Merge pull request #3505 from Citadel-Station-13/upstream-merge-31778
[MIRROR] expand simple_animals/hostile/aistatus into a simple_animals-wide system for putting mobs into idling mode
This commit is contained in:
@@ -119,7 +119,7 @@
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L.anchored = TRUE
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if(ishostile(L))
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var/mob/living/simple_animal/hostile/H = L
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H.AIStatus = AI_OFF
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H.toggle_ai(AI_OFF)
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H.LoseTarget()
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/datum/proximity_monitor/advanced/timestop/proc/unfreeze_mob(mob/living/L)
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@@ -128,4 +128,4 @@
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frozen_mobs -= L
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if(ishostile(L))
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var/mob/living/simple_animal/hostile/H = L
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H.AIStatus = initial(H.AIStatus)
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H.toggle_ai(initial(H.AIStatus))
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@@ -59,7 +59,7 @@
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SetCollectBehavior()
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/mob/living/simple_animal/hostile/mining_drone/sentience_act()
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AIStatus = AI_OFF
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..()
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check_friendly_fire = 0
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/mob/living/simple_animal/hostile/mining_drone/attackby(obj/item/I, mob/user, params)
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@@ -49,6 +49,8 @@
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var/idle = 0
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var/isqueen = FALSE
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var/icon_base = "bee"
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var/static/beehometypecache = typecacheof(/obj/structure/beebox)
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var/static/hydroponicstypecache = typecacheof(/obj/machinery/hydroponics)
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/mob/living/simple_animal/hostile/poison/bees/Process_Spacemove(movement_dir = 0)
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@@ -118,7 +120,7 @@
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if(istype(A, /obj/machinery/hydroponics))
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var/obj/machinery/hydroponics/Hydro = A
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if(Hydro.myseed && !Hydro.dead && !Hydro.recent_bee_visit)
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wanted_objects |= typecacheof(/obj/machinery/hydroponics) //so we only hunt them while they're alive/seeded/not visisted
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wanted_objects |= hydroponicstypecache //so we only hunt them while they're alive/seeded/not visisted
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return TRUE
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return FALSE
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@@ -132,8 +134,9 @@
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if(target == beehome)
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var/obj/structure/beebox/BB = target
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forceMove(BB)
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toggle_ai(AI_IDLE)
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target = null
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wanted_objects -= typecacheof(/obj/structure/beebox) //so we don't attack beeboxes when not going home
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wanted_objects -= beehometypecache //so we don't attack beeboxes when not going home
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return //no don't attack the goddamm box
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else
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. = ..()
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@@ -157,7 +160,7 @@
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return
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target = null //so we pick a new hydro tray next FindTarget(), instead of loving the same plant for eternity
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wanted_objects -= typecacheof(/obj/machinery/hydroponics) //so we only hunt them while they're alive/seeded/not visisted
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wanted_objects -= hydroponicstypecache //so we only hunt them while they're alive/seeded/not visisted
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Hydro.recent_bee_visit = TRUE
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spawn(BEE_TRAY_RECENT_VISIT)
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if(Hydro)
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@@ -187,12 +190,13 @@
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if(loc == beehome)
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idle = min(100, ++idle)
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if(idle >= BEE_IDLE_ROAMING && prob(BEE_PROB_GOROAM))
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toggle_ai(AI_ON)
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forceMove(beehome.drop_location())
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else
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idle = max(0, --idle)
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if(idle <= BEE_IDLE_GOHOME && prob(BEE_PROB_GOHOME))
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if(!FindTarget())
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wanted_objects |= typecacheof(/obj/structure/beebox) //so we don't attack beeboxes when not going home
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wanted_objects |= beehometypecache //so we don't attack beeboxes when not going home
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target = beehome
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if(!beehome) //add outselves to a beebox (of the same reagent) if we have no home
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for(var/obj/structure/beebox/BB in view(vision_range, src))
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@@ -285,3 +289,11 @@
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QDEL_NULL(queen)
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return ..()
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/mob/living/simple_animal/hostile/poison/bees/consider_wakeup()
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if (beehome && loc == beehome) // If bees are chilling in their nest, they're not actively looking for targets
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idle = min(100, ++idle)
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if(idle >= BEE_IDLE_ROAMING && prob(BEE_PROB_GOROAM))
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toggle_ai(AI_ON)
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forceMove(beehome.drop_location())
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else
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..()
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@@ -49,7 +49,6 @@
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var/stat_attack = CONSCIOUS //Mobs with stat_attack to UNCONSCIOUS will attempt to attack things that are unconscious, Mobs with stat_attack set to DEAD will attempt to attack the dead.
