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PollardTheDragon a590870d00 Monke Business - Ports monkey AI from TG (#31067)
* Monke Mode

* Punch

* Some comment stuff

* Linters, excess

* Linters

* Emote stuff

* Pause monkey AI during do afters

* Small improvements

* Oops

* Fixes monkeys trying to drink forever from a glass

* Knockdowns and stamcrit fixes

* Removes eating/drinking from Pun Pun

* Monkey controller improvement, bug fix

* Fixes monkey item giving

* Fixes brain swaps

* Fixes

* Update code/datums/ai/monkey/monkey_controller.dm

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

* Addresses code review

* Oops

* Oops round 2

* Fixes monkeys staying in trip mode when evolved

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2025-12-26 22:44:52 +00:00

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2.9 KiB
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/**
* Finds an item near themselves, sets a blackboard key as it. Very useful for AIs that need to use machines or something.
* If you want to do something more complicated than find a single atom, change the search_tactic() proc
* cool tip: search_tactic() can set lists
*/
/datum/ai_behavior/find_and_set
action_cooldown = 2 SECONDS
/datum/ai_behavior/find_and_set/perform(seconds_per_tick, datum/ai_controller/controller, set_key, locate_path, search_range)
. = ..()
if(controller.blackboard_key_exists(set_key))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
if(QDELETED(controller.pawn))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
var/find_this_thing = search_tactic(controller, locate_path, search_range)
if(isnull(find_this_thing))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
controller.set_blackboard_key(set_key, find_this_thing)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/find_and_set/proc/search_tactic(datum/ai_controller/controller, locate_path, search_range = 3)
return locate(locate_path) in oview(search_range, controller.pawn)
/**
* Variant of find and set that takes a list of things to find.
*/
/datum/ai_behavior/find_and_set/in_list
/datum/ai_behavior/find_and_set/in_list/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
var/list/found = typecache_filter_list(oview(search_range, controller.pawn), locate_paths)
if(length(found))
return pick(found)
/datum/ai_behavior/find_and_set/in_list/turf_types
/datum/ai_behavior/find_and_set/in_list/turf_types/search_tactic(datum/ai_controller/controller, locate_paths, search_range)
var/list/found = RANGE_TURFS(search_range, controller.pawn)
shuffle_inplace(found)
for(var/turf/possible_turf as anything in found)
if(!is_type_in_typecache(possible_turf, locate_paths))
continue
if(can_see(controller.pawn, possible_turf, search_range))
return possible_turf
return null
/**
* Variant of find and set that fails if the living pawn doesn't hold something
*/
/datum/ai_behavior/find_and_set/pawn_must_hold_item
/datum/ai_behavior/find_and_set/pawn_must_hold_item/search_tactic(datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
if(!living_pawn.held_items())
return // we want to fail the search if we don't have something held
return ..()
/**
* Variant of find and set that also requires the item to be edible. checks hands too
*/
/datum/ai_behavior/find_and_set/edible
/datum/ai_behavior/find_and_set/edible/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/mob/living/living_pawn = controller.pawn
for(var/atom/held_candidate as anything in living_pawn.held_items())
if(IsEdible(held_candidate))
return held_candidate
for(var/atom/local_candidate as anything in oview(search_range, controller.pawn))
if(IsEdible(local_candidate) && istype(local_candidate, locate_path))
return local_candidate
return null