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282 lines
11 KiB
Plaintext
282 lines
11 KiB
Plaintext
// Used for assigning a target for attacking.
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/datum/ai_holder/polaris
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var/hostile = FALSE // Do we try to hurt others?
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var/retaliate = FALSE // Attacks whatever struck it first. Mobs will still attack back if this is false but hostile is true.
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var/mauling = FALSE // Attacks unconscious mobs
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var/handle_corpse = FALSE // Allows AI to acknowledge corpses (e.g. nurse spiders)
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var/atom/movable/target = null // The thing (mob or object) we're trying to kill.
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var/atom/movable/preferred_target = null// If set, and if given the chance, we will always prefer to target this over other options.
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var/turf/target_last_seen_turf = null // Where the mob last observed the target being, used if the target disappears but the mob wants to keep fighting.
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var/vision_range = 7 // How far the targeting system will look for things to kill. Note that values higher than 7 are 'offscreen' and might be unsporting.
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var/respect_alpha = TRUE // If true, mobs with a sufficently low alpha will be treated as invisible.
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var/alpha_vision_threshold = 127 // Targets with an alpha less or equal to this will be considered invisible. Requires above var to be true.
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var/max_range = 7 // Max range a ranged mob will shoot from
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var/lose_target_time = 0 // world.time when a target was lost.
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var/lose_target_timeout = 5 SECONDS // How long until a mob 'times out' and stops trying to find the mob that disappeared.
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var/list/attackers = list() // List of strings of names of people who attacked us before in our life.
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// This uses strings and not refs to allow for disguises, and to avoid needing to use weakrefs.
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var/destructive = FALSE // Will target 'neutral' structures/objects and not just 'hostile' ones.
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// A lot of this is based off of /TG/'s AI code.
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// Step 1, find out what we can see.
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/datum/ai_holder/polaris/proc/list_targets()
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. = hearers(vision_range, holder) - holder // Remove ourselves to prevent suicidal decisions. ~ SRC is the ai_holder.
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var/static/list/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/vehicle/sealed/mecha))
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var/static/list/ignore = typecacheof(list(/mob/observer))
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for(var/HM in typecache_filter_list(range(vision_range, holder), hostile_machines))
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if(can_see(holder, HM, vision_range))
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. += HM
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. = typecache_filter_list_reverse(., ignore)
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// Step 2, filter down possible targets to things we actually care about.
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/datum/ai_holder/polaris/proc/find_target(var/list/possible_targets, var/has_targets_list = FALSE)
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if(!hostile) // So retaliating mobs only attack the thing that hit it.
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return null
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. = list()
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if(!has_targets_list)
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possible_targets = list_targets()
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for(var/possible_target in possible_targets)
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var/atom/A = possible_target
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if(found(A)) // In case people want to override this.
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. = list(A)
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break
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if(can_attack(A)) // Can we attack it?
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. += A
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continue
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var/new_target = pick_target(.)
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give_target(new_target)
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return new_target
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// Step 3, pick among the possible, attackable targets.
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/datum/ai_holder/polaris/proc/pick_target(list/targets)
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if(target != null) // If we already have a target, but are told to pick again, calculate the lowest distance between all possible, and pick from the lowest distance targets.
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targets = target_filter_distance(targets)
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else
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targets = target_filter_closest(targets)
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if(!targets.len) // We found nothing.
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return
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var/chosen_target
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if(preferred_target && (preferred_target in targets))
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chosen_target = preferred_target
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else
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chosen_target = pick(targets)
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return chosen_target
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// Step 4, give us our selected target.
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/datum/ai_holder/polaris/proc/give_target(new_target)
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target = new_target
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if(target != null)
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if(should_threaten())
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set_stance(STANCE_ALERT)
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else
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set_stance(STANCE_APPROACH)
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last_target_time = world.time
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return TRUE
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// Filters return one or more 'preferred' targets.
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// This one is for closest targets.
