Port mob cooldown actions and AI behavior. (#29924)

* Port mob cooldown actions and AI behavior.

* fix lint

* fix missing override args

* Update code/_onclick/click.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/_onclick/click.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/datums/actions/action.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/__DEFINES/ai/blackboard_defines.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* remove unused defines

---------

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
This commit is contained in:
warriorstar-orion
2025-08-07 11:55:52 -04:00
committed by GitHub
parent 653e9e8c72
commit ef41677463
22 changed files with 516 additions and 22 deletions
+2
View File
@@ -47,6 +47,8 @@
#define BB_BASIC_MOB_RETALIATE_LIST "BB_BASIC_MOB_SHITLIST"
///Blackboard key for a whitelist typecache of "things we can target while trying to move"
#define BB_OBSTACLE_TARGETING_WHITELIST "BB_targeting_whitelist"
/// some behaviors that check current_target also set this on deep crit mobs
#define BB_BASIC_MOB_EXECUTION_TARGET "BB_basic_execution_target"
//Hunting BB keys
+10
View File
@@ -263,3 +263,13 @@
///from the ranged_attacks component for basic mobs: (mob/living/basic/firer, atom/target, modifiers)
#define COMSIG_BASICMOB_POST_ATTACK_RANGED "basicmob_post_attack_ranged"
/// From base of /datum/action/cooldown/proc/PreActivate(), sent to the action owner: (datum/action/cooldown/activated)
#define COMSIG_MOB_ABILITY_STARTED "mob_ability_base_started"
/// Return to block the ability from starting / activating
#define COMPONENT_BLOCK_ABILITY_START (1<<0)
/// From base of /datum/action/cooldown/proc/PreActivate(), sent to the action owner: (datum/action/cooldown/finished)
#define COMSIG_MOB_ABILITY_FINISHED "mob_ability_base_finished"
/// From base of /datum/action/cooldown/proc/set_statpanel_format(): (list/stat_panel_data)
#define COMSIG_ACTION_SET_STATPANEL "ability_set_statpanel"
+1
View File
@@ -494,6 +494,7 @@
/// Prepares a text to be used for maptext. Use this so it doesn't look hideous.
#define MAPTEXT(text) {"<span class='maptext'>[##text]</span>"}
#define MAPTEXT_CENTER(text) {"<span class='maptext' style='text-align: center'>[##text]</span>"}
#define MAPTEXT_SMALL(text) {"<span style='font-family: \"Small Fonts\"; font-size: 12pt; line-height: 0.75; -dm-text-outline: 1px black'>[##text]</span>"}
//Fullscreen overlay resolution in tiles.
#define FULLSCREEN_OVERLAY_RESOLUTION_X 15
+14 -2
View File
@@ -51,8 +51,7 @@
if(QDELETED(A))
return
if(client?.click_intercept)
client.click_intercept.InterceptClickOn(src, params, A)
if(check_click_intercept(params,A))
return
if(next_click > world.time)
@@ -516,5 +515,18 @@
click_turf.Click(location, control, list2params(modifiers))
. = 1
/mob/proc/check_click_intercept(params,A)
// Client level intercept
if(client?.click_intercept)
if(call(client.click_intercept, "InterceptClickOn")(src, params, A))
return TRUE
// Mob level intercept
if(click_interceptor)
if(call(click_interceptor, "InterceptClickOn")(src, params, A))
return TRUE
return FALSE
#undef MAX_SAFE_BYOND_ICON_SCALE_TILES
#undef MAX_SAFE_BYOND_ICON_SCALE_PX
+5 -1
View File
@@ -32,6 +32,8 @@
var/action_disabled = FALSE
/// The appearance used as an overlay for when the action is unavailable
var/mutable_appearance/unavailable_effect
/// If False, the owner of this action does not get a hud and cannot activate it on their own
var/owner_has_control = TRUE
/datum/action/New(target)
link_to(target)
@@ -114,7 +116,7 @@
Trigger()
return FALSE
/datum/action/proc/IsAvailable()// returns 1 if all checks pass
/datum/action/proc/IsAvailable(show_message = TRUE) // returns 1 if all checks pass
if(!owner)
return FALSE
if((check_flags & AB_CHECK_HANDS_BLOCKED) && HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED))
@@ -194,6 +196,8 @@
/datum/action/proc/update_button_status(atom/movable/screen/movable/action_button/button, force = FALSE)
button.overlays -= unavailable_effect
button.maptext = ""
if(IsAvailable(show_message = FALSE))
button.color = rgb(255, 255, 255, 255)
if(should_draw_cooldown())
apply_unavailable_effect(button)
+364
View File
@@ -0,0 +1,364 @@
#define COOLDOWN_NO_DISPLAY_TIME (180 SECONDS)
/// Preset for an action that has a cooldown.
