Ports deer to basic mobs and adds some behaviors (#29270)

* ports deer to basic mobs and adds some behaviors

* update updatepaths script number

* whitespace

* Apply suggestions from code review

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

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
This commit is contained in:
warriorstar-orion
2025-05-13 02:23:30 -04:00
committed by GitHub
parent 9cabc380b4
commit dfacf83e18
18 changed files with 443 additions and 31 deletions
@@ -0,0 +1,24 @@
/datum/ai_behavior/emote_on_target
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
/datum/ai_behavior/emote_on_target/setup(datum/ai_controller/controller, target_key)
. = ..()
var/atom/hunt_target = controller.blackboard[target_key]
if(isnull(hunt_target))
return FALSE
set_movement_target(controller, hunt_target)
/datum/ai_behavior/emote_on_target/perform(seconds_per_tick, datum/ai_controller/controller, target_key, list/emote_list)
var/atom/target = controller.blackboard[target_key]
if(!length(emote_list) || isnull(target))
return AI_BEHAVIOR_FAILED | AI_BEHAVIOR_DELAY
run_emote(controller.pawn, target, emote_list)
return AI_BEHAVIOR_SUCCEEDED | AI_BEHAVIOR_DELAY
/datum/ai_behavior/emote_on_target/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
if(succeeded)
controller.clear_blackboard_key(target_key)
/datum/ai_behavior/emote_on_target/proc/run_emote(mob/living/living_pawn, atom/target, list/emote_list)
living_pawn.custom_emote(EMOTE_VISIBLE, "[pick(emote_list)] [target]")
@@ -0,0 +1,26 @@
/// Makes a mob simply stop and stare at a movable... yea...
/datum/ai_behavior/stop_and_stare
behavior_flags = AI_BEHAVIOR_MOVE_AND_PERFORM
/datum/ai_behavior/stop_and_stare/setup(datum/ai_controller/controller, target_key)
. = ..()
var/atom/movable/target = controller.blackboard[target_key]
return ismovable(target) && isturf(target.loc) && ismob(controller.pawn)
/datum/ai_behavior/stop_and_stare/get_cooldown(datum/ai_controller/cooldown_for)
return cooldown_for.blackboard[BB_STATIONARY_COOLDOWN]
/datum/ai_behavior/stop_and_stare/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
var/atom/movable/target = controller.blackboard[target_key]
if(!ismovable(target) || !isturf(target.loc)) // just to make sure that nothing funky happened between setup and perform
return AI_BEHAVIOR_DELAY
var/mob/pawn_mob = controller.pawn
var/turf/pawn_turf = get_turf(pawn_mob)
pawn_mob.face_atom(target)
set_movement_target(controller, pawn_turf, /datum/ai_movement/complete_stop)
if(controller.blackboard[BB_STATIONARY_MOVE_TO_TARGET])
addtimer(CALLBACK(src, PROC_REF(set_movement_target), controller, target, initial(controller.ai_movement)), (controller.blackboard[BB_STATIONARY_SECONDS] + 1 SECONDS))
return AI_BEHAVIOR_DELAY
@@ -0,0 +1,12 @@
/// Locate a thing (practically any atom) to stop and stare at.
/datum/ai_planning_subtree/stare_at_thing
/datum/ai_planning_subtree/stare_at_thing/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
var/atom/target = controller.blackboard[BB_STATIONARY_CAUSE]
if(isnull(target)) // No target? Time to locate one using the list we set in this mob's blackboard.
var/list/potential_scares = controller.blackboard[BB_STATIONARY_TARGETS]
controller.queue_behavior(/datum/ai_behavior/find_and_set/in_list, BB_STATIONARY_CAUSE, potential_scares)
return
controller.queue_behavior(/datum/ai_behavior/stop_and_stare, BB_STATIONARY_CAUSE)
@@ -0,0 +1,125 @@
/**
* Tells the AI to find a certain target nearby to hunt.
* If a target has been found, we will start to move towards it, and eventually attack it.
*/
/datum/ai_planning_subtree/find_and_hunt_target
/// What key in the blacbkboard do we store our hunting target?
/// If you want to have multiple hunting behaviors on a controller be sure that this is unique
var/target_key = BB_CURRENT_HUNTING_TARGET
/// What behavior to execute if we have no target
var/finding_behavior = /datum/ai_behavior/find_hunt_target
/// What behavior to execute if we do have a target
var/hunting_behavior = /datum/ai_behavior/hunt_target
/// What targets we're hunting for
var/list/hunt_targets
/// In what radius will we hunt
var/hunt_range = 2
/// What are the chances we hunt something at any given moment
var/hunt_chance = 100
///do we finish planning subtree
var/finish_planning = TRUE
/datum/ai_planning_subtree/find_and_hunt_target/New()
