[MIRROR] Modifies "MobSpawner" and Adds ability to set-up mob AI through the interface (#6685)

Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com>
Co-authored-by: Raeschen <rycoop29@gmail.com>
This commit is contained in:
CHOMPStation2
2023-07-30 08:02:32 -07:00
committed by GitHub
parent 9b2f604f3f
commit bba71198fd
4 changed files with 378 additions and 216 deletions

View File

@@ -2,6 +2,13 @@
// The path of the mob to be spawned
var/path
//The ai type path to be assigned to the mob
var/use_custom_ai = FALSE
var/ai_type = ""
var/faction = ""
var/intent = ""
var/new_path = TRUE //Sets default ai vars based on path. Tracked explicitly because tgui_act wouldn't make it work, used in tgui_data thusly
// Defines if the location of the spawned mob should be bound of the users position
var/loc_lock = FALSE
@@ -28,26 +35,40 @@
data["initial_y"] = usr.y;
data["initial_z"] = usr.z;
return data
/datum/eventkit/mob_spawner/tgui_data(mob/user)
var/list/data = list()
data["loc_lock"] = loc_lock;
data["loc_lock"] = loc_lock
if(loc_lock)
data["loc_x"] = usr.x;
data["loc_y"] = usr.y;
data["loc_z"] = usr.z;
data["loc_x"] = usr.x
data["loc_y"] = usr.y
data["loc_z"] = usr.z
data["path"] = path;
data["use_custom_ai"] = use_custom_ai
if(path)
var/mob/M = new path();
var/mob/M = new path()
if(M)
data["default_path_name"] = M.name;
data["default_desc"] = M.desc;
data["default_flavor_text"] = M.flavor_text;
qdel(M);
data["default_path_name"] = M.name
data["default_desc"] = M.desc
data["default_flavor_text"] = M.flavor_text
if(new_path && istype(M, /mob/living))
var/mob/living/L = M
ai_type = (L.ai_holder_type ? L.ai_holder_type : /datum/ai_holder/simple_mob/inert)
faction = (L.faction ? L.faction : "neutral")
intent = (L.a_intent ? L.a_intent : I_HELP)
new_path = FALSE
qdel(L)
qdel(M)
data["ai_type"] = ai_type
data["faction"] = faction
data["intent"] = intent
return data
@@ -63,7 +84,20 @@
var/newPath = tgui_input_list(usr, "Please select the new path of the mob you want to spawn.", items = choices)
path = newPath
new_path = TRUE
return TRUE
if("toggle_custom_ai")
use_custom_ai = !use_custom_ai
return TRUE
if("set_faction")
faction = sanitize(tgui_input_text(usr, "Please input your mobs' faction", "Faction", (faction ? faction : "neutral")))
return TRUE
if("set_intent")
intent = tgui_input_list(usr, "Please select preferred intent", "Select Intent", list(I_HELP, I_HURT), (intent ? intent : I_HELP))
return TRUE
if("set_ai_path")
ai_type = tgui_input_list(usr, "Select AI path. Not all subtypes are compatible!", "AI type", \
typesof(/datum/ai_holder/), (ai_type ? ai_type : /datum/ai_holder/simple_mob/inert))
return TRUE
if("loc_lock")
loc_lock = !loc_lock
@@ -99,6 +133,18 @@
M.name = sanitize(name)
M.desc = sanitize(params["desc"])
M.flavor_text = sanitize(params["flavor_text"])
if(use_custom_ai)
if(istype(M, /mob/living))
var/mob/living/L = M
L.ai_holder_type = ai_type
L.faction = faction
L.a_intent = intent
L.initialize_ai_holder()
L.AdjustSleeping(-100)
else
to_chat(usr, span_notice("You can only set AI for subtypes of mob/living!"))
/*
WIP: Radius around selected coords

