Readd some AI features

Like calling for help and investigating the last known position of enemies
This commit is contained in:
Aronai Sieyes
2020-02-23 11:53:55 -05:00
parent 717a4cc585
commit 8e973f5e4e
10 changed files with 138 additions and 115 deletions
@@ -149,3 +149,39 @@
// Simple mobs that retaliate and support others in their faction who get attacked.
/datum/ai_holder/simple_mob/retaliate/cooperative
cooperative = TRUE
// With all the bells and whistles
/datum/ai_holder/simple_mob/humanoid
intelligence_level = AI_SMART //Purportedly
retaliate = TRUE //If attacked, attack back
threaten = TRUE //Verbal threats
firing_lanes = TRUE //Avoid shooting allies
conserve_ammo = TRUE //Don't shoot when it can't hit target
can_breakthrough = TRUE //Can break through doors
violent_breakthrough = FALSE //Won't try to break through walls (humans can, but usually don't)
speak_chance = 2 //Babble chance
cooperative = TRUE //Assist each other
wander = TRUE //Wander around
returns_home = TRUE //But not too far
use_astar = TRUE //Path smartly
// The hostile subtype is implied to be trained combatants who use ""tactics""
/datum/ai_holder/simple_mob/humanoid/hostile
var/run_if_this_close = 4 // If anything gets within this range, it'll try to move away.
hostile = TRUE //Attack!
// Juke
/datum/ai_holder/simple_mob/humanoid/hostile/post_melee_attack(atom/A)
holder.IMove(get_step(holder, pick(alldirs)))
holder.face_atom(A)
/datum/ai_holder/simple_mob/humanoid/hostile/post_ranged_attack(atom/A)
//Pick a random turf to step into
var/turf/T = get_step(holder, pick(alldirs))
if(check_trajectory(A, T)) // Can we even hit them from there?
holder.IMove(T)
holder.face_atom(A)
if(get_dist(holder, A) < run_if_this_close)
holder.IMove(get_step_away(holder, A))
holder.face_atom(A)
@@ -77,7 +77,7 @@
if(rabid)
return
var/justified = my_slime.is_justified_to_discipline() // This will also consider the AI-side of that proc.
lost_target() // Stop attacking.
remove_target() // Stop attacking.
if(justified)
obedience++
@@ -137,7 +137,7 @@
// Called when using a pacification agent (or it's Kendrick being initalized).
/datum/ai_holder/simple_mob/xenobio_slime/proc/pacify()
lost_target() // So it stops trying to kill them.
remove_target() // So it stops trying to kill them.
rabid = FALSE
hostile = FALSE
retaliate = FALSE
@@ -247,7 +247,7 @@
else
delayed_say("Fine...", speaker)
adjust_discipline(1, TRUE) // This must come before losing the target or it will be unjustified.
lost_target()
remove_target()
if(leader) // We're being asked to stop following someone.
+13 -33
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@@ -93,9 +93,7 @@
/datum/ai_holder/proc/forget_everything()
// Some of these might be redundant, but hopefully this prevents future bugs if that changes.
lose_follow()
lose_target()
lose_target_position()
give_up_movement()
remove_target()
// 'Tactical' processes such as moving a step, meleeing an enemy, firing a projectile, and other fairly cheap actions that need to happen quickly.
/datum/ai_holder/proc/handle_tactics()
@@ -116,33 +114,6 @@
/datum/ai_holder/proc/handle_special_strategical()
/*
//AI Actions
if(!ai_inactive)
//Stanceyness
handle_stance()
//Movement
if(!stop_automated_movement && wander && !anchored) //Allowed to move?
handle_wander_movement()
//Speaking
if(speak_chance && stance == STANCE_IDLE) // Allowed to chatter?
handle_idle_speaking()
//Resisting out buckles
if(stance != STANCE_IDLE && incapacitated(INCAPACITATION_BUCKLED_PARTIALLY))
handle_resist()
//Resisting out of closets
if(istype(loc,/obj/structure/closet))
var/obj/structure/closet/C = loc
if(C.welded)
resist()
else
C.open()
*/
// For setting the stance WITHOUT processing it
/datum/ai_holder/proc/set_stance(var/new_stance)
ai_log("set_stance() : Setting stance from [stance] to [new_stance].", AI_LOG_INFO)
@@ -221,7 +192,8 @@
if(STANCE_REPOSITION) // This is the same as above but doesn't stop if an enemy is visible since its an 'in-combat' move order.
