mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-20 06:32:56 +00:00
* 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>
135 lines
4.7 KiB
Plaintext
135 lines
4.7 KiB
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)
|
|
. = ..()
|
|
var/find_this_thing = search_tactic(controller, locate_path, search_range)
|
|
if(find_this_thing)
|
|
controller.set_blackboard_key(set_key, find_this_thing)
|
|
finish_action(controller, TRUE)
|
|
else
|
|
finish_action(controller, FALSE)
|
|
|
|
/datum/ai_behavior/find_and_set/proc/search_tactic(datum/ai_controller/controller, locate_path, search_range)
|
|
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/edible
|
|
|
|
/datum/ai_behavior/find_and_set/edible/search_tactic(datum/ai_controller/controller, locate_path, search_range)
|
|
var/mob/living/living_pawn = controller.pawn
|
|
var/list/food_candidates = list()
|
|
for(var/held_candidate as anything in living_pawn.held_items)
|
|
if(!held_candidate || !IsEdible(held_candidate))
|
|
continue
|
|
food_candidates += held_candidate
|
|
|
|
var/list/local_results = locate(locate_path) in oview(search_range, controller.pawn)
|
|
for(var/local_candidate in local_results)
|
|
if(!IsEdible(local_candidate))
|
|
continue
|
|
food_candidates += local_candidate
|
|
if(food_candidates.len)
|
|
return pick(food_candidates)
|
|
|
|
/**
|
|
* 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
|
|
|
|
/**
|
|
* 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 = list()
|
|
for(var/locate_path in locate_paths)
|
|
var/single_locate = ..(controller, locate_path, search_range)
|
|
if(single_locate)
|
|
found += single_locate
|
|
if(found.len)
|
|
return pick(found)
|
|
|
|
/**
|
|
* 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 as anything 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_mob(dead_pal))
|
|
continue
|
|
nearby_bodies += dead_pal
|
|
|
|
if (nearby_bodies.len)
|
|
return pick(nearby_bodies)
|