View File

@@ -1,6 +1,6 @@
import { BooleanLike } from '../../common/react';
import { useBackend, useLocalState } from '../backend';
import { Button, Flex, Input, Knob, LabeledList, NumberInput, Section, Tabs, TextArea } from '../components';
import { Button, Divider, Flex, Input, Knob, LabeledList, NumberInput, Section, Tabs, TextArea } from '../components';
import { Window } from '../layouts';
type Data = {
@@ -10,6 +10,11 @@ type Data = {
default_desc: string;
default_flavor_text: string;
use_custom_ai: BooleanLike;
ai_type: string;
faction: string;
intent: string;
default_speak_emotes: string[];
loc_lock: BooleanLike;
@@ -58,6 +63,14 @@ const GeneralMobSettings = (props, context) => {
'name',
data.default_path_name
);
const [ai_type] = useLocalState(context, 'aiType', data.ai_type);
const [use_custom_ai] = useLocalState(
context,
'toggleCustomAi',
data.use_custom_ai
);
const [faction] = useLocalState(context, 'setMobFaction', data.faction);
const [intent] = useLocalState(context, 'setIntent', data.intent);
const [desc, setDesc] = useLocalState(context, 'desc', data.default_desc);
const [flavorText, setFlavorText] = useLocalState(
context,
@@ -114,43 +127,88 @@ const GeneralMobSettings = (props, context) => {
</LabeledList.Item>
</LabeledList>
</Section>
<Section title="Positional Settings">
<LabeledList>
<LabeledList.Item label="Spawn (X/Y/Z) Coords">
<NumberInput
value={data.loc_lock ? data.loc_x : x}
minValue={0}
maxValue={256}
onChange={(e, val) => setX(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_y : y}
minValue={0}
maxValue={256}
onChange={(e, val) => setY(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_z : z}
minValue={0}
maxValue={256}
onChange={(e, val) => setZ(val)}
/>
<Button.Checkbox
content="Lock coords to self"
checked={data.loc_lock}
onClick={() => act('loc_lock')}
/>
</LabeledList.Item>
<LabeledList.Item label="Spawn Radius (WIP)">
<NumberInput
value={radius}
disabled
minValue={0}
maxValue={256}
onChange={(e, val) => setRadius(val)}
/>
</LabeledList.Item>
</LabeledList>
<Section title="General Settings">
<Flex horizontal>
<Flex.Item FlexGrow>
<Section title="Positional Settings">
<LabeledList>
<LabeledList.Item label="Spawn (X/Y/Z) Coords">
<NumberInput
value={data.loc_lock ? data.loc_x : x}
minValue={0}
maxValue={256}
onChange={(e, val) => setX(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_y : y}
minValue={0}
maxValue={256}
onChange={(e, val) => setY(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_z : z}
minValue={0}
maxValue={256}
onChange={(e, val) => setZ(val)}
/>
<Button.Checkbox
content="Lock coords to self"
checked={data.loc_lock}
onClick={() => act('loc_lock')}
/>
</LabeledList.Item>
<LabeledList.Item label="Spawn Radius (WIP)">
<NumberInput
value={radius}
disabled
minValue={0}
maxValue={256}
onChange={(e, val) => setRadius(val)}
/>
</LabeledList.Item>
</LabeledList>
</Section>
</Flex.Item>
<Flex.Item>
<Divider vertical />
</Flex.Item>
<Flex.Item FlexGrow>
<Section
title="AI settings"
buttons={
<Button
selected={use_custom_ai}
fill
content="Use Custom AI"
onClick={() => act('toggle_custom_ai')}
/>
}>
<LabeledList>
<LabeledList.Item>
<Button
fluid
content={ai_type || 'Choose AI Type'}
onClick={(val) => act('set_ai_path')}
/>
</LabeledList.Item>
<LabeledList.Item>
<Button
fluid
content={faction || 'Set Faction'}
onClick={(val) => act('set_faction')}
/>
</LabeledList.Item>
<LabeledList.Item>
<Button
fluid
content={intent || 'Set Intent'}
onClick={(val) => act('set_intent')}
/>
</LabeledList.Item>
</LabeledList>
</Section>
</Flex.Item>
</Flex>
</Section>
<Section title="Descriptions">
<Flex>

