diff --git a/code/modules/ai/aI_holder_subtypes/simple_mob_ai.dm b/code/modules/ai/aI_holder_subtypes/simple_mob_ai.dm new file mode 100644 index 00000000000..2a16a3e091b --- /dev/null +++ b/code/modules/ai/aI_holder_subtypes/simple_mob_ai.dm @@ -0,0 +1,141 @@ +// Base AIs for simple mobs. +// Mob-specific AIs are in their mob's file. + +/datum/ai_holder/simple_mob + hostile = TRUE // The majority of simplemobs are hostile. + cooperative = TRUE + returns_home = FALSE + can_flee = FALSE + speak_chance = 1 // If the mob's saylist is empty, nothing will happen. + wander = TRUE + base_wander_delay = 4 + +// For non-hostile animals, and pets like Ian and Runtime. +/datum/ai_holder/simple_mob/passive + hostile = FALSE + can_flee = TRUE + violent_breakthrough = FALSE + +// Won't wander away as quickly, ideal for event-spawned mobs like carp or drones. +/datum/ai_holder/simple_mob/event + base_wander_delay = 8 + +// Doesn't really act until told to by something on the outside. +/datum/ai_holder/simple_mob/inert + hostile = FALSE + retaliate = FALSE + can_flee = FALSE + wander = FALSE + speak_chance = 0 + cooperative = FALSE + violent_breakthrough = FALSE // So it can open doors but not attack windows and shatter the literal illusion. + +// Used for technomancer illusions, to resemble player movement better. +/datum/ai_holder/simple_mob/inert/astar + use_astar = TRUE + +// Ranged mobs. + +/datum/ai_holder/simple_mob/ranged +// ranged = TRUE + +// Tries to not waste ammo. +/datum/ai_holder/simple_mob/ranged/careful + conserve_ammo = TRUE + +/datum/ai_holder/simple_mob/ranged/pointblank + pointblank = TRUE + +// Runs away from its target if within a certain distance. +/datum/ai_holder/simple_mob/ranged/kiting + pointblank = TRUE // So we don't need to copypaste post_melee_attack(). + var/run_if_this_close = 4 // If anything gets within this range, it'll try to move away. + var/moonwalk = TRUE // If true, mob turns to face the target while kiting, otherwise they turn in the direction they moved towards. + +/datum/ai_holder/simple_mob/ranged/kiting/threatening + threaten = TRUE + threaten_delay = 1 SECOND // Less of a threat and more of pre-attack notice. + threaten_timeout = 30 SECONDS + conserve_ammo = TRUE + +// For event-spawned malf drones. +/datum/ai_holder/simple_mob/ranged/kiting/threatening/event + base_wander_delay = 8 + +/datum/ai_holder/simple_mob/ranged/kiting/no_moonwalk + moonwalk = FALSE + +/datum/ai_holder/simple_mob/ranged/kiting/on_engagement(atom/A) + if(get_dist(holder, A) < run_if_this_close) + holder.IMove(get_step_away(holder, A, run_if_this_close)) + if(moonwalk) + holder.face_atom(A) + +// Closes distance from the target even while in range. +/datum/ai_holder/simple_mob/ranged/aggressive + pointblank = TRUE + var/closest_distance = 1 // How close to get to the target. By default they will get into melee range (and then pointblank them). + +/datum/ai_holder/simple_mob/ranged/aggressive/on_engagement(atom/A) + if(get_dist(holder, A) > closest_distance) + holder.IMove(get_step_towards(holder, A)) + holder.face_atom(A) + +// Yakkity saxes while firing at you. +/datum/ai_holder/hostile/ranged/robust/on_engagement(atom/movable/AM) + step_rand(holder) + holder.face_atom(AM) + +// Switches intents based on specific criteria. +// Used for special mobs who do different things based on intents (and aren't slimes). +// Intent switching is generally done in pre_[ranged/special]_attack(), so that the mob can use the right attack for the right time. +/datum/ai_holder/simple_mob/intentional + + +// These try to avoid collateral damage. +/datum/ai_holder/simple_mob/restrained + violent_breakthrough = FALSE + conserve_ammo = TRUE + destructive = FALSE + +// This does the opposite of the above subtype. +/datum/ai_holder/simple_mob/destructive + destructive = TRUE + +// Melee mobs. + +/datum/ai_holder/simple_mob/melee + +// Dances around the enemy its fighting, making it harder to fight back. +/datum/ai_holder/simple_mob/melee/evasive + +/datum/ai_holder/simple_mob/melee/evasive/post_melee_attack(atom/A) + if(holder.Adjacent(A)) + holder.IMove(get_step(holder, pick(alldirs))) + holder.face_atom(A) + + + +// This AI hits something, then runs away for awhile. +// It will (almost) always flee if they are uncloaked, AND their target is not stunned. +/datum/ai_holder/simple_mob/melee/hit_and_run + can_flee = TRUE + +// Used for the 'running' part of hit and run. +/datum/ai_holder/simple_mob/melee/hit_and_run/special_flee_check() + if(!holder.is_cloaked()) + if(isliving(target)) + var/mob/living/L = target + return !L.incapacitated(INCAPACITATION_DISABLED) // Don't flee if our target is stunned in some form, even if uncloaked. This is so the mob keeps attacking a stunned opponent. + return TRUE // We're out in the open, uncloaked, and our target isn't stunned, so lets flee. + return FALSE + + +// Simple mobs that aren't hostile, but will fight back. +/datum/ai_holder/simple_mob/retaliate + hostile = FALSE + retaliate = TRUE + +// Simple mobs that retaliate and support others in their faction who get attacked. +/datum/ai_holder/simple_mob/retaliate/cooperative + cooperative = TRUE \ No newline at end of file diff --git a/code/modules/ai/aI_holder_subtypes/slime_xenobio_ai.dm