/datum/action/cooldown
transparent_when_unavailable = FALSE
/// The actual next time this ability can be used
var/next_use_time = 0
/// The stat panel this action shows up in the stat panel in. If null, will not show up.
var/panel
/// The default cooldown applied when StartCooldown() is called
var/cooldown_time = 0
/// The default melee cooldown applied after the ability ends. If set to null, copies cooldown_time.
var/melee_cooldown_time = 0
/// The actual next time the owner of this action can melee
var/next_melee_use_time = 0
/// Whether or not you want the cooldown for the ability to display in text form
var/text_cooldown = TRUE
/// Significant figures to round cooldown to
var/cooldown_rounding = 0.1
/// Shares cooldowns with other abiliies, bitflag
var/shared_cooldown = NONE
/// List of prerequisite actions that are used in this sequenced ability, you cannot put other sequenced abilities in this
var/list/sequence_actions
/// List of prerequisite actions that have been initialized
var/list/initialized_actions
// These are only used for click_to_activate actions
/// Setting for intercepting clicks before activating the ability
var/click_to_activate = FALSE
/// The cooldown added onto the user's next click.
var/click_cd_override = CLICK_CD_CLICK_ABILITY
/// If TRUE, we will unset after using our click intercept.
var/unset_after_click = TRUE
/// What icon to replace our mouse cursor with when active. Optional
var/ranged_mousepointer
/// The base icon_state of this action's background
var/base_background_icon_state
/// The icon state the background uses when active
var/active_background_icon_state
/// The base icon_state of the overlay we apply
var/base_overlay_icon_state
/// The active icon_state of the overlay we apply
var/active_overlay_icon_state
/// The base icon state of the spell's button icon, used for editing the icon "off"
var/base_icon_state
/// The active icon state of the spell's button icon, used for editing the icon "on"
var/active_icon_state
/datum/action/cooldown/New(Target, original = TRUE)
. = ..()
if(active_background_icon_state)
base_background_icon_state ||= background_icon_state
if(active_overlay_icon_state)
base_overlay_icon_state ||= overlay_icon_state
if(active_icon_state)
base_icon_state ||= button_icon_state
if(isnull(melee_cooldown_time))
melee_cooldown_time = cooldown_time
if(original)
create_sequence_actions()
/datum/action/cooldown/create_button()
var/atom/movable/screen/movable/action_button/button = ..()
button.maptext = ""
button.maptext_x = 4
button.maptext_y = 2
button.maptext_width = 32
button.maptext_height = 16
return button
/datum/action/cooldown/update_button_status(atom/movable/screen/movable/action_button/button, force = FALSE)
. = ..()
var/time_left = max(next_use_time - world.time, 0)
if(!text_cooldown || !owner || time_left == 0 || time_left >= COOLDOWN_NO_DISPLAY_TIME)
button.maptext = ""
else
if(cooldown_rounding > 0)
button.maptext = MAPTEXT_SMALL("[round(time_left/10, cooldown_rounding)]")
else
button.maptext = MAPTEXT_SMALL("[round(time_left/10)]")
if(!IsAvailable() || !is_action_active(button))
return
// If we don't change the icon state, or don't apply a special overlay,
if(active_background_icon_state || active_icon_state || active_overlay_icon_state)
return
// ...we need to show it's active somehow. So, make it greeeen
button.color = COLOR_GREEN
/datum/action/cooldown/apply_button_background(atom/movable/screen/movable/action_button/current_button, force)
if(active_background_icon_state)
background_icon_state = is_action_active(current_button) ? active_background_icon_state : base_background_icon_state
return ..()
/datum/action/cooldown/apply_button_icon(atom/movable/screen/movable/action_button/current_button, force)
if(active_icon_state)
button_icon_state = is_action_active(current_button) ? active_icon_state : base_icon_state
return ..()
/datum/action/cooldown/apply_button_overlay(atom/movable/screen/movable/action_button/current_button, force)
if(active_overlay_icon_state)
overlay_icon_state = is_action_active(current_button) ? active_overlay_icon_state : base_overlay_icon_state
return ..()
/datum/action/cooldown/is_action_active(atom/movable/screen/movable/action_button/current_button)
