Basic mobs targeting, attacks, and pig migration. (#28987)

* Basic mobs targeting, attacks, and pig migration.

* run updatepaths

* fix duplicate macro def

* Update code/datums/ai/basic_mobs/basic_ai_behaviors/basic_attacking.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
warriorstar-orion
2025-04-15 10:45:56 -04:00
committed by GitHub
parent 5da3694877
commit efc8adb6dd
44 changed files with 1190 additions and 69 deletions
@@ -0,0 +1,46 @@
/**
* Attached to a mob with an AI controller, simply sets a flag on whether or not to run away based on current health values.
*/
/datum/element/ai_flee_while_injured
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// Health value to end fleeing if at or above
var/stop_fleeing_at
/// Health value to start fleeing if at or below
var/start_fleeing_below
/datum/element/ai_flee_while_injured/Attach(datum/target, stop_fleeing_at = 1, start_fleeing_below = 0.5)
. = ..()
if(!isliving(target))
return ELEMENT_INCOMPATIBLE
var/mob/living/living_target = target
if(!living_target.ai_controller)
return ELEMENT_INCOMPATIBLE
src.stop_fleeing_at = stop_fleeing_at
src.start_fleeing_below = start_fleeing_below
RegisterSignal(target, COMSIG_LIVING_HEALTH_UPDATE, PROC_REF(on_health_changed))
on_health_changed(target)
/datum/element/ai_flee_while_injured/Detach(datum/source)
. = ..()
UnregisterSignal(source, COMSIG_LIVING_HEALTH_UPDATE)
/// When the mob's health changes, check what the blackboard state should be
/datum/element/ai_flee_while_injured/proc/on_health_changed(mob/living/source)
SIGNAL_HANDLER
if(isnull(source.ai_controller))
return
var/current_health_percentage = source.health / source.maxHealth
if(source.ai_controller.blackboard[BB_BASIC_MOB_STOP_FLEEING])
if(current_health_percentage > start_fleeing_below)
return
source.ai_controller.cancel_actions()
source.ai_controller.set_blackboard_key(BB_BASIC_MOB_STOP_FLEEING, FALSE)
return
if(current_health_percentage < stop_fleeing_at)
return
source.ai_controller.cancel_actions() // Stop fleeing go back to whatever you were doing
source.ai_controller.set_blackboard_key(BB_BASIC_MOB_STOP_FLEEING, TRUE)
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/**
* Attached to a mob with an AI controller, passes things which have damaged it to a blackboard.
* The AI controller is responsible for doing anything with that information.
*/
/datum/element/ai_retaliate
/datum/element/ai_retaliate/Attach(datum/target)
. = ..()
if(!ismob(target))
return ELEMENT_INCOMPATIBLE
target.AddElement(/datum/element/relay_attackers)
RegisterSignal(target, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_attacked))
ADD_TRAIT(target, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, type)
/datum/element/ai_retaliate/Detach(datum/source, ...)
. = ..()
UnregisterSignal(source, COMSIG_ATOM_WAS_ATTACKED)
/// Add an attacking atom to a blackboard list of things which attacked us
/datum/element/ai_retaliate/proc/on_attacked(mob/victim, atom/attacker)
SIGNAL_HANDLER
if(victim == attacker)
return
victim.ai_controller?.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, attacker)
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/**
* This element registers to a shitload of signals which can signify "someone attacked me".
* If anyone does it sends a single "someone attacked me" signal containing details about who done it.
* This prevents other components and elements from having to register to the same list of a million signals, should be more maintainable in one place.
*/
/datum/element/relay_attackers
/datum/element/relay_attackers/Attach(datum/target)
. = ..()
if(!HAS_TRAIT(target, TRAIT_RELAYING_ATTACKER)) // Little bit gross but we want to just apply this shit from a bunch of places