b/code/modules/ai/aI_holder_subtypes/slime_xenobio_ai.dm new file mode 100644 index 00000000000..059adfb8492 --- /dev/null +++ b/code/modules/ai/aI_holder_subtypes/slime_xenobio_ai.dm @@ -0,0 +1,266 @@ +// Specialized AI for slime simplemobs. +// Unlike the parent AI code, this will probably break a lot of things if you put it on something that isn't /mob/living/simple_mob/slime/xenobio + +/datum/ai_holder/simple_mob/xenobio_slime + hostile = TRUE + cooperative = TRUE + firing_lanes = TRUE + var/rabid = FALSE // Will attack regardless of discipline. + var/discipline = 0 // Beating slimes makes them less likely to lash out. In theory. + var/resentment = 0 // 'Unjustified' beatings make this go up, and makes it more likely for abused slimes to go rabid. + var/obedience = 0 // Conversely, 'justified' beatings make this go up, and makes discipline decay slower, potentially making it not decay at all. + + var/always_stun = FALSE // If true, the slime will elect to attempt to permastun the target. + + var/last_discipline_decay = null // Last world.time discipline was reduced from decay. + var/discipline_decay_time = 5 SECONDS // Earliest that one discipline can decay. + +/datum/ai_holder/simple_mob/xenobio_slime/sapphire + always_stun = TRUE // They know that stuns are godly. + intelligence_level = AI_SMART // Also knows not to walk while confused if it risks death. + +/datum/ai_holder/simple_mob/xenobio_slime/light_pink + discipline = 10 + obedience = 10 + +/datum/ai_holder/simple_mob/xenobio_slime/passive/New() // For Kendrick. + ..() + pacify() + +/datum/ai_holder/simple_mob/xenobio_slime/New() + ..() + ASSERT(istype(holder, /mob/living/simple_mob/slime/xenobio)) + +// Checks if disciplining the slime would be 'justified' right now. +/datum/ai_holder/simple_mob/xenobio_slime/proc/is_justified_to_discipline() + if(rabid) + return TRUE + if(target) + if(ishuman(target)) + var/mob/living/carbon/human/H = target + if(istype(H.species, /datum/species/monkey)) + return FALSE // Attacking monkeys is okay. + return TRUE // Otherwise attacking other things is bad. + return FALSE // Not attacking anything. + +/datum/ai_holder/simple_mob/xenobio_slime/proc/can_command(mob/living/commander) + if(rabid) + return FALSE + if(!hostile) + return SLIME_COMMAND_OBEY +// if(commander in friends) +// return SLIME_COMMAND_FRIEND + if(holder.IIsAlly(commander)) + return SLIME_COMMAND_FACTION + if(discipline > resentment && obedience >= 5) + return SLIME_COMMAND_OBEY + return FALSE + +/datum/ai_holder/simple_mob/xenobio_slime/proc/adjust_discipline(amount, silent) + var/mob/living/simple_mob/slime/xenobio/my_slime = holder + if(amount > 0) + if(rabid) + return + var/justified = is_justified_to_discipline() + lost_target() // Stop attacking. + + if(justified) + obedience++ + if(!silent) + holder.say(pick("Fine...", "Okay...", "Sorry...", "I yield...", "Mercy...")) + else + if(prob(resentment * 20)) + enrage() + holder.say(pick("Evil...", "Kill...", "Tyrant...")) + else + if(!silent) + holder.say(pick("Why...?", "I don't understand...?", "Cruel...", "Stop...", "Nooo...")) + resentment++ // Done after check so first time will never enrage. + + discipline = between(0, discipline + amount, 10) + my_slime.update_mood() + +// This slime always enrages if disciplined. +/datum/ai_holder/simple_mob/xenobio_slime/red/adjust_discipline(amount, silent) + if(amount > 0 && !rabid) + holder.say("Grrr...") + holder.add_modifier(/datum/modifier/berserk, 30 SECONDS) + enrage() + +/datum/ai_holder/simple_mob/xenobio_slime/handle_special_strategical() + discipline_decay() + +// Handles decay of discipline. +/datum/ai_holder/simple_mob/xenobio_slime/proc/discipline_decay() + if(discipline > 0 && last_discipline_decay + discipline_decay_time < world.time) + if(!prob(75 + (obedience * 5))) + adjust_discipline(-1) + last_discipline_decay = world.time + +/datum/ai_holder/simple_mob/xenobio_slime/handle_special_tactic() + evolve_and_reproduce() + +// Hit the correct verbs to keep the slime species going. +/datum/ai_holder/simple_mob/xenobio_slime/proc/evolve_and_reproduce() + var/mob/living/simple_mob/slime/xenobio/my_slime = holder + if(my_slime.amount_grown >= 10) + // Press the correct verb when we can. + if(my_slime.is_adult) + my_slime.reproduce() // Splits into four new baby slimes. + else + my_slime.evolve() // Turns our holder into an adult slime. + + +// Called when pushed too far (or a red slime core was used). +/datum/ai_holder/simple_mob/xenobio_slime/proc/enrage() + var/mob/living/simple_mob/slime/xenobio/my_slime = holder + if(my_slime.harmless) + return + rabid = TRUE + my_slime.update_mood() + my_slime.visible_message(span("danger", "\The [src] enrages!")) + +// 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. + rabid = FALSE + hostile = FALSE + retaliate = FALSE + cooperative = FALSE + +// The holder's attack changes based on intent. This lets the AI choose what effect is desired. +/datum/ai_holder/simple_mob/xenobio_slime/pre_melee_attack(atom/A) + if(istype(A, /mob/living)) + var/mob/living/L = A + var/mob/living/simple_mob/slime/xenobio/my_slime = holder + + if( (!L.lying && prob(30 + (my_slime.power_charge * 7) ) || (!L.lying && always_stun) )) + my_slime.a_intent = I_DISARM // Stun them first. + else if(my_slime.can_consume(L) && L.lying) + my_slime.a_intent = I_GRAB // Then eat them. + else + my_slime.a_intent = I_HURT // Otherwise robust them. + +/datum/ai_holder/simple_mob/xenobio_slime/closest_distance(atom/movable/AM) + if(istype(AM, /mob/living)) + var/mob/living/L = AM + if(ishuman(L)) + var/mob/living/carbon/human/H = L + if(istype(H.species, /datum/species/monkey)) + return 1 // Otherwise ranged slimes will eat a lot less often. + if(L.stat >= UNCONSCIOUS) + return 1 // Melee (eat) the target if dead/dying, don't shoot it. + return ..