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CHOMPStation2/code/modules/ai/ai_holder.dm
Heroman3003 db38ed93c0 Spell Fixes
2023-06-19 04:40:45 +00:00

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// This is a datum-based artificial intelligence for simple mobs (and possibly others) to use.
// The neat thing with having this here instead of on the mob is that it is independant of Life(), and that different mobs
// can use a more or less complex AI by giving it a different datum.
#define AI_NO_PROCESS 0
#define AI_PROCESSING (1<<0)
#define AI_FASTPROCESSING (1<<1)
#define START_AIPROCESSING(Datum) if (!(Datum.process_flags & AI_PROCESSING)) {Datum.process_flags |= AI_PROCESSING;SSai.processing += Datum}
#define STOP_AIPROCESSING(Datum) Datum.process_flags &= ~AI_PROCESSING;SSai.processing -= Datum
#define START_AIFASTPROCESSING(Datum) if (!(Datum.process_flags & AI_FASTPROCESSING)) {Datum.process_flags |= AI_FASTPROCESSING;SSaifast.processing += Datum}
#define STOP_AIFASTPROCESSING(Datum) Datum.process_flags &= ~AI_FASTPROCESSING;SSaifast.processing -= Datum
/mob/living
var/datum/ai_holder/ai_holder = null
var/ai_holder_type = null // Which ai_holder datum to give to the mob when initialized. If null, nothing happens.
/mob/living/Initialize()
if(ai_holder_type)
ai_holder = new ai_holder_type(src)
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
H.hud_used = new /datum/hud(H)
H.create_mob_hud(H.hud_used)
return ..()
/mob/living/Destroy()
QDEL_NULL(ai_holder)
return ..()
/mob/living/Login()
if(!stat && ai_holder)
ai_holder.manage_processing(AI_NO_PROCESS)
return ..()
/mob/living/Logout()
if(!stat && !key && ai_holder)
ai_holder.manage_processing(AI_PROCESSING)
return ..()
/datum/ai_holder
var/mob/living/holder = null // The mob this datum is going to control.
var/stance = STANCE_IDLE // Determines if the mob should be doing a specific thing, e.g. attacking, following, standing around, etc.
var/intelligence_level = AI_NORMAL // Adjust to make the AI be intentionally dumber, or make it more robust (e.g. dodging grenades).
var/autopilot = FALSE // If true, the AI won't be deactivated if a client gets attached to the AI's mob.
var/busy = FALSE // If true, the ticker will skip processing this mob until this is false. Good for if you need the
// mob to stay still (e.g. delayed attacking). If you need the mob to be inactive for an extended period of time,
// consider sleeping the AI instead.
var/process_flags = 0 // Where we're processing, see flag defines.
var/list/snapshot = null // A list used in mass-editing of AI datums, holding a snapshot of the 'before' state
var/list/static/fastprocess_stances = list(
STANCE_ALERT,
STANCE_APPROACH,
STANCE_FIGHT,
STANCE_BLINDFIGHT,
STANCE_REPOSITION,
STANCE_MOVE,
STANCE_FOLLOW,
STANCE_FLEE,
STANCE_DISABLED
)
var/list/static/noprocess_stances = list(
STANCE_SLEEP
)
/datum/ai_holder/hostile
hostile = TRUE
/datum/ai_holder/retaliate
hostile = TRUE
retaliate = TRUE
/datum/ai_holder/vv_get_dropdown()
. = ..()
if(snapshot)
VV_DROPDOWN_OPTION("mass_edit_finish", "End Mass Edit")
else
VV_DROPDOWN_OPTION("mass_edit_start", "Begin Mass Edit")
/datum/ai_holder/vv_do_topic(list/href_list)
. = ..()
IF_VV_OPTION("mass_edit_start")
if(!check_rights(R_ADMIN))
return
if(snapshot)
to_chat(usr, "<span class='error'>Someone (or you) may have started a mass edit on this AI datum already. Refresh the VV window to get the option to end the mass edit instead.</span>")
href_list["datumrefresh"] = "\ref[src]"
return
snapshot = vars.Copy() //'vars' appears to be special in that vars.Copy produces a flat list of keys with no values. It seems that 'vars[key]' is handled somewhere in the byond engine differently than normal lists.
