Fixes loads of AI bugs.

This commit is contained in:
Neerti
2018-10-31 17:43:10 -04:00
parent 1e492e8c44
commit 508b051716
52 changed files with 531 additions and 188 deletions
+42 -21
View File
@@ -170,10 +170,21 @@
qdel(buildquit)
buildquit = null
throw_atom = null
cl = null
for(var/mob/living/unit in selected_mobs)
deselect_AI_mob(cl, unit)
selected_mobs.Cut()
cl = null
return ..()
/obj/effect/bmode/buildholder/proc/select_AI_mob(client/C, mob/living/unit)
selected_mobs += unit
C.images += unit.selected_image
/obj/effect/bmode/buildholder/proc/deselect_AI_mob(client/C, mob/living/unit)
selected_mobs -= unit
C.images -= unit.selected_image
/obj/effect/bmode/buildmode
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
@@ -460,48 +471,58 @@
// Select/Deselect
if(!isnull(L.get_AI_stance()))
if(L in holder.selected_mobs)
// Todo: Select graphic only the admin can see?
holder.selected_mobs -= L
user.client.images -= L.selected_image
holder.deselect_AI_mob(user.client, L)
to_chat(user, span("notice", "Deselected \the [L]."))
else
holder.selected_mobs += L
user.client.images += L.selected_image
holder.select_AI_mob(user.client, L)
to_chat(user, span("notice", "Selected \the [L]."))
else
to_chat(user, span("warning", "\The [L] is not AI controlled."))
if(pa.Find("right"))
if(istype(object, /atom/movable)) // Force attack.
var/atom/movable/AM = object
if(istype(object, /atom)) // Force attack.
var/atom/A = object
if(pa.Find("alt"))
for(var/thing in holder.selected_mobs)
var/mob/living/unit = thing
var/i = 0
for(var/mob/living/unit in holder.selected_mobs)
var/datum/ai_holder/AI = unit.ai_holder
AI.give_target(AM)
to_chat(user, span("notice", "Commanded [holder.selected_mobs.len] mob\s to attack \the [AM]."))
AI.give_target(A)
i++
to_chat(user, span("notice", "Commanded [i] mob\s to attack \the [A]."))
return
if(isliving(object)) // Follow or attack.
var/mob/living/L = object
for(var/thing in holder.selected_mobs)
var/mob/living/unit = thing
var/i = 0 // Attacking mobs.
var/j = 0 // Following mobs.
for(var/mob/living/unit in holder.selected_mobs)
var/datum/ai_holder/AI = unit.ai_holder
if(L.IIsAlly(unit) || !AI.hostile || pa.Find("shift"))
AI.set_follow(L)
j++
else
AI.give_target(L)
to_chat(user, span("notice", "Commanded [holder.selected_mobs.len] mob\s to attack or follow \the [L]."))
i++
var/message = "Commanded "
if(i)
message += "[i] mob\s to attack \the [L]"
if(j)
message += ", and "
else
message += "."
if(j)
message += "[j] mob\s to follow \the [L]."
to_chat(user, span("notice", message))
if(isturf(object)) // Move or reposition.
var/turf/T = object
for(var/thing in holder.selected_mobs)
var/mob/living/unit = thing
var/i = 0
for(var/mob/living/unit in holder.selected_mobs)
var/datum/ai_holder/AI = unit.ai_holder
AI.give_destination(T, 1, pa.Find("shift"))
to_chat(user, span("notice", "Commanded [holder.selected_mobs.len] mob\s to move to \the [T]."))
AI.give_destination(T, 1, pa.Find("shift")) // If shift is held, the mobs will not stop moving to attack a visible enemy.
i++
to_chat(user, span("notice", "Commanded [i] mob\s to move to \the [T]."))
/obj/effect/bmode/buildmode/proc/get_path_from_partial_text(default_path)