ai_log("handle_stance_tactical() : STANCE_REPOSITION, going to walk_to_destination().", AI_LOG_TRACE)
walk_to_destination()
if(!target && !find_target())
walk_to_destination()
if(STANCE_FOLLOW)
ai_log("handle_stance_tactical() : STANCE_FOLLOW, going to walk_to_leader().", AI_LOG_TRACE)
@@ -247,12 +219,18 @@
ai_log("++++++++++ Slow Process Beginning ++++++++++", AI_LOG_TRACE)
ai_log("handle_stance_strategical() : Called.", AI_LOG_TRACE)
ai_log("handle_stance_strategical() : LTT=[lose_target_time]", AI_LOG_TRACE)
if(lose_target_time && (lose_target_time + lose_target_timeout < world.time)) // We were tracking an enemy but they are gone.
ai_log("handle_stance_strategical() : Giving up a chase.", AI_LOG_DEBUG)
remove_target()
if(stance in STANCES_COMBAT)
request_help() // Call our allies.
switch(stance)
if(STANCE_IDLE)
if(speak_chance) // In the long loop since otherwise it wont shut up.
handle_idle_speaking()
if(hostile)
ai_log("handle_stance_strategical() : STANCE_IDLE, going to find_target().", AI_LOG_TRACE)
find_target()
@@ -260,6 +238,7 @@
if(target)
ai_log("handle_stance_strategical() : STANCE_APPROACH, going to calculate_path([target]).", AI_LOG_TRACE)
calculate_path(target)
walk_to_target()
if(STANCE_MOVE)
if(hostile && find_target()) // This will switch its stance.
ai_log("handle_stance_strategical() : STANCE_MOVE, found target and was inturrupted.", AI_LOG_TRACE)
@@ -269,6 +248,7 @@
else if(leader)
ai_log("handle_stance_strategical() : STANCE_FOLLOW, going to calculate_path([leader]).", AI_LOG_TRACE)
calculate_path(leader)
walk_to_leader()
ai_log("handle_stance_strategical() : Exiting.", AI_LOG_TRACE)
ai_log("++++++++++ Slow Process Ending ++++++++++", AI_LOG_TRACE)
+5 -34
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@@ -9,47 +9,23 @@
var/violent_breakthrough = TRUE // If false, the AI is not allowed to destroy things like windows or other structures in the way. Requires above var to be true.
var/stand_ground = FALSE // If true, the AI won't try to get closer to an enemy if out of range.
// This does the actual attacking.
/datum/ai_holder/proc/engage_target()
ai_log("engage_target() : Entering.", AI_LOG_DEBUG)
// Can we still see them?
// if(!target || !can_attack(target) || (!(target in list_targets())) )
if(!target || !can_attack(target))
ai_log("engage_target() : Lost sight of target.", AI_LOG_TRACE)
lose_target() // We lost them.
if(!find_target()) // If we can't get a new one, then wait for a bit and then time out.
set_stance(STANCE_IDLE)
lost_target()
ai_log("engage_target() : No more targets. Exiting.", AI_LOG_DEBUG)
if(lose_target()) // We lost them (returns TRUE if we found something else to do)
ai_log("engage_target() : Pursuing other options (last seen, or a new target).", AI_LOG_TRACE)
return
// if(lose_target_time + lose_target_timeout < world.time)
// ai_log("engage_target() : Unseen enemy timed out.", AI_LOG_TRACE)
// set_stance(STANCE_IDLE) // It must've been the wind.
// lost_target()
// ai_log("engage_target() : Exiting.", AI_LOG_DEBUG)
// return
// // But maybe we do one last ditch effort.
// if(!target_last_seen_turf || intelligence_level < AI_SMART)
// ai_log("engage_target() : No last known position or is too dumb to fight unseen enemies.", AI_LOG_TRACE)
// set_stance(STANCE_IDLE)
// else
// ai_log("engage_target() : Fighting unseen enemy.", AI_LOG_TRACE)
// engage_unseen_enemy()
else
ai_log("engage_target() : Got new target ([target]).", AI_LOG_TRACE)
var/distance = get_dist(holder, target)
ai_log("engage_target() : Distance to target ([target]) is [distance].", AI_LOG_TRACE)
holder.face_atom(target)
last_conflict_time = world.time
request_help() // Call our allies.
// Do a 'special' attack, if one is allowed.
