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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>
177 lines
6.1 KiB
Plaintext
177 lines
6.1 KiB
Plaintext
/*
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AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a mob. What this means is that these datums
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have ways of interacting with a specific mob and control it.
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*/
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///OOK OOK OOK
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/datum/ai_controller/monkey
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movement_delay = 0.4 SECONDS
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planning_subtrees = list(
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/datum/ai_planning_subtree/generic_resist,
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/datum/ai_planning_subtree/monkey_combat,
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/datum/ai_planning_subtree/generic_hunger,
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/datum/ai_planning_subtree/generic_play_instrument,
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/datum/ai_planning_subtree/monkey_shenanigans,
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)
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blackboard = list(
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BB_MONKEY_AGGRESSIVE = FALSE,
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BB_MONKEY_BEST_FORCE_FOUND = 0,
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BB_MONKEY_ENEMIES = list(),
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BB_MONKEY_BLACKLISTITEMS = list(),
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BB_MONKEY_PICKUPTARGET = null,
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BB_MONKEY_PICKPOCKETING = FALSE,
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BB_MONKEY_DISPOSING = FALSE,
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BB_MONKEY_TARGET_DISPOSAL = null,
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BB_MONKEY_CURRENT_ATTACK_TARGET = null,
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BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
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BB_MONKEY_GUN_WORKED = TRUE,
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BB_SONG_LINES = MONKEY_SONG,
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)
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idle_behavior = /datum/idle_behavior/idle_monkey
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/datum/ai_controller/monkey/New(atom/new_pawn)
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AddElement(/datum/element/ai_control_examine, list(
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ORGAN_SLOT_EYES = span_monkey("eyes have a primal look in them."),
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))
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return ..()
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/datum/ai_controller/monkey/pun_pun
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movement_delay = 0.7 SECONDS //pun pun moves slower so the bartender can keep track of them
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planning_subtrees = list(
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/datum/ai_planning_subtree/generic_resist,
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/datum/ai_planning_subtree/monkey_combat,
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/datum/ai_planning_subtree/generic_hunger,
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/datum/ai_planning_subtree/generic_play_instrument,
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/datum/ai_planning_subtree/punpun_shenanigans,
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)
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idle_behavior = /datum/idle_behavior/idle_monkey/pun_pun
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/datum/ai_controller/monkey/angry
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/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
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. = ..()
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if(. & AI_CONTROLLER_INCOMPATIBLE)
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return
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set_blackboard_key(BB_MONKEY_AGGRESSIVE, TRUE) //Angry cunt
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/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
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if(!isliving(new_pawn))
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return AI_CONTROLLER_INCOMPATIBLE
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var/mob/living/living_pawn = new_pawn
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living_pawn.AddElement(/datum/element/relay_attackers)
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RegisterSignal(new_pawn, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_attacked))
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RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, PROC_REF(on_startpulling))
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RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, PROC_REF(on_try_syringe))
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RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, PROC_REF(on_attempt_cuff))
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RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, PROC_REF(update_movespeed))
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movement_delay = living_pawn.cached_multiplicative_slowdown
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return ..() //Run parent at end
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/datum/ai_controller/monkey/UnpossessPawn(destroy)
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UnregisterSignal(pawn, list(
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COMSIG_ATOM_WAS_ATTACKED,
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COMSIG_LIVING_START_PULL,
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COMSIG_LIVING_TRY_SYRINGE,
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COMSIG_CARBON_CUFF_ATTEMPTED,
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COMSIG_MOB_MOVESPEED_UPDATED,
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))
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return ..() //Run parent at end
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/datum/ai_controller/monkey/on_sentience_lost()
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. = ..()
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set_trip_mode(mode = TRUE)
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/datum/ai_controller/monkey/able_to_run()
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var/mob/living/living_pawn = pawn
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if(IS_DEAD_OR_INCAP(living_pawn))
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return FALSE
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return ..()
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/datum/ai_controller/monkey/proc/set_trip_mode(mode = TRUE)
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var/mob/living/carbon/regressed_monkey = pawn
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var/brain = regressed_monkey.get_organ_slot(ORGAN_SLOT_BRAIN)
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if(istype(brain, /obj/item/organ/internal/brain/primate)) // In case we are a monkey AI in a human brain by who was previously controlled by a client but it now not by some marvel
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var/obj/item/organ/internal/brain/primate/monkeybrain = brain
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monkeybrain.tripping = mode
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///re-used behavior pattern by monkeys for finding a weapon
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/datum/ai_controller/monkey/proc/TryFindWeapon()
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var/mob/living/living_pawn = pawn
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if(!(locate(/obj/item) in living_pawn.held_items))
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set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, 0)
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if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in living_pawn.held_items))
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// We have a gun, what could we possibly want?
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return FALSE
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var/obj/item/weapon
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var/list/nearby_items = list()
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for(var/obj/item/item in oview(2, living_pawn))
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nearby_items += item
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for(var/obj/item/item in living_pawn.held_items) // If we've got some garbage in out hands thats going to stop us from effectivly attacking, we should get rid of it.
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if(item.force < 2)
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living_pawn.dropItemToGround(item)
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weapon = GetBestWeapon(src, nearby_items, living_pawn.held_items)
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var/pickpocket = FALSE
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for(var/mob/living/carbon/human/human in oview(5, living_pawn))
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var/obj/item/held_weapon = GetBestWeapon(src, human.held_items + weapon, living_pawn.held_items)
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if(held_weapon == weapon) // It's just the same one, not a held one
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continue
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pickpocket = TRUE
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weapon = held_weapon
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if(!weapon || (weapon in living_pawn.held_items))
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return FALSE
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if(weapon.force < 2) // our bite does 2 damage on avarage, no point in settling for anything less
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return FALSE
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set_blackboard_key(BB_MONKEY_PICKUPTARGET, weapon)
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set_movement_target(type, weapon)
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if(pickpocket)
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queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket)
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else
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queue_behavior(/datum/ai_behavior/monkey_equip/ground)
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return TRUE
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///Reactive events to being hit
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/datum/ai_controller/monkey/proc/retaliate(mob/living/L)
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add_blackboard_key_assoc(BB_MONKEY_ENEMIES, L, MONKEY_HATRED_AMOUNT)
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/datum/ai_controller/monkey/proc/on_attacked(datum/source, mob/attacker)
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SIGNAL_HANDLER
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if(prob(MONKEY_RETALIATE_PROB))
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retaliate(attacker)
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/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
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SIGNAL_HANDLER
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var/mob/living/living_pawn = pawn
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if(!IS_DEAD_OR_INCAP(living_pawn) && prob(MONKEY_PULL_AGGRO_PROB)) // nuh uh you don't pull me!
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retaliate(living_pawn.pulledby)
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return TRUE
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/datum/ai_controller/monkey/proc/on_try_syringe(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_SYRINGE_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attempt_cuff(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_CUFF_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/update_movespeed(mob/living/pawn)
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SIGNAL_HANDLER
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movement_delay = pawn.cached_multiplicative_slowdown
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