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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>
49 lines
1.8 KiB
Plaintext
49 lines
1.8 KiB
Plaintext
/// An AI controller for the MODsuit pathfinder module. It's activated by implant and attaches itself to the user.
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/datum/ai_controller/mod
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blackboard = list(
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BB_MOD_TARGET,
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BB_MOD_IMPLANT,
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)
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max_target_distance = MOD_AI_RANGE //a little spicy but its one specific item that summons it, and it doesn't run otherwise
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ai_movement = /datum/ai_movement/jps
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///ID card generated from the suit's required access. Used for pathing.
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var/obj/item/card/id/advanced/id_card
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/datum/ai_controller/mod/TryPossessPawn(atom/new_pawn)
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if(!istype(new_pawn, /obj/item/mod/control))
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return AI_CONTROLLER_INCOMPATIBLE
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var/obj/item/mod/control/mod = new_pawn
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id_card = new /obj/item/card/id/advanced/simple_bot()
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if(length(mod.req_access))
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id_card.set_access(mod.req_access)
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return ..() //Run parent at end
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/datum/ai_controller/mod/UnpossessPawn(destroy)
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QDEL_NULL(id_card)
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return ..() //Run parent at end
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/datum/ai_controller/mod/SelectBehaviors(seconds_per_tick)
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current_behaviors = list()
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if(blackboard[BB_MOD_TARGET] && blackboard[BB_MOD_IMPLANT])
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queue_behavior(/datum/ai_behavior/mod_attach)
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/datum/ai_controller/mod/get_access()
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return id_card
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/datum/ai_behavior/mod_attach
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behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT|AI_BEHAVIOR_MOVE_AND_PERFORM
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/datum/ai_behavior/mod_attach/perform(seconds_per_tick, datum/ai_controller/controller)
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. = ..()
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if(!controller.pawn.Adjacent(controller.blackboard[BB_MOD_TARGET]))
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return
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var/obj/item/implant/mod/implant = controller.blackboard[BB_MOD_IMPLANT]
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implant.module.attach(controller.blackboard[BB_MOD_TARGET])
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finish_action(controller, TRUE)
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/datum/ai_behavior/mod_attach/finish_action(datum/ai_controller/controller, succeeded)
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. = ..()
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controller.clear_blackboard_key(BB_MOD_TARGET)
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var/obj/item/implant/mod/implant = controller.blackboard[BB_MOD_IMPLANT]
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implant.end_recall(succeeded)
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