() + +/datum/ai_holder/simple_mob/xenobio_slime/can_attack(atom/movable/AM) + . = ..() + if(.) // Do some additional checks because we have Special Code(tm). + if(ishuman(AM)) + var/mob/living/carbon/human/H = AM + if(istype(H.species, /datum/species/monkey)) // istype() is so they'll eat the alien monkeys too. + return TRUE // Monkeys are always food (sorry Pun Pun). + else if(H.species && H.species.name == SPECIES_PROMETHEAN) + return FALSE // Prometheans are always our friends. + if(discipline && !rabid) + return FALSE // We're a good slime. + +// Commands, reactions, etc +/datum/ai_holder/simple_mob/xenobio_slime/on_hear_say(mob/living/speaker, message) + ai_log("xenobio_slime/on_hear_say([speaker], [message]) : Entered.", AI_LOG_DEBUG) + var/mob/living/simple_mob/slime/xenobio/my_slime = holder + + if((findtext(message, num2text(my_slime.number)) || findtext(message, my_slime.name) || findtext(message, "slimes"))) // Talking to us. + + // First, make sure it's actually a player saying something and not an AI, or else we risk infinite loops. + if(!speaker.client) + return + + // Are all slimes being referred to? + // var/mass_order = FALSE + // if(findtext(message, "slimes")) + // mass_order = TRUE + + // Say hello back. + if(findtext(message, "hello") || findtext(message, "hi") || findtext(message, "greetings")) + delayed_say(pick("Hello...", "Hi..."), speaker) + + // Follow request. + if(findtext(message, "follow") || findtext(message, "come with me")) + if(!can_command(speaker)) + delayed_say(pick("No...", "I won't follow..."), speaker) + return + + delayed_say("Yes... I follow \the [speaker]...", speaker) + set_follow(speaker) + + // Squish request. + if(findtext(message , "squish")) + if(!can_command(speaker)) + delayed_say("No...", speaker) + return + + spawn(rand(1 SECOND, 2 SECONDS)) + if(!src || !holder || !can_act()) // We might've died/got deleted/etc in the meantime. + return + my_slime.squish() + + + // Stop request. + if(findtext(message, "stop") || findtext(message, "halt") || findtext(message, "cease")) + if(my_slime.victim) // We're being asked to stop eatting someone. + if(!can_command(speaker) || !is_justified_to_discipline()) + delayed_say("No...", speaker) + return + else + delayed_say("Fine...", speaker) + adjust_discipline(1, TRUE) + my_slime.stop_consumption() + + if(target) // We're being asked to stop chasing someone. + if(!can_command(speaker) || !is_justified_to_discipline()) + delayed_say("No...", speaker) + return + else + delayed_say("Fine...", speaker) + adjust_discipline(1, TRUE) // This must come before losing the target or it will be unjustified. + lost_target() + + + if(leader) // We're being asked to stop following someone. + if(can_command(speaker) == SLIME_COMMAND_FRIEND || leader == speaker) + delayed_say("Yes... I'll stop...", speaker) + lose_follow() + else + delayed_say("No... I'll keep following \the [leader]...", speaker) + + /* // Commented out since its mostly useless now due to slimes refusing to attack if it would make them naughty. + // Murder request + if(findtext(message, "harm") || findtext(message, "attack") || findtext(message, "kill") || findtext(message, "murder") || findtext(message, "eat") || findtext(message, "consume") || findtext(message, "absorb")) + if(can_command(speaker) < SLIME_COMMAND_FACTION) + delayed_say("No...", speaker) + return + + for(var/mob/living/L in view(7, my_slime) - list(my_slime, speaker)) + if(L == src) + continue // Don't target ourselves. + var/list/valid_names = splittext(L.name, " ") // Should output list("John", "Doe") as an example. + for(var/line in valid_names) // Check each part of someone's name. + if(findtext(message, lowertext(line))) // If part of someone's name is in the command, the slime targets them if allowed to. + if(!(mass_order && line == "slime")) //don't think random other slimes are target + if(can_attack(L)) + delayed_say("Okay... I attack \the [L]...", speaker) + give_target(L) + return + else + delayed_say("No... I won't attack \the [L].", speaker) + return + + // If we're here, it couldn't find anyone with that name. + delayed_say("No... I don't know who to attack...", speaker) + */ + ai_log("xenobio_slime/on_hear_say() : Exited.", AI_LOG_DEBUG) + +/datum/ai_holder/simple_mob/xenobio_slime/can_violently_breakthrough() + if(discipline && !rabid) // Good slimes don't shatter the windows because their buddy in an adjacent cell decided to piss off Slimesky. + return FALSE + return ..