View File

@@ -1,6 +1,6 @@
import { BooleanLike } from '../../common/react';
import { useBackend, useLocalState } from '../backend';
import { Button, Flex, Input, Knob, LabeledList, NumberInput, Section, Tabs, TextArea } from '../components';
import { Button, Divider, Flex, Input, Knob, LabeledList, NumberInput, Section, Tabs, TextArea } from '../components';
import { Window } from '../layouts';
type Data = {
@@ -10,6 +10,11 @@ type Data = {
default_desc: string;
default_flavor_text: string;
use_custom_ai: BooleanLike;
ai_type: string;
faction: string;
intent: string;
default_speak_emotes: string[];
loc_lock: BooleanLike;
@@ -58,6 +63,14 @@ const GeneralMobSettings = (props, context) => {
'name',
data.default_path_name
);
const [ai_type] = useLocalState(context, 'aiType', data.ai_type);
const [use_custom_ai] = useLocalState(
context,
'toggleCustomAi',
data.use_custom_ai
);
const [faction] = useLocalState(context, 'setMobFaction', data.faction);
const [intent] = useLocalState(context, 'setIntent', data.intent);
const [desc, setDesc] = useLocalState(context, 'desc', data.default_desc);
const [flavorText, setFlavorText] = useLocalState(
context,
@@ -114,43 +127,88 @@ const GeneralMobSettings = (props, context) => {
</LabeledList.Item>
</LabeledList>
</Section>
<Section title="Positional Settings">
<LabeledList>
<LabeledList.Item label="Spawn (X/Y/Z) Coords">
<NumberInput
value={data.loc_lock ? data.loc_x : x}
minValue={0}
maxValue={256}
onChange={(e, val) => setX(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_y : y}
minValue={0}
maxValue={256}
onChange={(e, val) => setY(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_z : z}
minValue={0}
maxValue={256}
onChange={(e, val) => setZ(val)}
/>
<Button.Checkbox
content="Lock coords to self"
checked={data.loc_lock}
onClick={() => act('loc_lock')}
/>
</LabeledList.Item>
<LabeledList.Item label="Spawn Radius (WIP)">
<NumberInput
value={radius}
disabled
minValue={0}
maxValue={256}
onChange={(e, val) => setRadius(val)}
/>
</LabeledList.Item>
</LabeledList>
<Section title="General Settings">
<Flex horizontal>
<Flex.Item FlexGrow>
<Section title="Positional Settings">
<LabeledList>
<LabeledList.Item label="Spawn (X/Y/Z) Coords">
<NumberInput
value={data.loc_lock ? data.loc_x : x}
minValue={0}
maxValue={256}
onChange={(e, val) => setX(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_y : y}
minValue={0}
maxValue={256}
onChange={(e, val) => setY(val)}
/>
<NumberInput
value={data.loc_lock ? data.loc_z : z}
minValue={0}
maxValue={256}
onChange={(e, val) => setZ(val)}
/>
<Button.Checkbox
content="Lock coords to self"
checked={data.loc_lock}
onClick={() => act('loc_lock')}
/>
</LabeledList.Item>
<LabeledList.Item label="Spawn Radius (WIP)">
<NumberInput
value={radius}
disabled
minValue={0}
maxValue={256}
onChange={(e, val) => setRadius(val)}
/>
</LabeledList.Item>
</LabeledList>
</Section>
</Flex.Item>
<Flex.Item>
<Divider vertical />
</Flex.Item>
<Flex.Item FlexGrow>
<Section
title="AI settings"
buttons={
<Button
selected={use_custom_ai}
fill
content="Use Custom AI"
onClick={() => act('toggle_custom_ai')}
/>
}>
<LabeledList>
<LabeledList.Item>
<Button
fluid
content={ai_type || 'Choose AI Type'}
onClick={(val) => act('set_ai_path')}
/>
</LabeledList.Item>
<LabeledList.Item>
<Button
fluid
content={faction || 'Set Faction'}
onClick={(val) => act('set_faction')}
/>
</LabeledList.Item>
<LabeledList.Item>
<Button
fluid
content={intent || 'Set Intent'}
onClick={(val) => act('set_intent')}
/>
</LabeledList.Item>
</LabeledList>
</Section>
</Flex.Item>
</Flex>
</Section>
<Section title="Descriptions">
<Flex>

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