/mob/living/bot
name = "Bot"
health = 20
maxHealth = 20
icon = 'icons/obj/aibots.dmi'
layer = MOB_LAYER
universal_speak = 1
density = 0
var/obj/item/weapon/card/id/botcard = null
var/list/botcard_access = list()
var/on = 1
var/open = 0
var/locked = 1
var/emagged = 0
var/light_strength = 3
var/busy = 0
var/obj/access_scanner = null
var/list/req_access = list()
var/list/req_one_access = list()
var/atom/target = null
var/list/ignore_list = list()
var/list/patrol_path = list()
var/list/target_path = list()
var/turf/obstacle = null
var/wait_if_pulled = 0 // Only applies to moving to the target
var/will_patrol = 0 // If set to 1, will patrol, duh
var/patrol_speed = 1 // How many times per tick we move when patrolling
var/target_speed = 2 // Ditto for chasing the target
var/min_target_dist = 1 // How close we try to get to the target
var/max_target_dist = 50 // How far we are willing to go
var/max_patrol_dist = 250
var/target_patience = 5
var/frustration = 0
var/max_frustration = 0
/mob/living/bot/New()
..()
update_icons()
botcard = new /obj/item/weapon/card/id(src)
botcard.access = botcard_access.Copy()
access_scanner = new /obj(src)
access_scanner.req_access = req_access.Copy()
access_scanner.req_one_access = req_one_access.Copy()
// Make sure mapped in units start turned on.
/mob/living/bot/initialize()
..()
if(on)
turn_on() // Update lights and other stuff
/mob/living/bot/Life()
..()
if(health <= 0)
death()
return
weakened = 0
stunned = 0
paralysis = 0
if(on && !client && !busy)
spawn(0)
handleAI()
/mob/living/bot/updatehealth()
if(status_flags & GODMODE)
health = getMaxHealth()
stat = CONSCIOUS
else
health = getMaxHealth() - getFireLoss() - getBruteLoss()
oxyloss = 0
toxloss = 0
cloneloss = 0
halloss = 0
/mob/living/bot/death()
explode()
/mob/living/bot/attackby(var/obj/item/O, var/mob/user)
if(O.GetID())
if(access_scanner.allowed(user) && !open && !emagged)
locked = !locked
user << "Controls are now [locked ? "locked." : "unlocked."]"
attack_hand(user)
else
if(emagged)
user << "ERROR"
if(open)
user << "Please close the access panel before locking it."
else
user << "Access denied."
return
else if(istype(O, /obj/item/weapon/screwdriver))
if(!locked)
open = !open
user << "Maintenance panel is now [open ? "opened" : "closed"]."
playsound(src, O.usesound, 50, 1)
else
user << "You need to unlock the controls first."
return
else if(istype(O, /obj/item/weapon/weldingtool))
if(health < getMaxHealth())
if(open)
health = min(getMaxHealth(), health + 10)
user.visible_message("[user] repairs [src].","You repair [src].")
playsound(src, O.usesound, 50, 1)
else
user << "Unable to repair with the maintenance panel closed."
else
user << "[src] does not need a repair."
return
else
..()
/mob/living/bot/attack_ai(var/mob/user)
return attack_hand(user)
/mob/living/bot/say(var/message)
var/verb = "beeps"
message = sanitize(message)
..(message, null, verb)
/mob/living/bot/speech_bubble_appearance()
return "machine"
/mob/living/bot/Bump(var/atom/A)
if(on && botcard && istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
if(!istype(D, /obj/machinery/door/firedoor) && !istype(D, /obj/machinery/door/blast) && D.check_access(botcard))
D.open()
else
..()
/mob/living/bot/emag_act(var/remaining_charges, var/mob/user)
return 0
/mob/living/bot/proc/handleAI()
if(ignore_list.len)
for(var/atom/A in ignore_list)
if(!A || !A.loc || prob(1))
ignore_list -= A
handleRegular()
if(target && confirmTarget(target))
if(Adjacent(target))
handleAdjacentTarget()
else
handleRangedTarget()
if(!wait_if_pulled || !pulledby)
for(var/i = 1 to target_speed)
sleep(20 / (target_speed + 1))
stepToTarget()
if(max_frustration && frustration > max_frustration * target_speed)
handleFrustrated(1)
else
resetTarget()
lookForTargets()
if(will_patrol && !pulledby && !target)
if(patrol_path && patrol_path.len)
for(var/i = 1 to patrol_speed)
sleep(20 / (patrol_speed + 1))
handlePatrol()
if(max_frustration && frustration > max_frustration * patrol_speed)
handleFrustrated(0)
else
startPatrol()
else
handleIdle()
/mob/living/bot/proc/handleRegular()
return
/mob/living/bot/proc/handleAdjacentTarget()
return
/mob/living/bot/proc/handleRangedTarget()
return
/mob/living/bot/proc/stepToTarget()
if(!target || !target.loc)
return
if(get_dist(src, target) > min_target_dist)
if(!target_path.len || get_turf(target) != target_path[target_path.len])
calcTargetPath()
if(makeStep(target_path))
frustration = 0
else if(max_frustration)