() \ No newline at end of file diff --git a/code/modules/ai/ai_holder_targeting.dm b/code/modules/ai/ai_holder_targeting.dm new file mode 100644 index 00000000000..37f064f8c02 --- /dev/null +++ b/code/modules/ai/ai_holder_targeting.dm @@ -0,0 +1,239 @@ +// Used for assigning a target for attacking. + +/datum/ai_holder + var/hostile = FALSE // Do we try to hurt others? + var/retaliate = FALSE // Attacks whatever struck it first. Mobs will still attack back if this is false but hostile is true. + + var/atom/movable/target = null // The thing (mob or object) we're trying to kill. + var/atom/movable/preferred_target = null// If set, and if given the chance, we will always prefer to target this over other options. + var/turf/target_last_seen_turf = null // Where the mob last observed the target being, used if the target disappears but the mob wants to keep fighting. + + var/vision_range = 7 // How far the targeting system will look for things to kill. Note that values higher than 7 are 'offscreen' and might be unsporting. + var/respect_alpha = TRUE // If true, mobs with a sufficently low alpha will be treated as invisible. + var/alpha_vision_threshold = 127 // Targets with an alpha less or equal to this will be considered invisible. Requires above var to be true. + + var/lose_target_time = 0 // world.time when a target was lost. + var/lose_target_timeout = 5 SECONDS // How long until a mob 'times out' and stops trying to find the mob that disappeared. + + var/list/attackers = list() // List of strings of names of people who attacked us before in our life. + // This uses strings and not refs to allow for disguises, and to avoid needing to use weakrefs. + var/destructive = FALSE // Will target 'neutral' structures/objects and not just 'hostile' ones. + +// A lot of this is based off of /TG/'s AI code. + +// Step 1, find out what we can see. +/datum/ai_holder/proc/list_targets() + . = hearers(vision_range, holder) - src // Remove ourselves to prevent suicidal decisions. + + var/static/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/mecha)) + + for(var/HM in typecache_filter_list(range(vision_range, holder), hostile_machines)) + if(can_see(holder, HM, vision_range)) + . += HM + +// 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) + if(!hostile) // So retaliating mobs only attack the thing that hit it. + return null + . = list() + if(!has_targets_list) + possible_targets = list_targets() + for(var/possible_target in possible_targets) + var/atom/A = possible_target + if(found(A)) // In case people want to override this. + . = list(A) + break + if(can_attack(A)) // Can we attack it? + . += A + continue + + var/new_target = pick_target(.) + give_target(new_target) + return new_target + +// Step 3, pick among the possible, attackable targets. +/datum/ai_holder/proc/pick_target(list/targets) + if(target != null) // If we already have a target, but are told to pick again, calculate the lowest distance between all possible, and pick from the lowest distance targets. + targets = target_filter_distance(targets) +// for(var/possible_target in targets) +// var/atom/A = possible_target +// var/target_dist = get_dist(holder, target) +// var/possible_target_distance = get_dist(holder, A) +// if(target_dist < possible_target_distance) +// targets -= A + if(!targets.len) // We found nothing. + return + + var/chosen_target + if(preferred_target && preferred_target in targets) + chosen_target = preferred_target + else + chosen_target = pick(targets) + return chosen_target + +// Step 4, give us our selected target. +/datum/ai_holder/proc/give_target(new_target) + target = new_target + if(target != null) + if(should_threaten()) + set_stance(STANCE_ALERT) + else + set_stance(STANCE_APPROACH) + return TRUE + +// Filters return one or more 'preferred' targets. + +// This one is for closest targets. +/datum/ai_holder/proc/target_filter_distance(list/targets) + for(var/possible_target in targets) + var/atom/A = possible_target + var/target_dist = get_dist(holder, target) + var/possible_target_distance = get_dist(holder, A) + if(target_dist < possible_target_distance) + targets -= A + return targets + +/datum/ai_holder/proc/can_attack(atom/movable/the_target) + if(!can_see_target(the_target)) + return FALSE + + if(istype(the_target, /mob/zshadow)) + return FALSE // no + + if(isliving(the_target)) + var/mob/living/L = the_target + if(L.stat == DEAD) + return FALSE + if(holder.IIsAlly(L)) + return FALSE + return TRUE + + if(istype(the_target, /obj/mecha)) + var/obj/mecha/M = the_target + if(M.occupant) + return can_attack(M.occupant) + return destructive // Empty mechs are 'neutral'. + + if(istype(the_target, /obj/machinery/porta_turret)) + var/obj/machinery/porta_turret/P = the_target + if(P.stat & BROKEN) + return FALSE // Already dead. + if(P.faction == holder.faction) + return FALSE // Don't shoot allied turrets. + if(!P.raised && !P.raising) + return FALSE // Turrets won't get hurt if they're still in their cover. + return TRUE + + return TRUE +// return FALSE + +// Override this for special targeting criteria. +// If it returns true, the mob will always select it as the target. +/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. +/datum/ai_holder/proc/lose_target() + if(target) + target = null + lose_target_time = world.time + + give_up_movement() + + +//Target is no longer valid (?) +/datum/ai_holder/proc/lost_target() + set_stance(STANCE_IDLE) + lose_target_position() + lose_target() + +// 