/
medbot_ai.dm
224 lines (181 loc) · 10.1 KB
/
medbot_ai.dm
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#define BOT_PATIENT_PATH_LIMIT 20
/datum/ai_controller/basic_controller/bot/medbot
planning_subtrees = list(
/datum/ai_planning_subtree/manage_unreachable_list,
/datum/ai_planning_subtree/respond_to_summon,
/datum/ai_planning_subtree/handle_medbot_speech,
/datum/ai_planning_subtree/find_and_hunt_target/patients_in_crit,
/datum/ai_planning_subtree/treat_wounded_target,
/datum/ai_planning_subtree/salute_authority,
/datum/ai_planning_subtree/find_patrol_beacon/medbot,
)
ai_movement = /datum/ai_movement/jps/bot/medbot
reset_keys = list(
BB_PATIENT_TARGET,
BB_BEACON_TARGET,
BB_PREVIOUS_BEACON_TARGET,
BB_BOT_SUMMON_TARGET,
)
ai_traits = PAUSE_DURING_DO_AFTER
/datum/ai_movement/jps/bot/medbot
maximum_length = BOT_PATIENT_PATH_LIMIT
max_pathing_attempts = 20
// only AI isnt allowed to move when this flag is set, sentient players can
/datum/ai_movement/jps/bot/medbot/allowed_to_move(datum/move_loop/source)
var/datum/ai_controller/controller = source.extra_info
var/mob/living/basic/bot/medbot/bot_pawn = controller.pawn
if(bot_pawn.medical_mode_flags & MEDBOT_STATIONARY_MODE)
return FALSE
return ..()
/datum/ai_movement/jps/bot/medbot/travel_to_beacon
maximum_length = AI_BOT_PATH_LENGTH
/datum/ai_planning_subtree/treat_wounded_target
/datum/ai_planning_subtree/treat_wounded_target/SelectBehaviors(datum/ai_controller/basic_controller/bot/controller, seconds_per_tick)
var/mob/living/basic/bot/medbot/bot_pawn = controller.pawn
if(bot_pawn.medical_mode_flags & MEDBOT_TIPPED_MODE)
controller.clear_blackboard_key(BB_PATIENT_TARGET)
return
var/is_stationary = bot_pawn.medical_mode_flags & MEDBOT_STATIONARY_MODE
if(controller.blackboard_key_exists(BB_PATIENT_TARGET))
controller.queue_behavior(/datum/ai_behavior/tend_to_patient, BB_PATIENT_TARGET, bot_pawn.heal_threshold, bot_pawn.damage_type_healer, bot_pawn.bot_access_flags, is_stationary)
return SUBTREE_RETURN_FINISH_PLANNING
controller.queue_behavior(/datum/ai_behavior/find_suitable_patient, BB_PATIENT_TARGET, bot_pawn.heal_threshold, bot_pawn.damage_type_healer, bot_pawn.medical_mode_flags, bot_pawn.bot_access_flags)
/datum/ai_behavior/find_suitable_patient
var/search_range = 7
action_cooldown = 2 SECONDS
/datum/ai_behavior/find_suitable_patient/perform(seconds_per_tick, datum/ai_controller/basic_controller/bot/controller, target_key, threshold, heal_type, mode_flags, access_flags)
search_range = (mode_flags & MEDBOT_STATIONARY_MODE) ? 1 : initial(search_range)
var/list/ignore_keys = controller.blackboard[BB_TEMPORARY_IGNORE_LIST]
for(var/mob/living/carbon/human/treatable_target in oview(search_range, controller.pawn))
if(LAZYACCESS(ignore_keys, REF(treatable_target)) || treatable_target.stat == DEAD)
continue
if((access_flags & BOT_COVER_EMAGGED) && treatable_target.stat == CONSCIOUS)
controller.set_if_can_reach(BB_PATIENT_TARGET, treatable_target, distance =BOT_PATIENT_PATH_LIMIT, bypass_add_to_blacklist = (search_range == 1))
break
if((heal_type == HEAL_ALL_DAMAGE))
if(treatable_target.get_total_damage() > threshold)
controller.set_if_can_reach(BB_PATIENT_TARGET, treatable_target, distance = BOT_PATIENT_PATH_LIMIT, bypass_add_to_blacklist = (search_range == 1))
break
continue