return click_to_activate && current_button.our_hud?.mymob?.click_interceptor == src
/datum/action/cooldown/Destroy()
QDEL_LIST_CONTENTS(initialized_actions)
return ..()
/datum/action/cooldown/Grant(mob/granted_to)
. = ..()
if(!owner)
return
build_all_button_icons()
if(next_use_time > world.time)
START_PROCESSING(SSfastprocess, src)
RegisterSignal(granted_to, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(handle_melee_attack))
for(var/datum/action/cooldown/ability as anything in initialized_actions)
ability.Grant(granted_to)
/datum/action/cooldown/Remove(mob/removed_from)
UnregisterSignal(removed_from, COMSIG_HOSTILE_PRE_ATTACKINGTARGET)
if(click_to_activate && removed_from.click_interceptor == src)
unset_click_ability(removed_from, refund_cooldown = FALSE)
for(var/datum/action/cooldown/ability as anything in initialized_actions)
ability.Remove(removed_from)
return ..()
/datum/action/cooldown/IsAvailable(show_message = TRUE)
return ..() && (next_use_time <= world.time)
/// Initializes any sequence actions
/datum/action/cooldown/proc/create_sequence_actions()
if(!LAZYLEN(sequence_actions))
return
// remove existing actions if any
QDEL_LIST_CONTENTS(initialized_actions)
initialized_actions = list()
for(var/type_path in sequence_actions)
var/datum/action/cooldown/ability = new type_path(target, original = FALSE)
// prevents clients from using the individual abilities in sequences (this stops it from being added to mob actions when granted as well)
ability.owner_has_control = FALSE
// [ability] = delay
initialized_actions[ability] = sequence_actions[type_path]
/// Starts a cooldown time to be shared with similar abilities
/// Will use default cooldown time if an override is not specified
/datum/action/cooldown/proc/StartCooldown(override_cooldown_time, override_melee_cooldown_time)
// "Shared cooldowns" covers actions which are not the same type,
// but have the same cooldown group and are on the same mob
if(shared_cooldown != NONE)
StartCooldownOthers(override_cooldown_time)
StartCooldownSelf(override_cooldown_time)
if(isnum(override_melee_cooldown_time))
next_melee_use_time = world.time + override_melee_cooldown_time
else
next_melee_use_time = world.time + melee_cooldown_time
/// Starts a cooldown time for this ability only
/// Will use default cooldown time if an override is not specified
/datum/action/cooldown/proc/StartCooldownSelf(override_cooldown_time)
if(isnum(override_cooldown_time))
next_use_time = world.time + override_cooldown_time
else
next_use_time = world.time + cooldown_time
// Don't start a cooldown if we have a cooldown time of 0 seconds
if(next_use_time == world.time)
return
build_all_button_icons(UPDATE_BUTTON_STATUS)
START_PROCESSING(SSfastprocess, src)
/// Starts a cooldown time for other abilities that share a cooldown with this. Has some niche usage with more complicated attack ai!
/// Will use default cooldown time if an override is not specified
/datum/action/cooldown/proc/StartCooldownOthers(override_cooldown_time)
if(!length(owner?.actions))
return // Possible if they have an action they don't control
for(var/datum/action/cooldown/shared_ability in owner.actions - src)
if(!(shared_cooldown & shared_ability.shared_cooldown))
continue
if(isnum(override_cooldown_time))
shared_ability.StartCooldownSelf(override_cooldown_time)
else
shared_ability.StartCooldownSelf(cooldown_time)
/// Resets the cooldown of this ability
/datum/action/cooldown/proc/ResetCooldown()
next_use_time = world.time
build_all_button_icons(UPDATE_BUTTON_STATUS)
/// Re-enables this cooldown action
/datum/action/cooldown/proc/enable()
action_disabled = FALSE
build_all_button_icons(UPDATE_BUTTON_STATUS)
/// Disables this cooldown action
/datum/action/cooldown/proc/disable()
action_disabled = TRUE
build_all_button_icons(UPDATE_BUTTON_STATUS)
/// Re-enables all cooldown actions
/datum/action/cooldown/proc/enable_cooldown_actions()
for(var/datum/action/cooldown/cd_action in owner.actions)
cd_action.enable()
/// Disables all cooldown actions
/datum/action/cooldown/proc/disable_cooldown_actions()
for(var/datum/action/cooldown/cd_action in owner.actions)
cd_action.disable()
/datum/action/cooldown/Trigger(trigger_flags, atom/target)
. = ..()
if(!.)