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) + + if(!the_target) // Nothing to target. + ai_log("can_see_target() : There is no target. Exiting.", AI_LOG_WARNING) + return FALSE + + if(holder.see_invisible < the_target.invisibility) // Real invis. + ai_log("can_see_target() : Target ([the_target]) was invisible to holder. Exiting.", AI_LOG_TRACE) + return FALSE + + if(respect_alpha && the_target.alpha <= alpha_vision_threshold) // Fake invis. + ai_log("can_see_target() : Target ([the_target]) was sufficently transparent to holder and is hidden. Exiting.", AI_LOG_TRACE) + return FALSE + + if(get_dist(holder, the_target) > view_range) // Too far away. + ai_log("can_see_target() : Target ([the_target]) was too far from holder. Exiting.", AI_LOG_TRACE) + return FALSE + + if(!can_see(holder, the_target, view_range)) + ai_log("can_see_target() : Target ([the_target]) failed can_see(). Exiting.", AI_LOG_TRACE) + return FALSE + + ai_log("can_see_target() : Target ([the_target]) can be seen. Exiting.", AI_LOG_TRACE) + return TRUE + +// Updates the last known position of the target. +/datum/ai_holder/proc/track_target_position() + if(!target) + lose_target_position() + + if(last_turf_display && target_last_seen_turf) + target_last_seen_turf.overlays -= last_turf_overlay + + target_last_seen_turf = get_turf(target) + + if(last_turf_display) + target_last_seen_turf.overlays += last_turf_overlay + +// Resets the last known position to null. +/datum/ai_holder/proc/lose_target_position() + if(last_turf_display && target_last_seen_turf) + target_last_seen_turf.overlays -= last_turf_overlay + ai_log("lose_target_position() : Last position is being reset.", AI_LOG_INFO) + target_last_seen_turf = null + +// Responds to a hostile action against its mob. +/datum/ai_holder/proc/react_to_attack(atom/movable/attacker) + if(holder.stat) // We're dead. + ai_log("react_to_attack() : Was attacked by [attacker], but we are dead/unconscious.", AI_LOG_TRACE) + return FALSE + if(!hostile && !retaliate) // Not allowed to defend ourselves. + ai_log("react_to_attack() : Was attacked by [attacker], but we are not allowed to attack back.", AI_LOG_TRACE) + return FALSE + if(holder.IIsAlly(attacker)) // I'll overlook it THIS time... + ai_log("react_to_attack() : Was attacked by [attacker], but they were an ally.", AI_LOG_TRACE) + return FALSE + if(target) // Already fighting someone. Switching every time we get hit would impact our combat performance. + 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 + + if(stance == STANCE_SLEEP) // If we're asleep, try waking up if someone's wailing on us. + ai_log("react_to_attack() : AI is asleep. Waking up.", AI_LOG_TRACE) + go_wake() + + 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. + +// 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) + last_conflict_time = world.time + if(isliving(AM)) + var/mob/living/L = AM + attackers |= L.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. +/datum/ai_holder/proc/receive_taunt(atom/movable/taunter, force_target_switch = FALSE) + ai_log("receive_taunt() : Was taunted by [taunter].", AI_LOG_INFO) + preferred_target = taunter + if(force_target_switch) + give_target(taunter) + +/datum/ai_holder/proc/lose_taunt() + ai_log("lose_taunt() : Resetting preferred_target.", AI_LOG_INFO) + preferred_target = null \ No newline at end of file diff --git a/code/modules/mob/living/simple_mob/combat.dm b/code/modules/mob/living/simple_mob/combat.dm new file mode 100644 index 00000000000..ae1fa4ad3b6 --- /dev/null +++ b/code/modules/mob/living/simple_mob/combat.dm @@ -0,0 +1,237 @@ +// Does a melee attack. +/mob/living/simple_mob/proc/attack_target(atom/A) + set waitfor = FALSE // For attack animations. Don't want the AI processor to get held up. + + if(!A.Adjacent(src)) + return FALSE + var/turf/their_T = get_turf(A) + + face_atom(A) + + if(melee_attack_delay) + // their_T.color = "#FF0000" + melee_pre_animation(A) + handle_attack_delay(A, melee_attack_delay) // This will sleep this proc for a bit, which is why waitfor is false. + + // Cooldown testing is done at click code (for players) and interface code (for AI). + setClickCooldown(get_attack_speed()) + + . = do_attack(A, their_T) + + if(melee_attack_delay) + melee_post_animation(A) + // their_T.color = "#FFFFFF" + + + +// This does the actual attack. +// This is a seperate proc for the purposes of attack animations. +// A is the thing getting attacked, T is the turf A is/was on when attack_target was called. +/mob/living/simple_mob/proc/do_attack(atom/A, turf/T) + face_atom(A) + var/missed = FALSE + if(!isturf(A) && !