// None of these are really complex enough to merit their own file /** * # Pet Command: Idle * Tells a pet to resume its idle behaviour, usually staying put where you leave it */ /datum/pet_command/idle command_name = "Stay" command_desc = "Command your pet to stay idle in this location." speech_commands = list("sit", "stay", "stop") command_feedback = "sits." /datum/pet_command/idle/execute_action(datum/ai_controller/controller) return SUBTREE_RETURN_FINISH_PLANNING // This cancels further AI planning /datum/pet_command/idle/retrieve_command_text(atom/living_pet, atom/target) return "signals [living_pet] to stay idle!" /** * # Pet Command: Stop * Tells a pet to exit command mode and resume its normal behaviour, which includes regular target-seeking and what have you */ /datum/pet_command/free command_name = "Loose" command_desc = "Allow your pet to resume its natural behaviours." speech_commands = list("free", "loose") command_feedback = "relaxes." /datum/pet_command/free/execute_action(datum/ai_controller/controller) controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND) return // Just move on to the next planning subtree. /datum/pet_command/free/retrieve_command_text(atom/living_pet, atom/target) return "signals [living_pet] to go free!" /** * # Pet Command: Follow * Tells a pet to follow you until you tell it to do something else */ /datum/pet_command/follow command_name = "Follow" command_desc = "Command your pet to accompany you." speech_commands = list("heel", "follow") ///the behavior we use to follow var/follow_behavior = /datum/ai_behavior/pet_follow_friend /// should we activate immediately if we're doing nothing else and gain a friend? var/activate_on_befriend = FALSE /datum/pet_command/follow/set_command_active(mob/living/parent, mob/living/commander) . = ..() set_command_target(parent, commander) /datum/pet_command/follow/retrieve_command_text(atom/living_pet, atom/target) return "signals [living_pet] to follow!" /datum/pet_command/follow/execute_action(datum/ai_controller/controller) controller.queue_behavior(follow_behavior, BB_CURRENT_PET_TARGET) return SUBTREE_RETURN_FINISH_PLANNING /datum/pet_command/follow/add_new_friend(mob/living/tamer) . = ..() var/mob/living/parent = locateUID(parent_uid) if(!parent) return if(activate_on_befriend && !parent.ai_controller.blackboard_key_exists(BB_ACTIVE_PET_COMMAND)) try_activate_command(tamer) /// Like follow but start active /datum/pet_command/follow/start_active activate_on_befriend = TRUE /** * # Pet Command: Use ability * Use an an ability that does not require any targets */ /datum/pet_command/untargeted_ability ///untargeted ability we will use var/ability_key /datum/pet_command/untargeted_ability/execute_action(datum/ai_controller/controller) var/datum/action/ability = controller.blackboard[ability_key] if(!ability?.IsAvailable()) return controller.queue_behavior(/datum/ai_behavior/use_mob_ability, ability_key) controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND) return SUBTREE_RETURN_FINISH_PLANNING /datum/pet_command/untargeted_ability/retrieve_command_text(atom/living_pet, atom/target) return "signals [living_pet] to use an ability!" /** * # Pet Command: Attack * Tells a pet to chase and bite the next thing you point at */ /datum/pet_command/attack command_name = "Attack" command_desc = "Command your pet to attack things that you point out to it." requires_pointing = TRUE speech_commands = list("attack", "sic", "kill") command_feedback = "growls." pointed_reaction = "and growls" /// Balloon alert to display if providing an invalid target var/refuse_reaction = "shakes head" /// Attack behaviour to use var/attack_behaviour = /datum/ai_behavior/basic_melee_attack // Refuse to target things we can't target, chiefly other friends /datum/pet_command/attack/set_command_target(mob/living/parent, atom/target) if(!target) return FALSE var/mob/living/living_parent = parent if(!living_parent.ai_controller) return FALSE var/datum/targeting_strategy/targeter = GET_TARGETING_STRATEGY(living_parent.ai_controller.blackboard[targeting_strategy_key]) if(!targeter) return FALSE if(!targeter.can_attack(living_parent, target)) refuse_target(parent, target) return FALSE return ..