if(treatable_target.get_current_damage_of_type(damagetype = heal_type) > threshold)
controller.set_if_can_reach(BB_PATIENT_TARGET, treatable_target, distance = BOT_PATIENT_PATH_LIMIT, bypass_add_to_blacklist = (search_range == 1))
break
if(controller.blackboard_key_exists(BB_PATIENT_TARGET))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
else
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
/datum/ai_behavior/find_suitable_patient/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
if(!succeeded || QDELETED(controller.pawn) ||get_dist(controller.pawn, controller.blackboard[target_key]) <= 1)
return
var/datum/action/cooldown/bot_announcement/announcement = controller.blackboard[BB_ANNOUNCE_ABILITY]
announcement?.announce(pick(controller.blackboard[BB_WAIT_SPEECH]))
/datum/ai_behavior/tend_to_patient
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION | AI_BEHAVIOR_REQUIRE_REACH
/datum/ai_behavior/tend_to_patient/setup(datum/ai_controller/controller, target_key)
. = ..()
var/atom/target = controller.blackboard[target_key]
if(QDELETED(target))
return FALSE
set_movement_target(controller, target)
/datum/ai_behavior/tend_to_patient/perform(seconds_per_tick, datum/ai_controller/basic_controller/bot/controller, target_key, threshold, damage_type_healer, access_flags, is_stationary)
var/mob/living/carbon/human/patient = controller.blackboard[target_key]
if(QDELETED(patient) || patient.stat == DEAD)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
if(check_if_healed(patient, threshold, damage_type_healer, access_flags))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
var/mob/living/basic/bot/bot_pawn = controller.pawn
if(patient.stat >= HARD_CRIT && prob(5))
var/datum/action/cooldown/bot_announcement/announcement = controller.blackboard[BB_ANNOUNCE_ABILITY]
announcement?.announce(pick(controller.blackboard[BB_NEAR_DEATH_SPEECH]))
bot_pawn.melee_attack(patient)
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
// only clear the target if they get healed
/datum/ai_behavior/tend_to_patient/finish_action(datum/ai_controller/controller, succeeded, target_key, is_stationary, healed_target = FALSE)
. = ..()
var/atom/target = controller.blackboard[target_key]
if(!succeeded)
if(!isnull(target) && !is_stationary)
controller.set_blackboard_key_assoc_lazylist(BB_TEMPORARY_IGNORE_LIST, REF(target), TRUE)
controller.clear_blackboard_key(target_key)
return
if(QDELETED(target) || !healed_target)
return
var/datum/action/cooldown/bot_announcement/announcement = controller.blackboard[BB_ANNOUNCE_ABILITY]
announcement?.announce(pick(controller.blackboard[BB_AFTERHEAL_SPEECH]))
controller.clear_blackboard_key(target_key)
/datum/ai_behavior/tend_to_patient/proc/check_if_healed(mob/living/carbon/human/patient, threshold, damage_type_healer, access_flags)
if(access_flags & BOT_COVER_EMAGGED)
return (patient.stat > CONSCIOUS)
var/patient_damage = (damage_type_healer == HEAL_ALL_DAMAGE) ? patient.get_total_damage() : patient.get_current_damage_of_type(damagetype = damage_type_healer)
return (patient_damage <= threshold)
/datum/ai_planning_subtree/handle_medbot_speech
var/speech_chance = 5
/datum/ai_planning_subtree/handle_medbot_speech/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
var/mob/living/basic/bot/medbot/bot_pawn = controller.pawn
//we cant speak!
