/
monkey_controller.dm
210 lines (175 loc) · 7.86 KB
/
monkey_controller.dm
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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
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/generic_play_instrument,
/datum/ai_planning_subtree/monkey_shenanigans,
)
blackboard = list(
BB_MONKEY_AGGRESSIVE = FALSE,
BB_MONKEY_BEST_FORCE_FOUND = 0,
BB_MONKEY_ENEMIES = list(),
BB_MONKEY_BLACKLISTITEMS = list(),
BB_MONKEY_PICKUPTARGET = null,
BB_MONKEY_PICKPOCKETING = FALSE,
BB_MONKEY_DISPOSING = FALSE,
BB_MONKEY_TARGET_DISPOSAL = null,
BB_MONKEY_CURRENT_ATTACK_TARGET = null,
BB_MONKEY_GUN_NEURONS_ACTIVATED = FALSE,
BB_MONKEY_GUN_WORKED = TRUE,
BB_SONG_LINES = MONKEY_SONG,
)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
idle_behavior = /datum/idle_behavior/idle_monkey
/datum/ai_controller/monkey/angry
/datum/ai_controller/monkey/angry/TryPossessPawn(atom/new_pawn)
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
blackboard[BB_MONKEY_AGGRESSIVE] = TRUE //Angry cunt
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
var/mob/living/living_pawn = new_pawn
RegisterSignal(new_pawn, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_PAW, .proc/on_attack_paw)
RegisterSignal(new_pawn, COMSIG_ATOM_ATTACK_ANIMAL, .proc/on_attack_animal)
RegisterSignal(new_pawn, COMSIG_MOB_ATTACK_ALIEN, .proc/on_attack_alien)
RegisterSignal(new_pawn, COMSIG_ATOM_BULLET_ACT, .proc/on_bullet_act)
RegisterSignal(new_pawn, COMSIG_ATOM_HITBY, .proc/on_hitby)
RegisterSignal(new_pawn, COMSIG_LIVING_START_PULL, .proc/on_startpulling)
RegisterSignal(new_pawn, COMSIG_LIVING_TRY_SYRINGE, .proc/on_try_syringe)
RegisterSignal(new_pawn, COMSIG_ATOM_HULK_ATTACK, .proc/on_attack_hulk)
RegisterSignal(new_pawn, COMSIG_CARBON_CUFF_ATTEMPTED, .proc/on_attempt_cuff)
RegisterSignal(new_pawn, COMSIG_MOB_MOVESPEED_UPDATED, .proc/update_movespeed)
AddComponent(/datum/component/connect_loc_behalf, new_pawn, loc_connections)
movement_delay = living_pawn.cached_multiplicative_slowdown
return ..() //Run parent at end
/datum/ai_controller/monkey/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_LIVING_START_PULL,\
COMSIG_LIVING_TRY_SYRINGE, COMSIG_ATOM_HULK_ATTACK, COMSIG_CARBON_CUFF_ATTEMPTED, COMSIG_MOB_MOVESPEED_UPDATED, COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_MOB_ATTACK_ALIEN))
qdel(GetComponent(/datum/component/connect_loc_behalf))
return ..() //Run parent at end
// Stops sentient monkeys from being knocked over like weak dunces.
/datum/ai_controller/monkey/on_sentience_gained()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))
/datum/ai_controller/monkey/on_sentience_lost()
. = ..()
AddComponent(/datum/component/connect_loc_behalf, pawn, loc_connections)
/datum/ai_controller/monkey/able_to_run()
. = ..()
var/mob/living/living_pawn = pawn
if(IS_DEAD_OR_INCAP(living_pawn))
return FALSE
///re-used behavior pattern by monkeys for finding a weapon
/datum/ai_controller/monkey/proc/TryFindWeapon()
var/mob/living/living_pawn = pawn
if(!locate(/obj/item) in living_pawn.held_items)
blackboard[BB_MONKEY_BEST_FORCE_FOUND] = 0
if(blackboard[BB_MONKEY_GUN_NEURONS_ACTIVATED] && (locate(/obj/item/gun) in 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))
nearby_items += 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
blackboard[BB_MONKEY_PICKUPTARGET] = weapon
current_movement_target = weapon
if(pickpocket)
queue_behavior(/datum/ai_behavior/monkey_equip/pickpocket)
else
queue_behavior(/datum/ai_behavior/monkey_equip/ground)
return TRUE
///Reactive events to being hit
/datum/ai_controller/monkey/proc/retaliate(mob/living/L)
var/list/enemies = blackboard[BB_MONKEY_ENEMIES]
enemies[WEAKREF(L)] += MONKEY_HATRED_AMOUNT
/datum/ai_controller/monkey/proc/on_attackby(datum/source, obj/item/I, mob/user)
SIGNAL_HANDLER
if(I.force && I.damtype != STAMINA)
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_hand(datum/source, mob/living/user, list/modifiers)
SIGNAL_HANDLER
if((user.combat_mode || LAZYACCESS(modifiers, RIGHT_CLICK)) && prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_paw(datum/source, mob/living/user, list/modifiers)
SIGNAL_HANDLER
if((user.combat_mode || LAZYACCESS(modifiers, RIGHT_CLICK)) && prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_animal(datum/source, mob/living/user)
SIGNAL_HANDLER
if(user.melee_damage_upper > 0 && prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_attack_alien(datum/source, mob/living/user, list/modifiers)
SIGNAL_HANDLER
if((user.combat_mode || LAZYACCESS(modifiers, RIGHT_CLICK)) && prob(MONKEY_RETALIATE_PROB))
retaliate(user)
/datum/ai_controller/monkey/proc/on_bullet_act(datum/source, obj/projectile/Proj)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(istype(Proj , /obj/projectile/beam)||istype(Proj, /obj/projectile/bullet))
if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
if(!Proj.nodamage && Proj.damage < living_pawn.health && isliving(Proj.firer))
retaliate(Proj.firer)
/datum/ai_controller/monkey/proc/on_hitby(datum/source, atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
if(istype(AM, /obj/item))
var/mob/living/living_pawn = pawn
var/obj/item/I = AM
var/mob/thrown_by = I.thrownby?.resolve()
if(I.throwforce && I.throwforce < living_pawn.health && ishuman(thrown_by))
var/mob/living/carbon/human/H = thrown_by
retaliate(H)
/datum/ai_controller/monkey/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn) && isliving(arrived))
var/mob/living/in_the_way_mob = arrived
in_the_way_mob.knockOver(living_pawn)
return
/datum/ai_controller/monkey/proc/on_startpulling(datum/source, atom/movable/puller, state, force)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn) && 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_attack_hulk(datum/source, mob/user)
SIGNAL_HANDLER
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/update_movespeed(mob/living/pawn)
SIGNAL_HANDLER
movement_delay = pawn.cached_multiplicative_slowdown
/datum/ai_controller/monkey/proc/target_del(target)
SIGNAL_HANDLER
blackboard[BB_MONKEY_BLACKLISTITEMS] -= target