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* 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>
204 lines
6.7 KiB
Plaintext
204 lines
6.7 KiB
Plaintext
/*
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AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a mob. What this means is that these datums
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have ways of interacting with a specific mob and control it.
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*/
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/// OOK OOK OOK
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/datum/ai_controller/monkey
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ai_movement = /datum/ai_movement/jps
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movement_delay = 0.4 SECONDS
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planning_subtrees = list(
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/datum/ai_planning_subtree/generic_resist,
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/datum/ai_planning_subtree/monkey_combat,
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/datum/ai_planning_subtree/generic_hunger,
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/datum/ai_planning_subtree/monkey_shenanigans,
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)
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ai_traits = AI_FLAG_PAUSE_DURING_DO_AFTER
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/monkey,
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BB_MONKEY_AGGRESSIVE = FALSE,
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BB_MONKEY_BEST_FORCE_FOUND = 0,
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BB_MONKEY_ENEMIES = list(),
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BB_MONKEY_BLACKLISTITEMS = list(),
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BB_MONKEY_PICKPOCKETING = FALSE,
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BB_MONKEY_DISPOSING = FALSE,
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BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
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BB_RESISTING = FALSE,
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)
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idle_behavior = /datum/idle_behavior/idle_monkey
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/// Is this mob tripping things?
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var/tripping = FALSE
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/datum/targeting_strategy/basic/monkey
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/datum/targeting_strategy/basic/monkey/faction_check(datum/ai_controller/controller, mob/living/living_mob, mob/living/the_target)
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if(controller.blackboard[BB_MONKEY_ENEMIES][the_target])
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return FALSE
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return ..()
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/datum/ai_controller/monkey/process(seconds_per_tick)
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var/mob/living/living_pawn = src.pawn
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movement_delay = living_pawn.movement_delay() // Circumstances change. Update speed frequently.
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if(!length(living_pawn.do_afters) && living_pawn.ai_controller.blackboard[BB_RESISTING])
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living_pawn.ai_controller.set_blackboard_key(BB_RESISTING, FALSE)
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if(living_pawn.ai_controller.blackboard[BB_RESISTING])
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return
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if(living_pawn.IsWeakened() || living_pawn.IsStunned()) // We're stunned - what are we gonna do?
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cancel_actions()
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return
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. = ..()
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/datum/ai_controller/monkey/pun_pun
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movement_delay = 7 DECISECONDS // pun pun moves slower so the bartender can keep track of them
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planning_subtrees = list(
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/datum/ai_planning_subtree/generic_resist,
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/datum/ai_planning_subtree/monkey_combat,
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/datum/ai_planning_subtree/punpun_shenanigans,
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)
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idle_behavior = /datum/idle_behavior/idle_monkey/pun_pun
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/datum/ai_controller/monkey/angry
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/datum/ai_controller/monkey/angry/try_possess_pawn(atom/new_pawn)
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. = ..()
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if(. & AI_CONTROLLER_INCOMPATIBLE)
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return
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pawn = new_pawn
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set_blackboard_key(BB_MONKEY_AGGRESSIVE, TRUE) // Angry monke
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set_trip_mode(mode = FALSE)
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/datum/ai_controller/monkey/try_possess_pawn(atom/new_pawn)
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if(!isliving(new_pawn))
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return AI_CONTROLLER_INCOMPATIBLE
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var/mob/living/living_pawn = new_pawn
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if(!HAS_TRAIT(living_pawn, TRAIT_RELAYING_ATTACKER))
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living_pawn.AddElement(/datum/element/relay_attackers)
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RegisterSignal(new_pawn, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_attacked))
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RegisterSignal(new_pawn, COMSIG_ATOM_PULLED, PROC_REF(on_startpulling))
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RegisterSignals(new_pawn, list(COMSIG_LIVING_TRY_SYRINGE_INJECT, COMSIG_LIVING_TRY_SYRINGE_WITHDRAW), PROC_REF(on_try_syringe))
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RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, PROC_REF(on_attempt_cuff))
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RegisterSignal(new_pawn, COMSIG_LIVING_MOB_BUMP, PROC_REF(on_mob_bump))
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return ..() // Run parent at end
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/datum/ai_controller/monkey/unpossess_pawn(destroy)
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UnregisterSignal(pawn, list(
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COMSIG_ATOM_WAS_ATTACKED,
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COMSIG_ATOM_PULLED,
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COMSIG_LIVING_TRY_SYRINGE_INJECT,
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COMSIG_LIVING_TRY_SYRINGE_WITHDRAW,
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COMSIG_CARBON_CUFF_ATTEMPTED,
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COMSIG_LIVING_MOB_BUMP
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))
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return ..() // Run parent at end
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/datum/ai_controller/monkey/on_sentience_lost()
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. = ..()
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set_trip_mode(mode = TRUE)
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/datum/ai_controller/monkey/get_able_to_run()
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var/mob/living/living_pawn = pawn
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if(living_pawn.stat || living_pawn.incapacitated())
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return AI_UNABLE_TO_RUN
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if(living_pawn.ckey || living_pawn.client)
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return AI_UNABLE_TO_RUN
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return ..()
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/datum/ai_controller/monkey/proc/set_trip_mode(mode = TRUE)
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if(!ismonkeybasic(pawn)) // In case the monkey was humanized.