// Remove things that may change without admin input during editing. If they aren't present in the snapshot, they aren't eligible for the diff.
snapshot -= list(
//other
"datum_flags",
"active_timers",
//main
"snapshot",
"stance",
"process_flags",
//targeting
"target",
"preferred_target",
"target_last_seen_turf",
"attackers",
"lose_target_time",
//pathfinding
"path",
"obstacles",
"failed_steps",
//movement
"destination",
"failed_breakthroughs",
"faction_friends",
//communication
"threatening",
"last_conflict_time",
"last_threaten_time",
"last_target_time"
)
for(var/key in snapshot)
var/thing = vars[key]
if(islist(thing)) // This is just too dangerous to do. Maybe in the future we can have a whitelist of lists that are fine to edit.
thing = null
snapshot[key] = thing
VARSET_IN(src, snapshot, null, 2 MINUTES) // Safety
to_chat(usr, "<span class='notice'>Variable snapshot saved. Begin editing the datum, and end the mass edit from the dropdown menu within 2 minutes. Note that editing the contents of lists is not supported.</span>")
href_list["datumrefresh"] = "\ref[src]"
IF_VV_OPTION("mass_edit_finish")
if(!check_rights(R_ADMIN))
return
var/list/before = snapshot //This PROBABLY works, right?
snapshot = null
var/list/after = vars.Copy() //'vars' appears to be special in that vars.Copy produces a flat list of keys with no values. It seems that 'vars[key]' is handled somewhere in the byond engine differently than normal lists.
after &= before //Ignore any dangerous keys. Not a big deal, because just 'before' being safe is enough to exclude the dangerous ones from the diff, but why not
for(var/key in after)
var/thing = vars[key]
if(islist(thing)) // This is just too dangerous to do. Maybe in the future we can have a whitelist of lists that are fine to edit.
thing = null
after[key] = thing
var/list/diff = list()
for(var/key in before)
if(before[key] == after[key])
continue
diff += key
if(!diff.len)
to_chat(usr, "<span class='warning'>You don't appear to have changed anything on the AI datum you were editing.</span>")
href_list["datumrefresh"] = "\ref[src]"
else
var/message = "<span class='notice'>These differences were detected in your varedit. If you notice any that you didn't change, please redo your edit:<br>"
for(var/key in diff)
message += "<b>- [key]:</b> [before[key]] => [after[key]]<br>"
message += "</span>"
to_chat(usr,message)
var/original_type = holder.type
var/list/levels_working = GetConnectedZlevels(holder.z)
var/list/types = list()
var/list/split = splittext("[original_type]", "/")
split -= "" // The first / creates an empty string at the start as it tries to split on [nothing]/mob/living etc
var/typestring = "/"
for(var/el in split)
typestring += el
types += text2path(typestring)
typestring += "/"
var/list/searching = living_mob_list // Started/seeded with this
var/list/choices = list()
for(var/typechoice in types)
var/list/found = list()
for(var/atom/M as anything in searching) // Isnt't there a helper for this, maybe? I forget.