// if(prob(special_attack_prob) && (distance >= special_attack_min_range) && (distance <= special_attack_max_range))
if(holder.ICheckSpecialAttack(target))
@@ -198,12 +174,8 @@
// Make sure we can still chase/attack them.
if(!target || !can_attack(target))
ai_log("walk_to_target() : Lost target.", AI_LOG_INFO)
if(!find_target())
lost_target()
ai_log("walk_to_target() : Exiting.", AI_LOG_DEBUG)
return
else
ai_log("walk_to_target() : Found new target ([target]).", AI_LOG_INFO)
lose_target()
return
// Find out where we're going.
var/get_to = closest_distance(target)
@@ -220,7 +192,6 @@
ai_log("walk_to_target() : Exiting.", AI_LOG_DEBUG)
return
// Otherwise keep walking.
if(!stand_ground)
walk_path(target, get_to)
+9 -8
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@@ -2,21 +2,21 @@
// Used when a target is out of sight or invisible.
/datum/ai_holder/proc/engage_unseen_enemy()
ai_log("engage_unseen_enemy() : Entering.", AI_LOG_TRACE)
// Lets do some last things before giving up.
if(!ranged)
if(get_dist(holder, target_last_seen_turf > 1)) // We last saw them over there.
if(conserve_ammo || !holder.ICheckRangedAttack(target_last_seen_turf))
if(get_dist(holder, target_last_seen_turf) > 1) // We last saw them over there.
// Go to where you last saw the enemy.
give_destination(target_last_seen_turf, 1, TRUE) // This will set it to STANCE_REPOSITION.
else // We last saw them next to us, so do a blind attack on that tile.
give_destination(target_last_seen_turf, 1, TRUE) // Sets stance as well
else if(lose_target_time == world.time) // We last saw them next to us, so do a blind attack on that tile.
melee_on_tile(target_last_seen_turf)
else if(!conserve_ammo)
else
find_target()
else
shoot_near_turf(target_last_seen_turf)
// This shoots semi-randomly near a specific turf.
/datum/ai_holder/proc/shoot_near_turf(turf/targeted_turf)
if(!ranged)
return // Can't shoot.
if(get_dist(holder, targeted_turf) > max_range(targeted_turf))
return // Too far to shoot.
@@ -32,6 +32,7 @@
// Attempts to attack something on a specific tile.
// TODO: Put on mob/living?
/datum/ai_holder/proc/melee_on_tile(turf/T)
ai_log("melee_on_tile() : Entering.", AI_LOG_TRACE)
var/mob/living/L = locate() in T
if(!L)
T.visible_message("\The [holder] attacks nothing around \the [T].")
+1 -1
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@@ -15,7 +15,7 @@
/datum/ai_holder/proc/should_threaten()
if(!threaten)
return FALSE // We don't negotiate.
if(target in attackers)
if(check_attacker(target))
return FALSE // They (or someone like them) attacked us before, escalate immediately.
if(!will_threaten(target))
return FALSE // Pointless to threaten an animal, a mindless drone, or an object.
+17 -15
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@@ -74,7 +74,7 @@
ai_log("request_help() : Exiting.", AI_LOG_DEBUG)
// What allies receive when someone else is calling for help.
// What allies receive when someone else is calling for help.1
/datum/ai_holder/proc/help_requested(mob/living/friend)
ai_log("help_requested() : Entering.", AI_LOG_DEBUG)
if(stance == STANCE_SLEEP)
@@ -92,24 +92,26 @@
if(!holder.IIsAlly(friend)) // Extra sanity.
ai_log("help_requested() : Help requested by [friend] but we hate them.", AI_LOG_INFO)
return
if(friend.ai_holder && friend.ai_holder.target && !can_attack(friend.ai_holder.target))
ai_log("help_requested() : Help requested by [friend] but we don't want to fight their target.", AI_LOG_INFO)
return
if(get_dist(holder, friend) <= follow_distance)
ai_log("help_requested() : Help requested by [friend] but we're already here.", AI_LOG_INFO)
return
if(get_dist(holder, friend) <= vision_range) // Within our sight.
ai_log("help_requested() : Help requested by [friend], and within target sharing range.", AI_LOG_INFO)
if(friend.ai_holder) // AI calling for help.
if(friend.ai_holder.target && can_attack(friend.ai_holder.target)) // Friend wants us to attack their target.
last_conflict_time = world.time // So we attack immediately and not threaten.
give_target(friend.ai_holder.target) // This will set us to the appropiate stance.