(A in T) ) // Turfs don't contain themselves so checking contents is pointless if we're targeting a turf. + missed = TRUE + else if(!T.AdjacentQuick(src)) + missed = TRUE + + if(missed) // Most likely we have a slow attack and they dodged it or we somehow got moved. + add_attack_logs(src, A, "Animal-attacked (dodged)", admin_notify = FALSE) + playsound(src, 'sound/weapons/punchmiss.ogg', 75, 1) + visible_message(span("warning", "\The [src] misses their attack.")) + return FALSE + + var/damage_to_do = rand(melee_damage_lower, melee_damage_upper) + + damage_to_do = apply_bonus_melee_damage(A, damage_to_do) + + for(var/datum/modifier/M in modifiers) + if(!isnull(M.outgoing_melee_damage_percent)) + damage_to_do *= M.outgoing_melee_damage_percent + + if(isliving(A)) // Check defenses. + var/mob/living/L = A + + if(prob(melee_miss_chance)) + add_attack_logs(src, L, "Animal-attacked (miss)", admin_notify = FALSE) + do_attack_animation(src) + playsound(src, 'sound/weapons/punchmiss.ogg', 75, 1) + return FALSE // We missed. + + if(ishuman(L)) + var/mob/living/carbon/human/H = L + if(H.check_shields(damage = damage_to_do, damage_source = src, attacker = src, def_zone = null, attack_text = "the attack")) + return FALSE // We were blocked. + + if(apply_attack(A, damage_to_do)) + apply_melee_effects(A) + if(attack_sound) + playsound(src, attack_sound, 75, 1) + + return TRUE + +// Generally used to do the regular attack. +// Override for doing special stuff with the direct result of the attack. +/mob/living/simple_mob/proc/apply_attack(atom/A, damage_to_do) + return A.attack_generic(src, damage_to_do, pick(attacktext)) + +// Override for special effects after a successful attack, like injecting poison or stunning the target. +/mob/living/simple_mob/proc/apply_melee_effects(atom/A) + return + +// Override to modify the amount of damage the mob does conditionally. +// This must return the amount of outgoing damage. +// Note that this is done before mob modifiers scale the damage. +/mob/living/simple_mob/proc/apply_bonus_melee_damage(atom/A, damage_amount) + return damage_amount + +//The actual top-level ranged attack proc +/mob/living/simple_mob/proc/shoot_target(atom/A) + set waitfor = FALSE + setClickCooldown(get_attack_speed()) + + face_atom(A) + + if(ranged_attack_delay) + ranged_pre_animation(A) + handle_attack_delay(A, ranged_attack_delay) // This will sleep this proc for a bit, which is why waitfor is false. + + if(needs_reload) + if(reload_count >= reload_max) + try_reload() + return FALSE + + visible_message("\The [src] fires at \the [A]!") + shoot(A) + if(casingtype) + new casingtype(loc) + + if(ranged_attack_delay) + ranged_post_animation(A) + + return TRUE + + +// Shoot a bullet at something. +/mob/living/simple_mob/proc/shoot(atom/A) + if(A == get_turf(src)) + return + + face_atom(A) + + var/obj/item/projectile/P = new projectiletype(src.loc) + if(!P) + return + + // If the projectile has its own sound, use it. + // Otherwise default to the mob's firing sound. + playsound(src, P.fire_sound ? P.fire_sound : projectilesound, 80, 1) + + P.firer = src // So we can't shoot ourselves. + P.launch(A) + if(needs_reload) + reload_count++ + +// if(distance >= special_attack_min_range && distance <= special_attack_max_range) +// return TRUE + +/mob/living/simple_mob/proc/try_reload() + set waitfor = FALSE + set_AI_busy(TRUE) + + if(do_after(src, reload_time)) + if(reload_sound) + playsound(src.loc, reload_sound, 50, 1) + reload_count = 0 + . = TRUE + else + . = FALSE + set_AI_busy(FALSE) + +// Can we currently do a special attack? +/mob/living/simple_mob/proc/can_special_attack(atom/A) + // Validity check. + if(!istype(A)) + return FALSE + + // Ability check. + if(isnull(special_attack_min_range) || isnull(special_attack_max_range)) + return FALSE + + // Distance check. + var/distance = get_dist(src, A) + if(distance < special_attack_min_range || distance > special_attack_max_range) + return FALSE + + // Cooldown check. + if(!isnull(special_attack_cooldown) && last_special_attack + special_attack_cooldown > world.time) + return FALSE + + // Charge check. + if(!isnull(special_attack_charges) && special_attack_charges <= 0) + return FALSE + + return TRUE + +// Should we do one? Used to make the AI not waste their special attacks. Only checked for AI. Players are free to screw up on their own. +/mob/living/simple_mob/proc/should_special_attack(atom/A) + return TRUE + +// Special attacks, like grenades or blinding spit or whatever. +// Don't override this, override do_special_attack() for your blinding spit/etc. +/mob/living/simple_mob/proc/special_attack_target(atom/A) + face_atom(A) + + if(special_attack_delay) + special_pre_animation(A) + handle_attack_delay(A, special_attack_delay) // This will sleep this proc for a bit, which is why waitfor is false. + + last_special_attack = world.time + if(do_special_attack(A)) + if(special_attack_charges) + special_attack_charges -= 1 + . = TRUE + else + . = FALSE + + if(special_attack_delay) + special_post_animation(A) + +// Override this for the actual special attack. +/mob/living/simple_mob/proc/do_special_attack(atom/A) + return FALSE + +// Sleeps the proc that called it for the correct amount of time. +// Also makes sure the AI doesn't do anything stupid in the middle of the delay. +/mob/living/simple_mob/proc/handle_attack_delay(atom/A, delay_amount) + set_AI_busy(TRUE) + + // Click delay modifiers also affect telegraphing time. + // This means berserked enemies will leave less time to dodge. + var/true_attack_delay = delay_amount + for(var/datum/modifier/M in modifiers) + if(!isnull(M.attack_speed_percent)) + true_attack_delay *= M.attack_speed_percent + + setClickCooldown(true_attack_delay) // Insurance against a really long attack being longer than default click delay. + + sleep(true_attack_delay) + + set_AI_busy(FALSE) + + +// Override