if(!(M.z in levels_working))
continue
if(!istype(M,typechoice))
continue
found += M
choices["[typechoice] ([found.len])"] = found // Prettified name for the user input below)
searching = found // Now we only search the list we just made, because of the order of our types list, each subsequent list will be a subset of the one we just finished
var/choice = tgui_input_list(usr,"Based on your AI holder's mob location, we'll edit mobs on Z [levels_working.Join(",")]. What types do you want to alter?", "Types", choices)
if(!choice)
href_list["datumrefresh"] = "\ref[src]"
return
var/list/selected = choices[choice]
for(var/mob/living/L as anything in selected)
if(!istype(L))
to_chat(usr,"<span class='warning'>Skipping incompatible mob: [L] [ADMIN_COORDJMP(L)]</span>")
continue
if(!L.ai_holder)
to_chat(usr,"<span class='warning'>Skipping due to no AI: [L] [ADMIN_COORDJMP(L)]</span>")
continue
for(var/newvar in diff)
if(newvar in L.ai_holder.vars)
L.ai_holder.vars[newvar] = after[newvar]
else
to_chat(usr,"<span class='warning'>Skipping unavailable var '[newvar]' on: [L] [ADMIN_COORDJMP(L)]</span>")
to_chat(usr,"<span class='notice'>Mass AI edit done.</span>")
href_list["datumrefresh"] = "\ref[src]"
/datum/ai_holder/New(var/new_holder)
ASSERT(new_holder)
holder = new_holder
home_turf = get_turf(holder)
manage_processing(AI_PROCESSING)
GLOB.stat_set_event.register(holder, src, PROC_REF(holder_stat_change))
..()
/datum/ai_holder/Destroy()
holder = null
manage_processing(AI_NO_PROCESS)
home_turf = null
return ..()
/datum/ai_holder/proc/manage_processing(var/desired)
if(desired & AI_PROCESSING)
START_AIPROCESSING(src)
else
STOP_AIPROCESSING(src)
if(desired & AI_FASTPROCESSING)
START_AIFASTPROCESSING(src)
else
STOP_AIFASTPROCESSING(src)
/datum/ai_holder/proc/holder_stat_change(var/mob, old_stat, new_stat)
if(old_stat >= DEAD && new_stat <= DEAD) //Revived
manage_processing(AI_PROCESSING)
else if(old_stat <= DEAD && new_stat >= DEAD) //Killed
manage_processing(AI_NO_PROCESS)
/datum/ai_holder/proc/update_stance_hud()
var/image/stanceimage = holder.grab_hud(LIFE_HUD)
stanceimage.icon_state = "ais_[stance]"
holder.apply_hud(LIFE_HUD, stanceimage)
/datum/ai_holder/proc/update_paused_hud()
var/image/sleepingimage = holder.grab_hud(STATUS_HUD)
var/asleep = 0
if(busy)
asleep = 2
else if (stance == STANCE_SLEEP)
asleep = 1
sleepingimage.icon_state = "ai_[asleep]"
holder.apply_hud(STATUS_HUD, sleepingimage)
// Now for the actual AI stuff.
/datum/ai_holder/proc/set_busy(var/value = 0)
busy = value
update_paused_hud()
// Makes this ai holder not get processed.
// Called automatically when the host mob is killed.
// Potential future optimization would be to sleep AIs which mobs that are far away from in-round players.
/datum/ai_holder/proc/go_sleep()
if(stance == STANCE_SLEEP)
return
forget_everything() // If we ever wake up, its really unlikely that our current memory will be of use.
set_stance(STANCE_SLEEP)
update_paused_hud()
// Reverses the above proc.
// Revived mobs will wake their AI if they have one.
/datum/ai_holder/proc/go_wake()
if(stance != STANCE_SLEEP)
return
if(!should_wake())
return
set_stance(STANCE_IDLE)
update_paused_hud()
/datum/ai_holder/proc/should_wake()
if(holder.client && !autopilot)
return FALSE
if(holder.stat >= DEAD)
return FALSE
return TRUE
// Resets a lot of 'memory' vars.
/datum/ai_holder/proc/forget_everything()
// Some of these might be redundant, but hopefully this prevents future bugs if that changes.
lose_follow()
remove_target()
// 'Tactical' processes such as moving a step, meleeing an enemy, firing a projectile, and other fairly cheap actions that need to happen quickly.
/datum/ai_holder/proc/handle_tactics()
if(!istype(holder) || QDELETED(holder))
qdel(src)
return
if(holder.key && !autopilot)
return
handle_special_tactic()
handle_stance_tactical()
// 'Strategical' processes that are more expensive on the CPU and so don't get run as often as the above proc, such as A* pathfinding or robust targeting.
/datum/ai_holder/proc/handle_strategicals()
if(!istype(holder) || QDELETED(holder))
qdel(src)
return
if(holder.key && !autopilot)
return
handle_special_strategical()
handle_stance_strategical()
// Override these for special things without polluting the main loop.