ai_log("help_requested() : Given target [target] by [friend]. Exiting", AI_LOG_DEBUG)
return
var/their_target = friend?.ai_holder?.target
if(their_target) // They have a target and aren't just shouting for no reason
if(!can_attack(their_target, vision_required = FALSE))
ai_log("help_requested() : Help requested by [friend] but we don't want to fight their target.", AI_LOG_INFO)
return
if(get_dist(holder, friend) <= follow_distance)
ai_log("help_requested() : Help requested by [friend] but we're already here.", AI_LOG_INFO)
return
if(get_dist(holder, friend) <= vision_range) // Within our sight.
ai_log("help_requested() : Help requested by [friend], and within target sharing range.", AI_LOG_INFO)
last_conflict_time = world.time // So we attack immediately and not threaten.
give_target(their_target, urgent = TRUE) // This will set us to the appropiate stance.
ai_log("help_requested() : Given target [target] by [friend]. Exiting", AI_LOG_DEBUG)
return
// Otherwise they're outside our sight, lack a target, or aren't AI controlled, but within call range.
// So assuming we're AI controlled, we'll go to them and see whats wrong.
ai_log("help_requested() : Help requested by [friend], going to go to friend.", AI_LOG_INFO)
if(their_target)
add_attacker(their_target) // We won't wait and 'warn' them while they're stabbing our ally
set_follow(friend, 10 SECONDS)
ai_log("help_requested() : Exiting.", AI_LOG_DEBUG)
+50 -18
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@@ -26,6 +26,7 @@
// Step 1, find out what we can see.
/datum/ai_holder/proc/list_targets()
. = hearers(vision_range, holder) - holder // Remove ourselves to prevent suicidal decisions. ~ SRC is the ai_holder.
. -= dview_mob // Not the dview mob either, nerd.
var/static/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/mecha))
@@ -35,6 +36,7 @@
// Step 2, filter down possible targets to things we actually care about.
/datum/ai_holder/proc/find_target(var/list/possible_targets, var/has_targets_list = FALSE)
ai_log("find_target() : Entered.", AI_LOG_TRACE)
if(!hostile) // So retaliating mobs only attack the thing that hit it.
return null
. = list()
@@ -70,13 +72,17 @@
return chosen_target
// Step 4, give us our selected target.
/datum/ai_holder/proc/give_target(new_target)
/datum/ai_holder/proc/give_target(new_target, urgent = FALSE)
ai_log("give_target() : Given '[new_target]', urgent=[urgent].", AI_LOG_TRACE)
target = new_target
if(target != null)
if(should_threaten())
lose_target_time = 0
track_target_position()
if(should_threaten() && !urgent)
set_stance(STANCE_ALERT)
else
set_stance(STANCE_APPROACH)
set_stance(STANCE_FIGHT)
last_target_time = world.time
return TRUE
@@ -109,8 +115,8 @@
sorted_targets += A
return sorted_targets
/datum/ai_holder/proc/can_attack(atom/movable/the_target)
if(!can_see_target(the_target))
/datum/ai_holder/proc/can_attack(atom/movable/the_target, vision_required = TRUE)
if(!can_see_target(the_target) && vision_required)
return FALSE
if(istype(the_target, /mob/zshadow))
@@ -157,21 +163,38 @@
/datum/ai_holder/proc/found(atom/movable/the_target)
return FALSE
//We can't see the target, go look or attack where they were last seen.
// 'Soft' loss of target. They may still exist, we still have some info about them maybe.
/datum/ai_holder/proc/lose_target()
ai_log("lose_target() : Entering.", AI_LOG_TRACE)
if(target)
ai_log("lose_target() : Had a target, setting to null and LTT.", AI_LOG_DEBUG)
target = null
lose_target_time = world.time
give_up_movement()
if(target_last_seen_turf && intelligence_level >= AI_SMART)
ai_log("lose_target() : Going into 'engage unseen enemy' mode.", AI_LOG_INFO)
engage_unseen_enemy()
return TRUE //We're still working on it
else
ai_log("lose_target() : Can't chase target, so giving up.", AI_LOG_INFO)
remove_target()
return find_target() //Returns if we found anything else to do
//Target is no longer valid (?)
/datum/ai_holder/proc/lost_target()
set_stance(STANCE_IDLE)
return FALSE //Nothing new to do
// 'Hard' loss of target. Clean things up and return to idle.
/datum/ai_holder/proc/remove_target()
ai_log("remove_target() : Entering.", AI_LOG_TRACE)
if(target)
target = null
lose_target_time = 0
give_up_movement()
lose_target_position()
lose_target()
set_stance(STANCE_IDLE)
// Check if target is visible to us.