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/datum/ai_holder/polaris/proc/target_filter_distance(list/targets)
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for(var/possible_target in targets)
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var/atom/A = possible_target
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var/target_dist = get_dist(holder, target)
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var/possible_target_distance = get_dist(holder, A)
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if(target_dist < possible_target_distance)
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targets -= A
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return targets
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/datum/ai_holder/polaris/proc/target_filter_closest(list/targets)
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var/lowest_distance = -1
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var/list/sorted_targets = list()
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for(var/possible_target in targets)
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var/atom/A = possible_target
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var/current_distance = get_dist(holder, A)
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if(lowest_distance == -1)
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lowest_distance = current_distance
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sorted_targets += A
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else if(current_distance < lowest_distance)
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targets.Cut()
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lowest_distance = current_distance
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sorted_targets += A
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else if(current_distance == lowest_distance)
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sorted_targets += A
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return sorted_targets
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/datum/ai_holder/polaris/proc/can_attack(atom/movable/the_target)
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if(!can_see_target(the_target))
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return FALSE
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if(isliving(the_target))
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var/mob/living/L = the_target
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if(ishuman(L) || issilicon(L))
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if(L.key && !L.client) // SSD players get a pass
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return FALSE
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if(holder.IIsAlly(L))
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return FALSE
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if(L.stat)
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if(L.stat == DEAD && !handle_corpse) // Leave dead things alone
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return FALSE
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if(L.stat == UNCONSCIOUS) // Do we have mauling? Yes? Then maul people who are sleeping but not SSD
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if(mauling)
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return TRUE
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else
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return FALSE
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return TRUE
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if(istype(the_target, /obj/vehicle/sealed/mecha))
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var/obj/vehicle/sealed/mecha/M = the_target
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if(M.occupant_legacy)
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return can_attack(M.occupant_legacy)
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return destructive // Empty mechs are 'neutral'.
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if(istype(the_target, /obj/machinery/porta_turret))
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var/obj/machinery/porta_turret/P = the_target
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if(P.machine_stat & BROKEN)
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return FALSE // Already dead.
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if(holder.has_iff_faction(P.faction))
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return FALSE // Don't shoot allied turrets.
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if(!P.raised && !P.raising)
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return FALSE // Turrets won't get hurt if they're still in their cover.
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return TRUE
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return TRUE
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// return FALSE
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// Override this for special targeting criteria.
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// If it returns true, the mob will always select it as the target.
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/datum/ai_holder/polaris/proc/found(atom/movable/the_target)
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return FALSE
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//We can't see the target, go look or attack where they were last seen.
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/datum/ai_holder/polaris/proc/lose_target()
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if(target)
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target = null
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lose_target_time = world.time
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give_up_movement()
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//Target is no longer valid (?)
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/datum/ai_holder/polaris/proc/lost_target()
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set_stance(STANCE_IDLE)
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lose_target_position()
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lose_target()
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// Check if target is visible to us.
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/datum/ai_holder/polaris/proc/can_see_target(atom/movable/the_target, view_range = vision_range)
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ai_log("can_see_target() : Entering.", AI_LOG_TRACE)
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if(!the_target) // Nothing to target.
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ai_log("can_see_target() : There is no target. Exiting.", AI_LOG_WARNING)
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return FALSE
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if(holder.see_invisible < the_target.invisibility) // Real invis.
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ai_log("can_see_target() : Target ([the_target]) was invisible to holder. Exiting.", AI_LOG_TRACE)
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return FALSE
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var/turf/T = get_turf(the_target)
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if(T.get_lumcount() <= LIGHT_THRESHOLD_MOB_AI_UNSEEN && get_dist(holder, the_target) > 2)
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ai_log("can_see_target() : Target ([the_target]) is in an unlit turf. Exiting.", AI_LOG_TRACE)
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return FALSE
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if(respect_alpha && the_target.alpha <= alpha_vision_threshold) // Fake invis.
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ai_log("can_see_target() : Target ([the_target]) was sufficently transparent to holder and is hidden. Exiting.", AI_LOG_TRACE)
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return FALSE
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if(get_dist(holder, the_target) > view_range) // Too far away.
