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## About The Pull Request <details><summary>A bunch of the numerous CI issues </summary>   </details> You can view the full list of them here https://github.com/Skyrat-SS13/Skyrat-tg/actions/runs/7148986054/job/19470671408. What seems to be happening is, the `ai_controller` `fire()`s, and at some point the the `pawn` var has become null from qdeletion. Many of the `SelectBehaviors()` procs make use of that var, and then try to access it without any safeties whatsoever. I believe it is mainly happening because of long `do_after()`s and other procs that sleep. This PR just adds those safeties. I probably didn't get them all, but this should fix the ones I have seen in CI. There may be a better solution to cover all future cases of this but I will wait on feedback to proceed. See below comments: --- I don't know if you would rather this to always be checked at the controller level instead (or in `able_to_plan()` perhaps?) but I could do that if it's wanted. I wasn't sure if there were certain things that depended on `SelectBehaviors()` running for cleanup so I opted against that. On that note, shouldn't we just be qdeleting the `ai_controller` when the pawn gets qdeleted? Is that not already happening? And if not, is there a reason for it? That would probably be the best way to handle it... ## Why It's Good For The Game I would like to stop seeing so many random CI failures, wouldn't you? ## Changelog 🆑 fix: fixes some AI runtimes that were caused by the pawn becoming null /🆑
182 lines
6.2 KiB
Plaintext
182 lines
6.2 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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var/static/list/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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AddElement(/datum/element/ai_control_examine, control_examine)
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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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pawn = new_pawn
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set_blackboard_key(BB_MONKEY_AGGRESSIVE, TRUE) //Angry cunt
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set_trip_mode(mode = FALSE)
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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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if(QDELETED(regressed_monkey))
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return
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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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