return FALSE
if(!owner)
return FALSE
var/mob/user = usr || owner
// If our cooldown action is a click_to_activate action:
// The actual action is activated on whatever the user clicks on -
// the target is what the action is being used on
// In trigger, we handle setting the click intercept
if(click_to_activate)
if(target)
// For automatic / mob handling
return InterceptClickOn(user, null, target)
var/datum/action/cooldown/already_set = user.click_interceptor
if(already_set == src)
// if we clicked ourself and we're already set, unset and return
return unset_click_ability(user, refund_cooldown = TRUE)
else if(istype(already_set))
// if we have an active set already, unset it before we set our's
already_set.unset_click_ability(user, refund_cooldown = TRUE)
return set_click_ability(user)
// If our cooldown action is not a click_to_activate action:
// We can just continue on and use the action
// the target is the user of the action (often, the owner)
return PreActivate(user)
/// Intercepts client owner clicks to activate the ability
/datum/action/cooldown/proc/InterceptClickOn(mob/living/clicker, params, atom/target)
if(!IsAvailable(show_message = TRUE))
return FALSE
if(!target)
return FALSE
// The actual action begins here
if(!PreActivate(target))
return FALSE
// And if we reach here, the action was complete successfully
if(unset_after_click)
unset_click_ability(clicker, refund_cooldown = FALSE)
clicker.next_click = world.time + click_cd_override
return TRUE
/// For signal calling
/datum/action/cooldown/proc/PreActivate(atom/target)
if(SEND_SIGNAL(owner, COMSIG_MOB_ABILITY_STARTED, src, target) & COMPONENT_BLOCK_ABILITY_START)
return
// Note, that PreActivate handles no cooldowns at all by default.
// Be sure to call StartCooldown() in Activate() where necessary.
. = Activate(target)
// There is a possibility our action (or owner) is qdeleted in Activate().
if(!QDELETED(src) && !QDELETED(owner))
SEND_SIGNAL(owner, COMSIG_MOB_ABILITY_FINISHED, src)
/// To be implemented by subtypes (if not generic)
/datum/action/cooldown/proc/Activate(atom/target)
var/total_delay = 0
for(var/datum/action/cooldown/ability as anything in initialized_actions)
if(LAZYLEN(ability.initialized_actions) > 0)
ability.initialized_actions = list()
addtimer(CALLBACK(ability, PROC_REF(Activate), target), total_delay)
total_delay += initialized_actions[ability]
StartCooldown()
/// Cancels melee attacks if they are on cooldown.
/datum/action/cooldown/proc/handle_melee_attack(mob/source, mob/target)
SIGNAL_HANDLER
if(next_melee_use_time > world.time)
return COMPONENT_HOSTILE_NO_ATTACK
/datum/action/cooldown/process()
if(!owner || (next_use_time - world.time) <= 0)
build_all_button_icons(UPDATE_BUTTON_STATUS)
STOP_PROCESSING(SSfastprocess, src)
return
build_all_button_icons(UPDATE_BUTTON_STATUS)
/**
* Set our action as the click override on the passed mob.
*/
/datum/action/cooldown/proc/set_click_ability(mob/on_who)
SHOULD_CALL_PARENT(TRUE)
on_who.click_interceptor = src
// TODO: Support custom mouse cursors for click abilities
build_all_button_icons(UPDATE_BUTTON_STATUS)
return TRUE
/**
* Unset our action as the click override of the passed mob.
*
* if refund_cooldown is TRUE, we are being unset by the user clicking the action off
* if refund_cooldown is FALSE, we are being forcefully unset, likely by someone actually using the action
*/
/datum/action/cooldown/proc/unset_click_ability(mob/on_who, refund_cooldown = TRUE)
SHOULD_CALL_PARENT(TRUE)
on_who.click_interceptor = null
// TODO: Support unsetting custom mouse cursors for click abilities
build_all_button_icons(UPDATE_BUTTON_STATUS)
return TRUE
/// Formats the action to be returned to the stat panel.