++frustration
return
/mob/living/bot/proc/handleFrustrated(var/targ)
obstacle = targ ? target_path[1] : patrol_path[1]
target_path = list()
patrol_path = list()
return
/mob/living/bot/proc/lookForTargets()
return
/mob/living/bot/proc/confirmTarget(var/atom/A)
if(A.invisibility >= INVISIBILITY_LEVEL_ONE)
return 0
if(A in ignore_list)
return 0
if(!A.loc)
return 0
return 1
/mob/living/bot/proc/handlePatrol()
makeStep(patrol_path)
return
/mob/living/bot/proc/startPatrol()
var/turf/T = getPatrolTurf()
if(T)
patrol_path = AStar(get_turf(loc), T, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, max_patrol_dist, id = botcard, exclude = obstacle)
if(!patrol_path)
patrol_path = list()
obstacle = null
return
/mob/living/bot/proc/getPatrolTurf()
var/minDist = INFINITY
var/obj/machinery/navbeacon/targ = locate() in get_turf(src)
if(!targ)
for(var/obj/machinery/navbeacon/N in navbeacons)
if(!N.codes["patrol"])
continue
if(get_dist(src, N) < minDist)
minDist = get_dist(src, N)
targ = N
if(targ && targ.codes["next_patrol"])
for(var/obj/machinery/navbeacon/N in navbeacons)
if(N.location == targ.codes["next_patrol"])
targ = N
break
if(targ)
return get_turf(targ)
return null
/mob/living/bot/proc/handleIdle()
return
/mob/living/bot/proc/calcTargetPath()
target_path = AStar(get_turf(loc), get_turf(target), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, max_target_dist, id = botcard, exclude = obstacle)
if(!target_path)
if(target && target.loc)
ignore_list |= target
resetTarget()
obstacle = null
return
/mob/living/bot/proc/makeStep(var/list/path)
if(!path.len)
return 0
var/turf/T = path[1]
if(get_turf(src) == T)
path -= T
return makeStep(path)
return step_towards(src, T)
/mob/living/bot/proc/resetTarget()
target = null
target_path = list()
frustration = 0
obstacle = null
/mob/living/bot/proc/turn_on()
if(stat)
return 0
on = 1
set_light(light_strength)
update_icons()
resetTarget()
patrol_path = list()
ignore_list = list()
return 1
/mob/living/bot/proc/turn_off()
on = 0
busy = 0 // If ever stuck... reboot!
set_light(0)
update_icons()
/mob/living/bot/proc/explode()
qdel(src)
/******************************************************************/
// Navigation procs
// Used for A-star pathfinding
// Returns the surrounding cardinal turfs with open links
// Including through doors openable with the ID
/turf/proc/CardinalTurfsWithAccess(var/obj/item/weapon/card/id/ID)
var/L[] = new()
// for(var/turf/simulated/t in oview(src,1))
for(var/d in cardinal)
var/turf/T = get_step(src, d)
if(istype(T) && !T.density)
if(!LinkBlockedWithAccess(src, T, ID))
L.Add(T)
return L
// Similar to above but not restricted to just cardinal directions.
/turf/proc/TurfsWithAccess(var/obj/item/weapon/card/id/ID)
var/L[] = new()
for(var/d in alldirs)
var/turf/T = get_step(src, d)
if(istype(T) && !T.density)
if(!LinkBlockedWithAccess(src, T, ID))
L.Add(T)
return L
// Returns true if a link between A and B is blocked
// Movement through doors allowed if ID has access
/proc/LinkBlockedWithAccess(turf/A, turf/B, obj/item/weapon/card/id/ID)
if(A == null || B == null) return 1
var/adir = get_dir(A,B)
var/rdir = get_dir(B,A)
if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
var/iStep = get_step(A,adir&(NORTH|SOUTH))
if(!LinkBlockedWithAccess(A,iStep, ID) && !LinkBlockedWithAccess(iStep,B,ID))
return 0
var/pStep = get_step(A,adir&(EAST|WEST))
if(!LinkBlockedWithAccess(A,pStep,ID) && !LinkBlockedWithAccess(pStep,B,ID))
return 0
return 1
if(DirBlockedWithAccess(A,adir, ID))
return 1
if(DirBlockedWithAccess(B,rdir, ID))
return 1
for(var/obj/O in B)
if(O.density && !istype(O, /obj/machinery/door) && !(O.flags & ON_BORDER))
return 1
return 0
// Returns true if direction is blocked from loc
// Checks doors against access with given ID
/proc/DirBlockedWithAccess(turf/loc,var/dir,var/obj/item/weapon/card/id/ID)
for(var/obj/structure/window/D in loc)
if(!D.density) continue
if(D.dir == SOUTHWEST) return 1
if(D.dir == dir) return 1
for(var/obj/machinery/door/D in loc)
if(!D.density) continue
if(istype(D, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = D
if(!A.can_open()) return 1
if(istype(D, /obj/machinery/door/window))
if( dir & D.dir ) return !D.check_access(ID)
//if((dir & SOUTH) && (D.dir & (EAST|WEST))) return !D.check_access(ID)
//if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return !D.check_access(ID)
else return !D.check_access(ID) // it's a real, air blocking door
return 0