Files
Paradise/code/datums/ai/monkey/monkey_controller.dm
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

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