// Boy this sure is a lot of ways to tell us that someone tried to attack us
RegisterSignal(target, COMSIG_AFTER_ATTACKED_BY, PROC_REF(on_after_attacked_by))
RegisterSignals(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW), PROC_REF(on_attack_generic))
RegisterSignals(target, list(COMSIG_ATOM_ATTACK_BASIC_MOB, COMSIG_ATOM_ATTACK_ANIMAL), PROC_REF(on_attack_npc))
RegisterSignal(target, COMSIG_ATOM_BULLET_ACT, PROC_REF(on_bullet_act))
RegisterSignal(target, COMSIG_ATOM_HITBY, PROC_REF(on_hitby))
RegisterSignal(target, COMSIG_ATOM_HULK_ATTACK, PROC_REF(on_attack_hulk))
ADD_TRAIT(target, TRAIT_RELAYING_ATTACKER, UID())
/datum/element/relay_attackers/Detach(datum/source, ...)
. = ..()
UnregisterSignal(source, list(
COMSIG_AFTER_ATTACKED_BY,
COMSIG_ATOM_ATTACK_HAND,
COMSIG_ATOM_ATTACK_PAW,
COMSIG_ATOM_ATTACK_BASIC_MOB,
COMSIG_ATOM_BULLET_ACT,
COMSIG_ATOM_HITBY,
COMSIG_ATOM_HULK_ATTACK,
))
REMOVE_TRAIT(source, TRAIT_RELAYING_ATTACKER, UID())
/datum/element/relay_attackers/proc/on_after_attacked_by(atom/target, obj/item/weapon, mob/attacker, proximity_flag, click_parameters)
SIGNAL_HANDLER // COMSIG_AFTER_ATTACKED_BY
if(!proximity_flag) // we don't care about someone clicking us with a piece of metal from across the room
return
if(weapon.force)
relay_attacker(target, attacker, weapon.damtype == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK)
/datum/element/relay_attackers/proc/on_attack_generic(atom/target, mob/living/attacker, list/modifiers)
SIGNAL_HANDLER
// Check for a shove.
if(attacker.a_intent == INTENT_DISARM)
relay_attacker(target, attacker, ATTACKER_SHOVING)
return
// Else check for harm intent.
if(attacker.a_intent == INTENT_HARM)
relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK)
return
/datum/element/relay_attackers/proc/on_attack_npc(atom/target, mob/living/attacker)
SIGNAL_HANDLER // COMSIG_ATOM_ATTACK_BASIC_MOB + COMSIG_ATOM_ATTACK_ANIMAL
// both simple animals and basic mobs have the same var name here but we have to check both types
if(isanimal(attacker))
var/mob/living/simple_animal/SA = attacker
if(SA.melee_damage_upper > 0)
relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK)
return
if(isbasicmob(attacker))
var/mob/living/basic/B = attacker
if(B.melee_damage_upper > 0)
relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK)
return
/// Even if another component blocked this hit, someone still shot at us
/datum/element/relay_attackers/proc/on_bullet_act(atom/target, obj/item/projectile/hit_projectile)
SIGNAL_HANDLER // COMSIG_ATOM_BULLET_ACT
if(!hit_projectile.is_hostile_projectile())
return
if(!ismob(hit_projectile.firer))
return
relay_attacker(target, hit_projectile.firer, hit_projectile.damage_type == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK)
/// Even if another component blocked this hit, someone still threw something
/datum/element/relay_attackers/proc/on_hitby(atom/target, atom/movable/hit_atom, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER // COMSIG_ATOM_HITBY
if(!isitem(hit_atom))
return
var/obj/item/hit_item = hit_atom
if(!hit_item.throwforce)
return
var/mob/thrown_by = locateUID(hit_item.thrownby)
if(!ismob(thrown_by))
return
relay_attacker(target, thrown_by, hit_item.damtype == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK)
/datum/element/relay_attackers/proc/on_attack_hulk(atom/target, mob/attacker)
SIGNAL_HANDLER
relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK)
/// Send out a signal identifying whoever just attacked us (usually a mob but sometimes a mech or turret)
/datum/element/relay_attackers/proc/relay_attacker(atom/victim, atom/attacker, attack_flags)
SEND_SIGNAL(victim, COMSIG_ATOM_WAS_ATTACKED, attacker, attack_flags)