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ai_log("can_see_target() : Target ([the_target]) was too far from holder. Exiting.", AI_LOG_TRACE)
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return FALSE
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if(!can_see(holder, the_target, view_range))
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ai_log("can_see_target() : Target ([the_target]) failed can_see(). Exiting.", AI_LOG_TRACE)
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return FALSE
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ai_log("can_see_target() : Target ([the_target]) can be seen. Exiting.", AI_LOG_TRACE)
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return TRUE
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// Updates the last known position of the target.
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/datum/ai_holder/polaris/proc/track_target_position()
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if(!target)
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lose_target_position()
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if(last_turf_display && target_last_seen_turf)
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target_last_seen_turf.cut_overlay(last_turf_overlay)
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target_last_seen_turf = get_turf(target)
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if(last_turf_display)
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target_last_seen_turf.add_overlay(last_turf_overlay)
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// Resets the last known position to null.
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/datum/ai_holder/polaris/proc/lose_target_position()
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if(last_turf_display && target_last_seen_turf)
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target_last_seen_turf.cut_overlay(last_turf_overlay)
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ai_log("lose_target_position() : Last position is being reset.", AI_LOG_INFO)
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target_last_seen_turf = null
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/datum/ai_holder/proc/react_to_attack_polaris(atom/movable/attacker)
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return
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// Responds to a hostile action against its mob.
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/datum/ai_holder/polaris/react_to_attack_polaris(atom/movable/attacker)
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if(holder.stat) // We're dead.
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ai_log("react_to_attack_polaris() : Was attacked by [attacker], but we are dead/unconscious.", AI_LOG_TRACE)
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return FALSE
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if(!hostile && !retaliate) // Not allowed to defend ourselves.
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ai_log("react_to_attack_polaris() : Was attacked by [attacker], but we are not allowed to attack back.", AI_LOG_TRACE)
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return FALSE
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if(holder.IIsAlly(attacker)) // I'll overlook it THIS time...
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ai_log("react_to_attack_polaris() : Was attacked by [attacker], but they were an ally.", AI_LOG_TRACE)
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return FALSE
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if(target) // Already fighting someone. Switching every time we get hit would impact our combat performance.
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if(!retaliate) // If we don't get to fight back, we don't fight back...
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ai_log("react_to_attack_polaris() : Was attacked by [attacker], but we already have a target.", AI_LOG_TRACE)
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on_attacked(attacker) // So we attack immediately and not threaten.
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return FALSE
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else if((attacker in attackers) && world.time > last_target_time + 3 SECONDS) // Otherwise, let 'er rip
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ai_log("react_to_attack_polaris() : Was attacked by [attacker]. Can retaliate, waited 3 seconds.", AI_LOG_INFO)
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on_attacked(attacker) // So we attack immediately and not threaten.
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return give_target(attacker) // Also handles setting the appropiate stance.
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if(stance == STANCE_SLEEP) // If we're asleep, try waking up if someone's wailing on us.
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ai_log("react_to_attack_polaris() : AI is asleep. Waking up.", AI_LOG_TRACE)
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go_wake()
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ai_log("react_to_attack_polaris() : Was attacked by [attacker].", AI_LOG_INFO)
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on_attacked(attacker) // So we attack immediately and not threaten.
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return give_target(attacker) // Also handles setting the appropiate stance.
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// Sets a few vars so mobs that threaten will react faster to an attacker or someone who attacked them before.
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/datum/ai_holder/polaris/proc/on_attacked(atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(!(L.name in attackers))
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attackers |= L.name
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last_conflict_time = world.time
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// Causes targeting to prefer targeting the taunter if possible.
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// This generally occurs if more than one option is within striking distance, including the taunter.
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// Otherwise the default filter will prefer the closest target.
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/datum/ai_holder/polaris/proc/receive_taunt(atom/movable/taunter, force_target_switch = FALSE)
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ai_log("receive_taunt() : Was taunted by [taunter].", AI_LOG_INFO)
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preferred_target = taunter
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if(force_target_switch)
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give_target(taunter)
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/datum/ai_holder/polaris/proc/lose_taunt()
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ai_log("lose_taunt() : Resetting preferred_target.", AI_LOG_INFO)
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preferred_target = null
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/datum/ai_holder/polaris/proc/check_attacker(var/atom/movable/A)
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return (A in attackers)
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