/datum/ai_holder/proc/handle_special_tactic()
/datum/ai_holder/proc/handle_special_strategical()
// For setting the stance WITHOUT processing it
/datum/ai_holder/proc/set_stance(var/new_stance)
if(holder?.key && !autopilot)
return
if(stance == new_stance)
ai_log("set_stance() : Ignoring change stance to same stance request.", AI_LOG_INFO)
return
ai_log("set_stance() : Setting stance from [stance] to [new_stance].", AI_LOG_INFO)
stance = new_stance
if(stance_coloring) // For debugging or really weird mobs.
stance_color()
update_stance_hud()
if(new_stance in fastprocess_stances) //Becoming fast
manage_processing(AI_PROCESSING|AI_FASTPROCESSING)
else if(new_stance in noprocess_stances)
manage_processing(AI_NO_PROCESS) //Becoming off
else
manage_processing(AI_PROCESSING) //Becoming slow
// This is called every half a second.
/datum/ai_holder/proc/handle_stance_tactical()
ai_log("========= Fast Process Beginning ==========", AI_LOG_TRACE) // This is to make it easier visually to disinguish between 'blocks' of what a tick did.
ai_log("handle_stance_tactical() : Called.", AI_LOG_TRACE)
if(stance == STANCE_SLEEP)
ai_log("handle_stance_tactical() : Going to sleep.", AI_LOG_TRACE)
go_sleep()
return
if(target && can_see_target(target))
track_target_position()
if(stance != STANCE_DISABLED && is_disabled()) // Stunned/confused/etc
ai_log("handle_stance_tactical() : Disabled.", AI_LOG_TRACE)
set_stance(STANCE_DISABLED)
return
if(stance in STANCES_COMBAT)
// Should resist? We check this before fleeing so that we can actually flee and not be trapped in a chair.
if(holder.incapacitated(INCAPACITATION_BUCKLED_PARTIALLY))
ai_log("handle_stance_tactical() : Going to handle_resist().", AI_LOG_TRACE)
handle_resist()
else if(istype(holder.loc, /obj/structure/closet))
var/obj/structure/closet/C = holder.loc
ai_log("handle_stance_tactical() : Inside a closet. Going to attempt escape.", AI_LOG_TRACE)
if(C.sealed)
holder.resist()
else
C.open()
// Should we flee?
if(should_flee())
ai_log("handle_stance_tactical() : Going to flee.", AI_LOG_TRACE)
set_stance(STANCE_FLEE)
return
switch(stance)
if(STANCE_ALERT)
ai_log("handle_stance_tactical() : STANCE_ALERT, going to threaten_target().", AI_LOG_TRACE)
threaten_target()
if(STANCE_APPROACH)
ai_log("handle_stance_tactical() : STANCE_APPROACH, going to walk_to_target().", AI_LOG_TRACE)
walk_to_target()
if(STANCE_FIGHT)
ai_log("handle_stance_tactical() : STANCE_FIGHT, going to engage_target().", AI_LOG_TRACE)
engage_target()
if(STANCE_MOVE)
ai_log("handle_stance_tactical() : STANCE_MOVE, going to walk_to_destination().", AI_LOG_TRACE)
walk_to_destination()
if(STANCE_REPOSITION) // This is the same as above but doesn't stop if an enemy is visible since its an 'in-combat' move order.
ai_log("handle_stance_tactical() : STANCE_REPOSITION, going to walk_to_destination().", AI_LOG_TRACE)
if(!target && !find_target())
walk_to_destination()
if(STANCE_FOLLOW)
ai_log("handle_stance_tactical() : STANCE_FOLLOW, going to walk_to_leader().", AI_LOG_TRACE)
walk_to_leader()
if(STANCE_FLEE)
ai_log("handle_stance_tactical() : STANCE_FLEE, going to flee_from_target().", AI_LOG_TRACE)
flee_from_target()
if(STANCE_DISABLED)
ai_log("handle_stance_tactical() : STANCE_DISABLED.", AI_LOG_TRACE)
if(!is_disabled())
ai_log("handle_stance_tactical() : No longer disabled.", AI_LOG_TRACE)
set_stance(STANCE_IDLE)
else
handle_disabled()
ai_log("handle_stance_tactical() : Exiting.", AI_LOG_TRACE)
ai_log("========= Fast Process Ending ==========", AI_LOG_TRACE)
// This is called every two seconds.