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tripping = FALSE
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return
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tripping = mode
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/// re-used behavior pattern by monkeys for finding a weapon
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/datum/ai_controller/monkey/proc/TryFindWeapon()
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var/mob/living/living_pawn = pawn
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if(!living_pawn.held_items())
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set_blackboard_key(BB_MONKEY_BEST_FORCE_FOUND, 0)
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if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && is_type_in_list(/obj/item/gun, living_pawn.held_items()))
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// We have a gun, what could we possibly want?
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return FALSE
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var/obj/item/weapon
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var/list/nearby_items = list()
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for(var/obj/item/item in oview(2, living_pawn))
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if(item.force < 2)
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continue
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nearby_items += item
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for(var/obj/item/item in living_pawn.held_items()) // If we've got some garbage in our hands that's going to stop us from effectively attacking, we should get rid of it.
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if(item.force < 2)
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living_pawn.drop_item_to_ground(item)
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weapon = GetBestWeapon(src, nearby_items, living_pawn.held_items())
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var/pickpocket = FALSE
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for(var/mob/living/carbon/human/human in oview(5, living_pawn))
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var/obj/item/held_weapon = GetBestWeapon(src, human.held_items() + weapon, living_pawn.held_items())
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if(held_weapon == weapon) // It's just the same one, not a held one
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continue
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pickpocket = TRUE
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weapon = held_weapon
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if(!weapon || (weapon in living_pawn.held_items()))
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return FALSE
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if(weapon.force < 2) // our bite does 2 damage on average, no point in settling for anything less
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return FALSE
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set_blackboard_key(BB_MONKEY_PICKUPTARGET, weapon)
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if(pickpocket)
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queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket, BB_MONKEY_PICKUPTARGET)
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else
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queue_behavior(/datum/ai_behavior/monkey_equip/ground, BB_MONKEY_PICKUPTARGET)
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return TRUE
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/// Reactive events to being hit
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/datum/ai_controller/monkey/proc/retaliate(mob/living/living_mob)
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// just to be safe
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if(QDELETED(living_mob))
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return
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add_blackboard_key_assoc(BB_MONKEY_ENEMIES, living_mob, MONKEY_HATRED_AMOUNT)
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/datum/ai_controller/monkey/proc/on_attacked(datum/source, mob/attacker)
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SIGNAL_HANDLER
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if(prob(MONKEY_RETALIATE_PROB))
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retaliate(attacker)
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/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
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SIGNAL_HANDLER
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var/mob/living/living_pawn = pawn
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if(living_pawn.stat && prob(MONKEY_PULL_AGGRO_PROB)) // nuh uh you don't pull me!
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retaliate(living_pawn.pulledby)
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return TRUE
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/datum/ai_controller/monkey/proc/on_try_syringe(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_SYRINGE_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_attempt_cuff(datum/source, mob/user)
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SIGNAL_HANDLER
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// chance of monkey retaliation
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if(prob(MONKEY_CUFF_RETALIATION_PROB))
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retaliate(user)
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/datum/ai_controller/monkey/proc/on_mob_bump(mob/source, mob/living/crossing_mob)
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SIGNAL_HANDLER
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if(!tripping)
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return
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crossing_mob.KnockDown(4 SECONDS)
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