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
@@ -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