() /datum/pet_command/attack/retrieve_command_text(atom/living_pet, atom/target) return isnull(target) ? null : "signals [living_pet] to attack [target]!" /// Display feedback about not targeting something /datum/pet_command/attack/proc/refuse_target(mob/living/parent, atom/target) var/mob/living/living_parent = parent living_parent.custom_emote(EMOTE_VISIBLE, refuse_reaction) living_parent.visible_message(SPAN_NOTICE("[living_parent] refuses to attack [target].")) /datum/pet_command/attack/execute_action(datum/ai_controller/controller) controller.queue_behavior(attack_behaviour, BB_CURRENT_PET_TARGET, targeting_strategy_key) return SUBTREE_RETURN_FINISH_PLANNING /datum/pet_command/protect_owner command_name = "Protect owner" command_desc = "Your pet will run to your aid." hidden = TRUE /// The range our owner needs to be in for us to protect him var/protect_range = 9 /// The behavior we will use when he is attacked var/protect_behavior = /datum/ai_behavior/basic_melee_attack /// Message cooldown to prevent too many people from telling you not to commit suicide COOLDOWN_DECLARE(self_harm_message_cooldown) /// Message cooldown to prevent spamming apologies COOLDOWN_DECLARE(friendly_fire_message_cooldown) /datum/pet_command/protect_owner/add_new_friend(mob/living/tamer) RegisterSignal(tamer, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(set_attacking_target)) if(!HAS_TRAIT(tamer, TRAIT_RELAYING_ATTACKER)) tamer.AddElement(/datum/element/relay_attackers) /datum/pet_command/protect_owner/remove_friend(mob/living/unfriended) UnregisterSignal(unfriended, COMSIG_ATOM_WAS_ATTACKED) /datum/pet_command/protect_owner/execute_action(datum/ai_controller/controller) var/mob/living/victim = controller.blackboard[BB_CURRENT_PET_TARGET] if(QDELETED(victim)) controller.clear_blackboard_key(BB_CURRENT_PET_TARGET) return // cancel the action if they're below our given crit stat, OR if we're trying to attack ourselves (this can happen on tamed mobs w/ protect subtree rarely) if(victim.stat > controller.blackboard[BB_TARGET_MINIMUM_STAT] || victim == controller.pawn) controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND) return controller.queue_behavior(protect_behavior, BB_CURRENT_PET_TARGET, BB_PET_TARGETING_STRATEGY) return SUBTREE_RETURN_FINISH_PLANNING /datum/pet_command/protect_owner/set_command_active(mob/living/parent, mob/living/victim) . = ..() set_command_target(parent, victim) /datum/pet_command/protect_owner/proc/set_attacking_target(atom/source, mob/living/attacker) SIGNAL_HANDLER // COMSIG_ATOM_WAS_ATTACKED var/mob/living/basic/owner = locateUID(parent_uid) if(isnull(owner)) return // TODO: Be smarter about handling signals when our AI controller isn't active // This should definitely be handled somewhere higher up if(owner.ai_controller.ai_status != AI_STATUS_ON) return if(source == attacker) var/list/interventions = owner.ai_controller?.blackboard[BB_OWNER_SELF_HARM_RESPONSES] || list() if(length(interventions) && COOLDOWN_FINISHED(src, self_harm_message_cooldown) && prob(30)) COOLDOWN_START(src, self_harm_message_cooldown, 5 SECONDS) var/chosen_statement = pick(interventions) INVOKE_ASYNC(owner, TYPE_PROC_REF(/atom, atom_say), chosen_statement) return if(owner == attacker) var/list/apologies = owner.ai_controller?.blackboard[BB_OWNER_FRIENDLY_FIRE_APOLOGIES] || list() if(length(apologies) && COOLDOWN_FINISHED(src, friendly_fire_message_cooldown)) COOLDOWN_START(src, friendly_fire_message_cooldown, 5 SECONDS) var/chosen_statement = pick(apologies) INVOKE_ASYNC(owner, TYPE_PROC_REF(/atom, atom_say), chosen_statement) return var/mob/living/current_target = owner.ai_controller?.blackboard[BB_CURRENT_PET_TARGET] if(attacker == current_target) // we are already dealing with this target return if(isliving(attacker) && can_see(owner, attacker, protect_range)) set_command_active(owner, attacker) /datum/pet_command/move command_name = "Move" command_desc = "Command your pet to move to a location!" requires_pointing = TRUE speech_commands = list("move", "walk") /// the behavior we use to walk towards targets var/datum/ai_behavior/walk_behavior = /datum/ai_behavior/travel_towards /datum/pet_command/move/set_command_target(mob/living/parent, atom/target) if(isnull(target) || !can_see(parent, target, 9)) return FALSE return ..() /datum/pet_command/move/execute_action(datum/ai_controller/controller) if(controller.blackboard_key_exists(BB_CURRENT_PET_TARGET)) controller.queue_behavior(walk_behavior, BB_CURRENT_PET_TARGET) return SUBTREE_RETURN_FINISH_PLANNING /datum/pet_command/move/retrieve_command_text(atom/living_pet, atom/target) return "signals [living_pet] to move!"