/datum/action/cooldown/proc/set_statpanel_format()
if(!panel)
return null
var/time_remaining = max(next_use_time - world.time, 0)
var/time_remaining_in_seconds = round(time_remaining / 10, 0.1)
var/cooldown_time_in_seconds = round(cooldown_time / 10, 0.1)
var/list/stat_panel_data = list()
// Pass on what panel we should be displayed in.
stat_panel_data[PANEL_DISPLAY_PANEL] = panel
// Also pass on the name of the spell, with some spacing
stat_panel_data[PANEL_DISPLAY_NAME] = " - [name]"
// No cooldown time at all, just show the ability
if(cooldown_time_in_seconds <= 0)
stat_panel_data[PANEL_DISPLAY_STATUS] = ""
// It's a toggle-active ability, show if it's active
else if(click_to_activate && owner.click_interceptor == src)
stat_panel_data[PANEL_DISPLAY_STATUS] = "ACTIVE"
// It's on cooldown, show the cooldown
else if(time_remaining_in_seconds > 0)
stat_panel_data[PANEL_DISPLAY_STATUS] = "CD - [time_remaining_in_seconds]s / [cooldown_time_in_seconds]s"
// It's not on cooldown, show that it is ready
else
stat_panel_data[PANEL_DISPLAY_STATUS] = "READY"
SEND_SIGNAL(src, COMSIG_ACTION_SET_STATPANEL, stat_panel_data)
return stat_panel_data
#undef COOLDOWN_NO_DISPLAY_TIME
+4 -4
View File
@@ -115,7 +115,7 @@
desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
/datum/action/item_action/vortex_recall/IsAvailable(show_message = TRUE)
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.teleporting)
@@ -221,7 +221,7 @@
/datum/action/item_action/jetpack_stabilization
name = "Toggle Jetpack Stabilization"
/datum/action/item_action/jetpack_stabilization/IsAvailable()
/datum/action/item_action/jetpack_stabilization/IsAvailable(show_message = TRUE)
var/obj/item/tank/jetpack/J = target
if(!istype(J) || !J.on)
return FALSE
@@ -319,7 +319,7 @@
/datum/action/item_action/organ_action
check_flags = AB_CHECK_CONSCIOUS
/datum/action/item_action/organ_action/IsAvailable()
/datum/action/item_action/organ_action/IsAvailable(show_message = TRUE)
var/obj/item/organ/internal/I = target
if(!I.owner)
return FALSE
@@ -360,7 +360,7 @@
/datum/action/item_action/accessory
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
/datum/action/item_action/accessory/IsAvailable()
/datum/action/item_action/accessory/IsAvailable(show_message = TRUE)
. = ..()
if(!.)
return FALSE
+8
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@@ -0,0 +1,8 @@
/datum/action/cooldown/mob_cooldown
name = "Standard Mob Cooldown Ability"
button_icon_state = "sniper_zoom"
desc = "Click this ability to attack."
check_flags = AB_CHECK_CONSCIOUS
cooldown_time = 5 SECONDS
click_to_activate = TRUE
shared_cooldown = MOB_SHARED_COOLDOWN_1
+2 -2
View File
@@ -38,13 +38,13 @@
spell.AltClick(usr)
return TRUE
/datum/action/spell_action/IsAvailable()
/datum/action/spell_action/IsAvailable(show_message = TRUE)
if(!target)
return FALSE
var/datum/spell/spell = target
if(owner)
return spell.can_cast(owner, show_message = TRUE)
return spell.can_cast(owner, show_message)
return FALSE
/datum/action/spell_action/apply_unavailable_effect(atom/movable/screen/movable/action_button/button)
@@ -0,0 +1,55 @@
/**
* # Targeted Mob Ability
* Attempts to use a mob's cooldown ability on a target
*/
/datum/ai_behavior/targeted_mob_ability
/datum/ai_behavior/targeted_mob_ability/perform(seconds_per_tick, datum/ai_controller/controller, ability_key, target_key)
var/datum/action/cooldown/ability = controller.blackboard[ability_key]
var/mob/living/target = controller.blackboard[target_key]
if(QDELETED(ability) || QDELETED(target))
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
var/mob/pawn = controller.pawn
pawn.face_atom(target)
var/result = ability.Trigger(target = target)
if(result)
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_SUCCEEDED
return AI_BEHAVIOR_INSTANT | AI_BEHAVIOR_FAILED
/**
* # Try Mob Ability and plan execute
* Attempts to use a mob's cooldown ability on a target and then move the target into a special target blackboard datum
* Doesn't need another subtype to clear BB_BASIC_MOB_EXECUTION_TARGET because it will be the target key for the normal action