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var/stat_exclusive = FALSE //Mobs with this set to TRUE will exclusively attack things defined by stat_attack, stat_attack DEAD means they will only attack corpses
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var/attack_same = 0 //Set us to 1 to allow us to attack our own faction
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var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever)
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var/atom/targets_from = null //all range/attack/etc. calculations should be done from this atom, defaults to the mob itself, useful for Vehicles and such
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var/attack_all_objects = FALSE //if true, equivalent to having a wanted_objects list containing ALL objects.
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@@ -88,7 +87,7 @@
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DestroySurroundings()
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if(!MoveToTarget(possible_targets)) //if we lose our target
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if(AIShouldSleep(possible_targets)) // we try to acquire a new one
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AIStatus = AI_IDLE // otherwise we go idle
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toggle_ai(AI_IDLE) // otherwise we go idle
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return 1
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/mob/living/simple_animal/hostile/attacked_by(obj/item/I, mob/living/user)
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@@ -289,7 +288,7 @@
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target = null
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LoseSearchObjects()
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if(AIStatus == AI_IDLE)
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AIStatus = AI_ON
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toggle_ai(AI_ON)
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FindTarget()
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else if(target != null && prob(40))//No more pulling a mob forever and having a second player attack it, it can switch targets now if it finds a more suitable one
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FindTarget()
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@@ -424,7 +423,7 @@
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if(AI_IDLE)
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if(FindTarget(possible_targets, 1))
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. = 1
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AIStatus = AI_ON //Wake up for more than one Life() cycle.
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toggle_ai(AI_ON) //Wake up for more than one Life() cycle.
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else
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. = 0
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@@ -455,3 +454,9 @@
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if(!value)
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value = initial(search_objects)
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search_objects = value
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/mob/living/simple_animal/hostile/consider_wakeup()
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..()
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if(AIStatus == AI_IDLE && FindTarget(ListTargets(), 1))
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toggle_ai(AI_ON)
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@@ -82,6 +82,10 @@
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var/dextrous_hud_type = /datum/hud/dextrous
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var/datum/personal_crafting/handcrafting
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var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever)
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var/shouldwakeup = FALSE //convenience var for forcibly waking up an idling AI on next check.
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//domestication
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var/tame = 0
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@@ -89,7 +93,7 @@
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/mob/living/simple_animal/Initialize()
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. = ..()
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GLOB.simple_animals += src
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GLOB.simple_animals[AIStatus] += src
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handcrafting = new()
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if(gender == PLURAL)
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gender = pick(MALE,FEMALE)
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@@ -102,7 +106,7 @@
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verbs |= /mob/living/proc/animal_nom
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/mob/living/simple_animal/Destroy()
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GLOB.simple_animals -= src
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GLOB.simple_animals[AIStatus] -= src
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return ..()
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/mob/living/simple_animal/updatehealth()
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@@ -422,7 +426,7 @@
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/mob/living/simple_animal/proc/sentience_act() //Called when a simple animal gains sentience via gold slime potion
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return
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toggle_ai(AI_OFF) // To prevent any weirdness.
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/mob/living/simple_animal/update_sight()
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if(!client)
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@@ -545,3 +549,23 @@
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/mob/living/simple_animal/buckle_mob(mob/living/buckled_mob, force = 0, check_loc = 1)
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. = ..()
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riding_datum = new/datum/riding/animal
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/mob/living/simple_animal/proc/toggle_ai(togglestatus)
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if (AIStatus != togglestatus)
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if (togglestatus > 0 && togglestatus < 4)
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GLOB.simple_animals[AIStatus] -= src
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GLOB.simple_animals[togglestatus] += src
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AIStatus = togglestatus
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else
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stack_trace("Something attempted to set simple animals AI to an invalid state: [togglestatus]")
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/mob/living/simple_animal/proc/consider_wakeup()
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if (pulledby || shouldwakeup)
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toggle_ai(AI_ON)
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/mob/living/simple_animal/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
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. = ..()
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if(!ckey && !stat)//Not unconscious
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if(AIStatus == AI_IDLE)
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toggle_ai(AI_ON)
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@@ -30,7 +30,7 @@
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spawned_mobs = null
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return ..()
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/mob/living/simple_animal/hostile/spawner/handle_automated_action()
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/mob/living/simple_animal/hostile/spawner/Life()
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. = ..()
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spawn_mob()
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@@ -16,7 +16,7 @@
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new /obj/item/device/assembly/signaler/anomaly (get_step(loc, pick(GLOB.alldirs)))
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return ..()
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/mob/living/simple_animal/hostile/spawner/lavaland/ash_walker/handle_automated_action()
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/mob/living/simple_animal/hostile/spawner/lavaland/ash_walker/Life()
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consume()
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return ..()
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