. = ..()
hunt_targets = typecacheof(hunt_targets)
/datum/ai_planning_subtree/find_and_hunt_target/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
if(!SPT_PROB(hunt_chance, seconds_per_tick))
return
if(controller.blackboard[BB_HUNTING_COOLDOWN(type)] >= world.time)
return
if(!controller.blackboard_key_exists(target_key))
controller.queue_behavior(finding_behavior, target_key, hunt_targets, hunt_range)
return
// We ARE hunting something, execute the hunt.
// Note that if our AI controller has multiple hunting subtrees set,
// we may accidentally be executing another tree's hunt - not ideal,
// try to set a unique target key if you have multiple
controller.queue_behavior(hunting_behavior, target_key, BB_HUNTING_COOLDOWN(type))
if(finish_planning)
return SUBTREE_RETURN_FINISH_PLANNING //If we're hunting we're too busy for anything else
/// Finds a specific atom type to hunt.
/datum/ai_behavior/find_hunt_target
///is this only meant to search for turf types?
var/search_turf_types = FALSE
/datum/ai_behavior/find_hunt_target/perform(seconds_per_tick, datum/ai_controller/controller, hunting_target_key, types_to_hunt, hunt_range)
var/mob/living/living_mob = controller.pawn
var/list/interesting_objects = search_turf_types ? RANGE_TURFS(hunt_range, living_mob) : oview(hunt_range, living_mob)
for(var/atom/possible_dinner as anything in typecache_filter_list(interesting_objects, types_to_hunt))
if(!valid_dinner(living_mob, possible_dinner, hunt_range, controller, seconds_per_tick))
continue
controller.set_blackboard_key(hunting_target_key, possible_dinner)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
/datum/ai_behavior/find_hunt_target/proc/valid_dinner(mob/living/source, atom/dinner, radius, datum/ai_controller/controller, seconds_per_tick)
if(isliving(dinner))
var/mob/living/living_target = dinner
if(living_target.stat == DEAD)
return FALSE
return can_see(source, dinner, radius)
/datum/ai_behavior/find_hunt_target/search_turf_types
search_turf_types = TRUE
/// Hunts down a specific atom type.
/datum/ai_behavior/hunt_target
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_REQUIRE_REACH
/// How long do we have to wait after a successful hunt?
var/hunt_cooldown = 5 SECONDS
/// Do we reset the target after attacking something, so we can check for status changes.
var/always_reset_target = FALSE
/datum/ai_behavior/hunt_target/setup(datum/ai_controller/controller, hunting_target_key, hunting_cooldown_key)
. = ..()
var/atom/hunt_target = controller.blackboard[hunting_target_key]
if(isnull(hunt_target))
return FALSE
set_movement_target(controller, hunt_target)
/datum/ai_behavior/hunt_target/perform(seconds_per_tick, datum/ai_controller/controller, hunting_target_key, hunting_cooldown_key)
var/mob/living/hunter = controller.pawn
var/atom/hunted = controller.blackboard[hunting_target_key]
if(QDELETED(hunted))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
target_caught(hunter, hunted)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/hunt_target/proc/target_caught(mob/living/hunter, atom/hunted)
if(isliving(hunted)) // Are we hunting a living mob?
var/mob/living/living_target = hunted
hunter.manual_emote("chomps [living_target]!")
living_target.investigate_log("has been killed by [key_name(hunter)].", INVESTIGATE_DEATHS)
living_target.death()
else if(isfood(hunted))
hunted.attack_animal(hunter)
else // We're hunting an object, and should delete it instead of killing it. Mostly useful for decal bugs like ants or spider webs.
hunter.manual_emote("chomps [hunted]!")
qdel(hunted)
/datum/ai_behavior/hunt_target/finish_action(datum/ai_controller/controller, succeeded, hunting_target_key, hunting_cooldown_key)
. = ..()
if(succeeded && hunting_cooldown_key)
controller.set_blackboard_key(hunting_cooldown_key, world.time + hunt_cooldown)
else if(hunting_target_key)
controller.clear_blackboard_key(hunting_target_key)
if(always_reset_target && hunting_target_key)
controller.clear_blackboard_key(hunting_target_key)
/datum/ai_behavior/hunt_target/interact_with_target
/// Which intent should we use to interact with
var/behavior_intent = INTENT_HARM
/datum/ai_behavior/hunt_target/interact_with_target/target_caught(mob/living/hunter, obj/structure/cable/hunted)
var/datum/ai_controller/controller = hunter.ai_controller
controller.ai_interact(target = hunted, intent = behavior_intent)