mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-14 19:41:53 +00:00
* Converts mice to basic mobs * Larger only targetting strat * Oops. * Linters * Code review suggestions * Linters * Merge conflict resolution * Snakes * Oops * Clogged Disposals * Updates persistent client * Linters --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
224 lines
8.9 KiB
Plaintext
224 lines
8.9 KiB
Plaintext
// 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 class='notice'>[living_parent] refuses to attack [target].</span>")
|
|
|
|
/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!"
|