*/
/datum/ai_behavior/targeted_mob_ability/and_plan_execute
/datum/ai_behavior/targeted_mob_ability/and_plan_execute/finish_action(datum/ai_controller/controller, succeeded, ability_key, target_key)
controller.set_blackboard_key(BB_BASIC_MOB_EXECUTION_TARGET, controller.blackboard[target_key])
return ..()
/**
* # Try Mob Ability and clear target
* Attempts to use a mob's cooldown ability on a target and releases the target when the action completes
*/
/datum/ai_behavior/targeted_mob_ability/and_clear_target
/datum/ai_behavior/targeted_mob_ability/and_clear_target/finish_action(datum/ai_controller/controller, succeeded, ability_key, target_key)
. = ..()
controller.clear_blackboard_key(target_key)
/**
* Attempts to move into the provided range and then use a mob's cooldown ability on a target
*/
/datum/ai_behavior/targeted_mob_ability/min_range
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
required_distance = 6
/datum/ai_behavior/targeted_mob_ability/min_range/setup(datum/ai_controller/controller, ability_key, target_key)
. = ..()
var/atom/target = controller.blackboard[target_key]
if(QDELETED(target))
return FALSE
set_movement_target(controller, target)
/datum/ai_behavior/targeted_mob_ability/min_range/short
required_distance = 3
@@ -0,0 +1,34 @@
/// Attempts to use a mob ability on a target
/datum/ai_planning_subtree/targeted_mob_ability
/// Blackboard key for the ability
var/ability_key = BB_TARGETED_ACTION
/// Blackboard key for where the target ref is stored
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// Behaviour to perform using ability
var/use_ability_behaviour = /datum/ai_behavior/targeted_mob_ability
/// If true we terminate planning after trying to use the ability.
var/finish_planning = TRUE
/datum/ai_planning_subtree/targeted_mob_ability/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
if(!ability_key)
CRASH("You forgot to tell this mob where to find its ability")
if(!controller.blackboard_key_exists(target_key))
return
var/datum/action/cooldown/using_action = controller.blackboard[ability_key]
if(!using_action?.IsAvailable())
return
if(!additional_ability_checks(controller, using_action))
return
controller.queue_behavior(use_ability_behaviour, ability_key, target_key)
if(finish_planning)
return SUBTREE_RETURN_FINISH_PLANNING
/// Any additional checks before we queue the behaviour
/datum/ai_planning_subtree/targeted_mob_ability/proc/additional_ability_checks(datum/ai_controller/controller, datum/action/cooldown/using_action)
return TRUE
/datum/ai_planning_subtree/targeted_mob_ability/continue_planning
finish_planning = FALSE
+1 -1
View File
@@ -128,7 +128,7 @@
hand_magic = null
..()
/datum/action/innate/cult/blood_spell/IsAvailable()
/datum/action/innate/cult/blood_spell/IsAvailable(show_message = TRUE)
if(!IS_CULTIST(owner) || owner.incapacitated() || !charges)
return FALSE
return ..()
+3 -3
View File
@@ -4,7 +4,7 @@
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_CONSCIOUS
buttontooltipstyle = "cult"
/datum/action/innate/cult/IsAvailable()
/datum/action/innate/cult/IsAvailable(show_message = TRUE)
if(!IS_CULTIST(owner))
return FALSE
return ..()
@@ -66,7 +66,7 @@
name = "Spiritual Communion"
desc = "Conveys a message from the spirit realm that all cultists can hear."
/datum/action/innate/cult/comm/spirit/IsAvailable()
/datum/action/innate/cult/comm/spirit/IsAvailable(show_message = TRUE)
return TRUE
/datum/action/innate/cult/comm/spirit/cultist_commune(mob/living/user, message)
@@ -95,7 +95,7 @@
button_icon_state = GET_CULT_DATA(tome_icon, "tome")
..()
/datum/action/innate/cult/check_progress/IsAvailable()
/datum/action/innate/cult/check_progress/IsAvailable(show_message = TRUE)
return IS_CULTIST(owner) || isobserver(owner)
/datum/action/innate/cult/check_progress/Activate()
@@ -167,9 +167,6 @@
button_icon_state = "demon_comms"
background_icon_state = "bg_demon"
/datum/action/innate/demon_whisper/IsAvailable()
return ..()
/datum/action/innate/demon_whisper/proc/choose_targets(mob/user = usr)//yes i am copying from telepathy..hush...
