Basic gutlunch and goldgrub (#30032)

* Goldgrubs

* Gutlunches, breeding code, goldgrub fixes

* Lints

* Extra define

* Config screwup

* Linters again

* Oops

* Gets rid of extra kangaroo

* Formatting and grammar

Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
This commit is contained in:
PollardTheDragon
2025-08-25 13:52:42 -04:00
committed by GitHub
parent e6e5f5ce36
commit c6e164a643
22 changed files with 587 additions and 265 deletions
@@ -0,0 +1,51 @@
/datum/ai_planning_subtree/look_for_adult
/// how far we must be from the mom
var/minimum_distance = 1
/datum/ai_planning_subtree/look_for_adult/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/mob/target = controller.blackboard[BB_FOUND_MOM]
var/mob/baby = controller.pawn
if(QDELETED(target))
controller.queue_behavior(/datum/ai_behavior/find_mom, BB_FIND_MOM_TYPES, BB_IGNORE_MOM_TYPES, BB_FOUND_MOM)
return
if(get_dist(target, baby) > minimum_distance)
controller.queue_behavior(/datum/ai_behavior/travel_towards/stop_on_arrival, BB_FOUND_MOM)
return SUBTREE_RETURN_FINISH_PLANNING
if(!SPT_PROB(15, seconds_per_tick))
return
if(target.stat == DEAD)
controller.queue_behavior(/datum/ai_behavior/perform_emote, "cries for their parent!")
else
controller.queue_behavior(/datum/ai_behavior/perform_emote, "dances around their parent!")
return SUBTREE_RETURN_FINISH_PLANNING
/datum/ai_behavior/find_mom
/// range to look for the mom
var/look_range = 7
/datum/ai_behavior/find_mom/perform(seconds_per_tick, datum/ai_controller/controller, mom_key, ignore_mom_key, found_mom)
var/mob/living_pawn = controller.pawn
var/list/mom_types = controller.blackboard[mom_key]
var/list/all_moms = list()
var/list/ignore_types = controller.blackboard[ignore_mom_key]
if(!length(mom_types))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
for(var/mob/mother in oview(look_range, living_pawn))
if(!is_type_in_list(mother, mom_types))
continue
if(is_type_in_list(mother, ignore_types)) // so the not permanent baby and the permanent baby subtype don't follow each other
continue
all_moms += mother
if(length(all_moms))
controller.set_blackboard_key(found_mom, pick(all_moms))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
@@ -0,0 +1,97 @@
/**
* Reproduce with a similar mob.
*/
/datum/ai_planning_subtree/make_babies
operational_datums = list(/datum/component/breed)
/// chance to make babies
var/chance = 5
/// make babies behavior we will use
var/datum/ai_behavior/reproduce_behavior = /datum/ai_behavior/make_babies
/datum/ai_planning_subtree/make_babies/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if(!SPT_PROB(chance, seconds_per_tick) || controller.blackboard[BB_PARTNER_SEARCH_TIMEOUT] >= world.time)
return
if(controller.blackboard_key_exists(BB_BABIES_TARGET))
controller.queue_behavior(reproduce_behavior, BB_BABIES_TARGET, BB_BABIES_CHILD_TYPES)
return SUBTREE_RETURN_FINISH_PLANNING
if(controller.pawn.gender == FEMALE || !controller.blackboard[BB_BREED_READY])
return
if(!controller.blackboard[BB_BABIES_PARTNER_TYPES] || !controller.blackboard[BB_BABIES_CHILD_TYPES])
return
// Find target
controller.queue_behavior(/datum/ai_behavior/find_partner, BB_BABIES_TARGET, BB_BABIES_PARTNER_TYPES, BB_BABIES_CHILD_TYPES)
#define FIND_PARTNER_COOLDOWN 1 MINUTES
/**
* Find a compatible, living partner, if we're also alone.
*/
/datum/ai_behavior/find_partner
action_cooldown = 5 SECONDS
/// Range to look.
var/range = 7
/// Maximum number of nearby pop
var/max_nearby_pop = 3
/datum/ai_behavior/find_partner/perform(seconds_per_tick, datum/ai_controller/controller, target_key, partner_types_key, child_types_key)
var/maximum_pop = controller.blackboard[BB_MAX_CHILDREN] || max_nearby_pop
var/mob/pawn_mob = controller.pawn
var/list/similar_species_types = controller.blackboard[partner_types_key] + controller.blackboard[child_types_key]
var/mob/living/living_pawn = controller.pawn
var/list/possible_partners = list()
var/nearby_pop = 0
for(var/mob/living/other in oview(range, pawn_mob))
if(!pawn_mob.faction_check_mob(other))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(!is_type_in_list(other, similar_species_types))
continue
if(++nearby_pop >= maximum_pop)
controller.set_blackboard_key(BB_PARTNER_SEARCH_TIMEOUT, world.time + FIND_PARTNER_COOLDOWN)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(other.stat != CONSCIOUS) // Check if it's conscious FIRST.
continue
if(other.gender != living_pawn.gender)
possible_partners += other
if(!length(possible_partners))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.set_blackboard_key(target_key, pick(possible_partners))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/**
* Reproduce.
*/
/datum/ai_behavior/make_babies
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
/datum/ai_behavior/make_babies/setup(datum/ai_controller/controller, target_key, child_types_key)
. = ..()
var/atom/target = controller.blackboard[target_key]
if(!target)
return FALSE
set_movement_target(controller, target)
/datum/ai_behavior/make_babies/perform(seconds_per_tick, datum/ai_controller/controller, target_key, child_types_key)
var/mob/target = controller.blackboard[target_key]
if(QDELETED(target) || target.stat != CONSCIOUS)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.ai_interact(target = target, intent = INTENT_HELP)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/make_babies/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
controller.clear_blackboard_key(target_key)
#undef FIND_PARTNER_COOLDOWN
@@ -29,3 +29,27 @@
if(!test_turf.is_blocked_turf(source_atom = source))
return TRUE
return FALSE
/datum/ai_planning_subtree/mine_walls
var/find_wall_behavior = /datum/ai_behavior/find_mineral_wall
/datum/ai_planning_subtree/mine_walls/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
if(controller.blackboard_key_exists(BB_TARGET_MINERAL_WALL))
controller.queue_behavior(/datum/ai_behavior/interact_with_target/mine_wall, BB_TARGET_MINERAL_WALL)
return SUBTREE_RETURN_FINISH_PLANNING
controller.queue_behavior(find_wall_behavior, BB_TARGET_MINERAL_WALL)
/datum/ai_behavior/interact_with_target/mine_wall
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
action_cooldown = 15 SECONDS
/datum/ai_behavior/interact_with_target/mine_wall/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
var/mob/living/basic/living_pawn = controller.pawn
var/turf/simulated/mineral/target = controller.blackboard[target_key]
if(!controller.ai_interact(target = target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(istype(target) && istype(target.ore, /datum/ore/gibtonite))
living_pawn.manual_emote("sighs...") // accept whats about to happen to us
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED