
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return
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// We don't check if the target exists because we want to 'sit attentively' if we've been instructed to attack but not given one yet
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// We also don't check if the cooldown is over because there's no way a pet owner can know that, the behaviour will handle it
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controller.queue_behavior(/datum/ai_behavior/pet_use_ability, pet_ability_key, BB_CURRENT_PET_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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