var/list/validtargets = list()
for(var/mob/living/M in view(user.client.maxview(), get_turf(user)))
@@ -66,7 +66,7 @@
button_icon_state = "reset"
var/cooldown_timer
/datum/action/guardian/reset_guardian/IsAvailable()
/datum/action/guardian/reset_guardian/IsAvailable(show_message = TRUE)
if(cooldown_timer)
return FALSE
return TRUE
@@ -68,7 +68,7 @@
on_cooldown = FALSE
build_all_button_icons()
/datum/action/item_action/agent_box/IsAvailable()
/datum/action/item_action/agent_box/IsAvailable(show_message = TRUE)
if(..() && !on_cooldown)
return TRUE
return FALSE
+1 -1
View File
@@ -888,7 +888,7 @@
name = "Remove a card - Remove a single card from the hand."
button_icon_state = "remove_card"
/datum/action/item_action/remove_card/IsAvailable()
/datum/action/item_action/remove_card/IsAvailable(show_message = TRUE)
var/obj/item/cardhand/C = target
if(length(C.cards) <= 1)
return FALSE
@@ -510,7 +510,7 @@
var/last_teleport = 0
var/tele_range = 6
/datum/action/innate/unstable_teleport/IsAvailable()
/datum/action/innate/unstable_teleport/IsAvailable(show_message = TRUE)
if(..())
if(world.time > last_teleport + cooldown && !activated)
return 1
@@ -11,7 +11,7 @@
background_icon_state = "bg_alien"
var/needs_growth = NO_GROWTH_NEEDED
/datum/action/innate/slime/IsAvailable()
/datum/action/innate/slime/IsAvailable(show_message = TRUE)
if(..())
var/mob/living/simple_animal/slime/S = owner
if(needs_growth == GROWTH_NEEDED)
+3
View File
@@ -250,6 +250,9 @@
/// Does this mob speak OOC?
/// Controls whether they can say some symbols.
var/speaks_ooc = FALSE
/// Allows a datum to intercept all click calls this mob is the source of.
/// This is *not* necessarily an instance of [/datum/click_intercept].
var/datum/click_interceptor
/// For storing what do_after's something has, key = string, value = amount of interactions of that type happening.
var/list/do_afters
+1 -1
View File
@@ -103,7 +103,7 @@ GLOBAL_DATUM_INIT(multispin_words, /regex, regex("like a record baby"))
..()
cords = target
/datum/action/item_action/organ_action/colossus/IsAvailable()
/datum/action/item_action/organ_action/colossus/IsAvailable(show_message = TRUE)
if(world.time < cords.next_command)
return FALSE
if(!owner)
+4
View File
@@ -446,10 +446,12 @@
#include "code\datums\vision_override.dm"
#include "code\datums\vv_core_topics.dm"
#include "code\datums\actions\action.dm"
#include "code\datums\actions\cooldown_action.dm"
#include "code\datums\actions\generic_action.dm"
#include "code\datums\actions\innate_action.dm"
#include "code\datums\actions\item_action.dm"
#include "code\datums\actions\spell_action.dm"
#include "code\datums\actions\mobs\mobcooldown.dm"
#include "code\datums\ai\ai_behavior.dm"
#include "code\datums\ai\ai_controller.dm"
#include "code\datums\ai\ai_planning_subtree.dm"
@@ -462,6 +464,7 @@
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\nearest_targeting.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\run_away_from_target.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\stop_and_stare.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\targeted_mob_abilities.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\swirl_around.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\targeting.dm"
#include "code\datums\ai\basic_mobs\basic_ai_behaviors\tipped_reaction.dm"
@@ -481,6 +484,7 @@
#include "code\datums\ai\basic_mobs\basic_subtrees\swirl_around_target.dm"
#include "code\datums\ai\basic_mobs\basic_subtrees\stare_at_thing.dm"
#include "code\datums\ai\basic_mobs\basic_subtrees\target_retaliate.dm"
#include "code\datums\ai\basic_mobs\basic_subtrees\targeted_mob_ability.dm"
#include "code\datums\ai\basic_mobs\basic_subtrees\tip_reaction.dm"
#include "code\datums\ai\basic_mobs\basic_subtrees\use_mob_ability.dm"
#include "code\datums\ai\basic_mobs\basic_subtrees\ventcrawl_find_target.dm"