/datum/ai_holder/proc/can_see_target(atom/movable/the_target, view_range = vision_range)
ai_log("can_see_target() : Entering.", AI_LOG_TRACE)
@@ -235,7 +258,7 @@
ai_log("react_to_attack() : Was attacked by [attacker], but we already have a target.", AI_LOG_TRACE)
on_attacked(attacker) // So we attack immediately and not threaten.
return FALSE
else if(attacker in attackers && world.time > last_target_time + 3 SECONDS) // Otherwise, let 'er rip
else if(check_attacker(attacker) && world.time > last_target_time + 3 SECONDS) // Otherwise, let 'er rip
ai_log("react_to_attack() : Was attacked by [attacker]. Can retaliate, waited 3 seconds.", AI_LOG_INFO)
on_attacked(attacker) // So we attack immediately and not threaten.
return give_target(attacker) // Also handles setting the appropiate stance.
@@ -246,16 +269,25 @@
ai_log("react_to_attack() : Was attacked by [attacker].", AI_LOG_INFO)
on_attacked(attacker) // So we attack immediately and not threaten.
return give_target(attacker) // Also handles setting the appropiate stance.
return give_target(attacker, urgent = TRUE) // Also handles setting the appropiate stance.
// Sets a few vars so mobs that threaten will react faster to an attacker or someone who attacked them before.
/datum/ai_holder/proc/on_attacked(atom/movable/AM)
if(isliving(AM))
var/mob/living/L = AM
if(!(L.name in attackers))
attackers |= L.name
last_conflict_time = world.time
last_conflict_time = world.time
add_attacker(AM)
// Checks to see if an atom attacked us lately
/datum/ai_holder/proc/check_attacker(var/atom/movable/A)
return (A in attackers)
// We were attacked by this thing recently
/datum/ai_holder/proc/add_attacker(var/atom/movable/A)
attackers |= A.name
// Forgive this attacker
/datum/ai_holder/proc/remove_attacker(var/atom/movable/A)
attackers -= A.name
// Causes targeting to prefer targeting the taunter if possible.
// This generally occurs if more than one option is within striking distance, including the taunter.
// Otherwise the default filter will prefer the closest target.
+3 -3
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@@ -109,7 +109,7 @@
to_chat(user, "<span class='notice'>You feed \the [SM] the agent, calming it.</span>")
playsound(src, 'sound/effects/bubbles.ogg', 50, 1)
AI.lost_target() // So hostile things stop attacking people even if not hostile anymore.
AI.remove_target() // So hostile things stop attacking people even if not hostile anymore.
var/newname = copytext(sanitize(input(user, "Would you like to give \the [M] a name?", "Name your new pet", M.name) as null|text),1,MAX_NAME_LEN)
if(newname)
@@ -202,7 +202,7 @@
to_chat(user, "<span class='notice'>You feed \the [M] the agent. It will now try to murder things that want to murder you instead.</span>")
to_chat(M, "<span class='notice'>\The [user] feeds you \the [src], and feel that the others will regard you as an outsider now.</span>")
M.faction = user.faction
AI.lost_target() // So hostile things stop attacking people even if not hostile anymore.
AI.remove_target() // So hostile things stop attacking people even if not hostile anymore.
playsound(src, 'sound/effects/bubbles.ogg', 50, 1)
qdel(src)
@@ -237,7 +237,7 @@
to_chat(user, "<span class='notice'>You feed \the [M] the agent. It will now be your best friend.</span>")
to_chat(M, "<span class='notice'>\The [user] feeds you \the [src], and feel that \the [user] wants to be best friends with you.</span>")
M.friends.Add(user)
AI.lost_target() // So hostile things stop attacking people even if not hostile anymore.
AI.remove_target() // So hostile things stop attacking people even if not hostile anymore.
playsound(src, 'sound/effects/bubbles.ogg', 50, 1)
qdel(src)
+1
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@@ -1359,6 +1359,7 @@
#include "code\modules\ai\_defines.dm"
#include "code\modules\ai\ai_holder.dm"
#include "code\modules\ai\ai_holder_combat.dm"
#include "code\modules\ai\ai_holder_combat_unseen.dm"
#include "code\modules\ai\ai_holder_communication.dm"
#include "code\modules\ai\ai_holder_cooperation.dm"
#include "code\modules\ai\ai_holder_debug.dm"