/datum/ai_holder/proc/handle_stance_strategical()
ai_log("++++++++++ Slow Process Beginning ++++++++++", AI_LOG_TRACE)
ai_log("handle_stance_strategical() : Called.", AI_LOG_TRACE)
//We got left around for some reason. Goodbye cruel world.
if(!holder)
qdel(src)
ai_log("handle_stance_strategical() : LTT=[lose_target_time]", AI_LOG_TRACE)
if(lose_target_time && (lose_target_time + lose_target_timeout < world.time)) // We were tracking an enemy but they are gone.
ai_log("handle_stance_strategical() : Giving up a chase.", AI_LOG_DEBUG)
remove_target()
if(stance in STANCES_COMBAT)
request_help() // Call our allies.
switch(stance)
if(STANCE_IDLE)
if(speak_chance) // In the long loop since otherwise it wont shut up.
handle_idle_speaking()
if(hostile)
ai_log("handle_stance_strategical() : STANCE_IDLE, going to find_target().", AI_LOG_TRACE)
find_target()
if(should_go_home())
ai_log("handle_stance_tactical() : STANCE_IDLE, going to go home.", AI_LOG_TRACE)
go_home()
else if(should_follow_leader())
ai_log("handle_stance_tactical() : STANCE_IDLE, going to follow leader.", AI_LOG_TRACE)
set_stance(STANCE_FOLLOW)
else if(should_wander())
ai_log("handle_stance_tactical() : STANCE_IDLE, going to wander randomly.", AI_LOG_TRACE)
handle_wander_movement()
if(STANCE_APPROACH)
if(target)
ai_log("handle_stance_strategical() : STANCE_APPROACH, going to calculate_path([target]).", AI_LOG_TRACE)
calculate_path(target)
walk_to_target()
if(STANCE_MOVE)
if(hostile && find_target()) // This will switch its stance.
ai_log("handle_stance_strategical() : STANCE_MOVE, found target and was interrupted.", AI_LOG_TRACE)
return
if(STANCE_FOLLOW)
if(hostile && find_target()) // This will switch its stance.
ai_log("handle_stance_strategical() : STANCE_FOLLOW, found target and was interrupted.", AI_LOG_TRACE)
return
else if(leader)
ai_log("handle_stance_strategical() : STANCE_FOLLOW, going to calculate_path([leader]).", AI_LOG_TRACE)
calculate_path(leader)
walk_to_leader()
ai_log("handle_stance_strategical() : Exiting.", AI_LOG_TRACE)
ai_log("++++++++++ Slow Process Ending ++++++++++", AI_LOG_TRACE)
// Helper proc to turn AI 'busy' mode on or off without having to check if there is an AI, to simplify writing code.
/mob/living/proc/set_AI_busy(value)
if(ai_holder)
ai_holder.set_busy(value)
/mob/living/proc/is_AI_busy()
if(!ai_holder)
return FALSE
return ai_holder.busy
// Helper proc to check for the AI's stance.
// Returns null if there's no AI holder, or the mob has a player and autopilot is not on.
// Otherwise returns the stance.
/mob/living/proc/get_AI_stance()
if(!ai_holder)
return null
if(client && !ai_holder.autopilot)
return null
return ai_holder.stance
// Similar to above but only returns 1 or 0.
/mob/living/proc/has_AI()
return get_AI_stance() ? TRUE : FALSE
// 'Taunts' the AI into attacking the taunter.
/mob/living/proc/taunt(atom/movable/taunter, force_target_switch = FALSE)
if(ai_holder)
ai_holder.receive_taunt(taunter, force_target_switch)
#undef AI_NO_PROCESS
#undef AI_PROCESSING
#undef AI_FASTPROCESSING