these four for special custom animations (like the GOLEM). +/mob/living/simple_mob/proc/melee_pre_animation(atom/A) + do_windup_animation(A, melee_attack_delay) + +/mob/living/simple_mob/proc/melee_post_animation(atom/A) + +/mob/living/simple_mob/proc/ranged_pre_animation(atom/A) + do_windup_animation(A, ranged_attack_delay) // Semi-placeholder. + +/mob/living/simple_mob/proc/ranged_post_animation(atom/A) + +/mob/living/simple_mob/proc/special_pre_animation(atom/A) + do_windup_animation(A, special_attack_delay) // Semi-placeholder. + +/mob/living/simple_mob/proc/special_post_animation(atom/A) \ No newline at end of file diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/xenobio.dm b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/xenobio.dm new file mode 100644 index 00000000000..6cae7dd6e7d --- /dev/null +++ b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/xenobio.dm @@ -0,0 +1,278 @@ +// These slimes have the mechanics xenobiologists care about, such as reproduction, mutating into new colors, and being able to submit through fear. + +/mob/living/simple_mob/slime/xenobio + desc = "The most basic of slimes. The grey slime has no remarkable qualities, however it remains one of the most useful colors for scientists." + layer = MOB_LAYER + 1 // Need them on top of other mobs or it looks weird when consuming something. + ai_holder_type = /datum/ai_holder/simple_mob/xenobio_slime // This should never be changed for xenobio slimes. + var/is_adult = FALSE // Slimes turn into adults when fed enough. Adult slimes are somewhat stronger, and can reproduce if fed enough. + var/maxHealth_adult = 200 + var/power_charge = 0 // Disarm attacks can shock someone if high/lucky enough. + var/mob/living/victim = null // the person the slime is currently feeding on + var/rainbow_core_candidate = TRUE // If false, rainbow cores cannot make this type randomly. + var/mutation_chance = 25 // Odds of spawning as a new color when reproducing. Can be modified by certain xenobio products. Carried across generations of slimes. + var/list/slime_mutation = list( + /mob/living/simple_mob/slime/xenobio/orange, + /mob/living/simple_mob/slime/xenobio/metal, + /mob/living/simple_mob/slime/xenobio/blue, + /mob/living/simple_mob/slime/xenobio/purple + ) + var/amount_grown = 0 // controls how long the slime has been overfed, if 10, grows or reproduces + var/number = 0 // This is used to make the slime semi-unique for indentification. + var/harmless = FALSE // Set to true when pacified. Makes the slime harmless, not get hungry, and not be able to grow/reproduce. + +/mob/living/simple_mob/slime/xenobio/initialize(mapload, var/mob/living/simple_mob/slime/xenobio/my_predecessor) + ASSERT(ispath(ai_holder_type, /datum/ai_holder/simple_mob/xenobio_slime)) + number = rand(1, 1000) + update_name() + + . = ..() // This will make the AI and do the other mob constructor things. It will also return the default hint at the end. + + if(my_predecessor) + inherit_information(my_predecessor) + + +/mob/living/simple_mob/slime/xenobio/Destroy() + if(victim) + stop_consumption() // Unbuckle us from our victim. + return ..() + +// Called when a slime makes another slime by splitting. The predecessor slime will be deleted shortly afterwards. +/mob/living/simple_mob/slime/xenobio/proc/inherit_information(var/mob/living/simple_mob/slime/xenobio/predecessor) + if(!predecessor) + return + + var/datum/ai_holder/simple_mob/xenobio_slime/AI = ai_holder + var/datum/ai_holder/simple_mob/xenobio_slime/previous_AI = predecessor.ai_holder + ASSERT(istype(AI)) + ASSERT(istype(previous_AI)) + + // Now to transfer the information. + // Newly made slimes are bit more rebellious than their predecessors, but they also somewhat forget the atrocities the xenobiologist may have done. + AI.discipline = max(previous_AI.discipline - 1, 0) + AI.obedience = max(previous_AI.obedience - 1, 0) + AI.resentment = max(previous_AI.resentment - 1, 0) + AI.rabid = previous_AI.rabid + + +/mob/living/simple_mob/slime/xenobio/update_icon() + icon_living = "[icon_state_override ? "[icon_state_override] slime" : "slime"] [is_adult ? "adult" : "baby"][victim ? " eating" : ""]" + icon_dead = "[icon_state_override ? "[icon_state_override] slime" : "slime"] [is_adult ? "adult" : "baby"] dead" + icon_rest = icon_dead + ..() // This will apply the correct icon_state and do the other overlay-related things. + + +/mob/living/simple_mob/slime/xenobio/handle_special() + if(stat != DEAD) + handle_nutrition() + + if(victim) + handle_consumption() + + handle_stuttering() // ?? + + ..() + +/mob/living/simple_mob/slime/xenobio/examine(mob/user) + ..() + if(hat) + to_chat(user, "It is wearing \a [hat].") + + if(stat == DEAD) + to_chat(user, "It appears to be dead.") + else if(incapacitated(INCAPACITATION_DISABLED)) + to_chat(user, "It appears to be incapacitated.") + else if(harmless) + to_chat(user, "It appears to have been pacified.") + else + if(has_AI()) + var/datum/ai_holder/simple_mob/xenobio_slime/AI = ai_holder + if(AI.rabid) + to_chat(user, "It seems very, very angry and upset.") + else if(AI.obedience >= 5) + to_chat(user, "It looks rather obedient.") + else if(AI.discipline) + to_chat(user, "It has been subjugated by force, at least for now.") + +/mob/living/simple_mob/slime/xenobio/proc/make_adult() + if(is_adult) + return + + is_adult = TRUE + melee_damage_lower = round(melee_damage_lower * 2) // 20 + melee_damage_upper = round(melee_damage_upper * 2) // 30 + maxHealth = maxHealth_adult + amount_grown = 0 + update_icon() + update_name() + +/mob/living/simple_mob/slime/xenobio/proc/update_name() + if(harmless) // Docile slimes are generally named, so we shouldn't mess with it. + return + name = "[slime_color] [is_adult ? "adult" : "baby"] [initial(name)] ([number])" + real_name = name + +/mob/living/simple_mob/slime/xenobio/update_mood() + var/old_mood = mood + if(incapacitated(INCAPACITATION_DISABLED)) + mood = "sad" + else if(harmless) + mood = ":33" + else if(has_AI()) + var/datum/ai_holder/simple_mob/xenobio_slime/AI = ai_holder + if(AI.rabid) + mood = "angry" + else if(AI.target) + mood = "mischevous" + else if(AI.discipline) + mood = "pout" + else + mood = ":3" + else + mood = ":3" + + if(old_mood != mood) + update_icon() + +/mob/living/simple_mob/slime/xenobio/proc/enrage() + if(harmless) + return + if(has_AI()) + var/datum/ai_holder/simple_mob/xenobio_slime/AI = ai_holder + AI.enrage() + +/mob/living/simple_mob/slime/xenobio/proc/pacify() + harmless = TRUE + if(has_AI()) + var/datum/ai_holder/simple_mob/xenobio_slime/AI = ai_holder + AI.pacify() + + faction = "neutral" + + // If for whatever reason the mob AI (or player) decides to try to attack something anyways. + melee_damage_upper = 0 + melee_damage_lower = 0 + + update_mood() + + +// These are verbs so that player slimes can evolve/split. +/mob/living/simple_mob/slime/xenobio/verb/evolve() + set category = "Slime" + set desc = "This will let you evolve from baby to adult slime." + + if(stat) + to_chat(src, span("warning", "I must be conscious to do this...")) + return + + if(harmless) + to_chat(src, span("warning", "I have been pacified. I cannot evolve...")) + return + + if(!is_adult) + if(amount_grown >= 10) + make_adult() + else + to_chat(src, span("warning", "I am not ready to evolve yet...")) + else + to_chat(src, span("warning", "I have already evolved...")) + + +/mob/living/simple_mob/slime/xenobio/verb/reproduce() + set category = "Slime" + set desc = "This will make you split into four new slimes." + + if(stat) + to_chat(src, span("warning", "I must be conscious to do this...")) + return + + if(harmless) + to_chat(src, span("warning", "I have been pacified. I cannot reproduce...")) + return + + if(is_adult) + if(amount_grown >= 10) + // Check if there's enough 'room' to split. + var/list/nearby_things = orange(1, src) + var/free_tiles = 0 + for(var/turf/T in nearby_things) + var/free = TRUE + if(T.density) // No walls. + continue + for(var/atom/movable/AM in T) + if(AM.density) + free = FALSE + break + + if(free) + free_tiles++ + + if(free_tiles < 3) // Three free tiles are needed, as four slimes are made and the 4th tile is from the center tile that the current slime occupies. + to_chat(src, span("warning", "It is too cramped here to reproduce...")) + return + + var/list/babies = list() + for(var/i = 1 to 4) + babies.Add(make_new_slime()) + + var/mob/living/simple_mob/slime/new_slime = pick(babies) + new_slime.universal_speak = universal_speak + if(src.mind) + src.mind.transfer_to(new_slime) + else + new_slime.key = src.key + qdel(src) + else + to_chat(src, span("warning", "I am not ready to reproduce yet...")) + else + to_chat(src, span("warning", "I have not evolved enough to reproduce yet...")) + +// Used when reproducing or dying. +/mob/living/simple_mob/slime/xenobio/proc/make_new_slime(var/desired_type) + var/t = src.type + if(desired_type) + t = desired_type + if(prob(mutation_chance / 10)) + t = /mob/living/simple_mob/slime/xenobio/rainbow + else if(prob(mutation_chance) && slime_mutation.len) + t = slime_mutation[rand(1, slime_mutation.len)] + var/mob/living/simple_mob/slime/xenobio/baby = new t(loc, src) + + // Handle 'inheriting' from parent slime. + baby.mutation_chance = mutation_chance + baby.power_charge = round(power_charge / 4) + + if(!istype(baby, /mob/living/simple_mob/slime/xenobio/rainbow)) + baby.unity = unity + baby.faction = faction + baby.friends = friends.Copy() + + step_away(baby, src) + return baby + +/mob/living/simple_mob/slime/xenobio/get_description_interaction() + var/list/results = list() + + if(!stat) + results += "[desc_panel_image("slimebaton")]to stun the slime, if it's being bad." + + results += ..() + + return results + +/mob/living/simple_mob/slime/xenobio/get_description_info() + var/list/lines = list() + var/intro_line = "Slimes are generally the test subjects of Xenobiology, with different colors having different properties. \ + They can be extremely dangerous if not handled properly." + lines.Add(intro_line) + lines.Add(null) // To pad the line breaks. + + var/list/rewards = list() + for(var/potential_color in slime_mutation) + var/mob/living/simple_mob/slime/S = potential_color + rewards.Add(initial(S.slime_color)) + var/reward_line = "This color of slime can mutate into [english_list(rewards)] colors, when it reproduces. It will do so when it has eatten enough." + lines.Add(reward_line) + lines.Add(null) + + lines.Add(description_info) + return lines.Join("\n")