if(!(bot_pawn.medical_mode_flags & MEDBOT_SPEAK_MODE))
return
var/currently_tipped = bot_pawn.medical_mode_flags & MEDBOT_TIPPED_MODE
speech_chance = ((bot_pawn.bot_access_flags & BOT_COVER_EMAGGED) || currently_tipped) ? 15 : initial(speech_chance)
if(!SPT_PROB(speech_chance, seconds_per_tick))
return
controller.queue_behavior(/datum/ai_behavior/handle_medbot_speech, BB_ANNOUNCE_ABILITY, bot_pawn.mode, bot_pawn.bot_access_flags, currently_tipped)
/datum/ai_behavior/handle_medbot_speech
action_cooldown = 20 SECONDS
behavior_flags = AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
/datum/ai_behavior/handle_medbot_speech/perform(seconds_per_tick, datum/ai_controller/controller, announce_key, mode, cover_flags, currently_tipped)
. = ..()
var/datum/action/cooldown/bot_announcement/announcement = controller.blackboard[announce_key]
var/list/speech_to_pick_from
if(currently_tipped)
speech_to_pick_from = controller.blackboard[BB_WORRIED_ANNOUNCEMENTS]
else if(cover_flags & BOT_COVER_EMAGGED)
speech_to_pick_from = controller.blackboard[BB_EMAGGED_SPEECH]
else if(mode == BOT_IDLE)
speech_to_pick_from = controller.blackboard[BB_IDLE_SPEECH]
var/mob/living/living_pawn = controller.pawn
if(locate(/obj/item/clothing/head/costume/chicken) in living_pawn)
speech_to_pick_from += MEDIBOT_VOICED_CHICKEN
if(!length(speech_to_pick_from))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
announcement.announce(pick(speech_to_pick_from))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_planning_subtree/find_and_hunt_target/patients_in_crit
target_key = BB_PATIENT_IN_CRIT
hunting_behavior = /datum/ai_behavior/announce_patient
finding_behavior = /datum/ai_behavior/find_hunt_target/patient_in_crit
hunt_targets = list(/mob/living/carbon/human)
finish_planning = FALSE
/datum/ai_planning_subtree/find_and_hunt_target/patients_in_crit/SelectBehaviors(datum/ai_controller/basic_controller/bot/controller, seconds_per_tick)
var/mob/living/basic/bot/medbot/bot_pawn = controller.pawn
if(!(bot_pawn.medical_mode_flags & MEDBOT_DECLARE_CRIT))
return
return ..()
/datum/ai_behavior/find_hunt_target/patient_in_crit
/datum/ai_behavior/find_hunt_target/patient_in_crit/valid_dinner(mob/living/source, mob/living/carbon/human/patient, radius)
if(patient.stat < UNCONSCIOUS || isnull(patient.mind))
return FALSE
return can_see(source, patient, radius)
/datum/ai_behavior/announce_patient
action_cooldown = 3 MINUTES
behavior_flags = AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
/datum/ai_behavior/announce_patient/perform(seconds_per_tick, datum/ai_controller/basic_controller/bot/controller, target_key)
var/mob/living/living_target = controller.blackboard[target_key]
if(QDELETED(living_target))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/datum/action/cooldown/bot_announcement/announcement = controller.blackboard[BB_ANNOUNCE_ABILITY]
if(QDELETED(announcement))
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_FAILED
var/text_to_announce = "Medical emergency! [living_target] is in critical condition at [get_area(living_target)]!"
announcement.announce(text_to_announce, controller.blackboard[BB_RADIO_CHANNEL])
return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
/datum/ai_behavior/announce_patient/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
controller.clear_blackboard_key(target_key)
/datum/ai_planning_subtree/find_patrol_beacon/medbot
///travel towards beacon behavior
travel_behavior = /datum/ai_behavior/travel_towards/beacon/medbot
/datum/ai_behavior/travel_towards/beacon/medbot
new_movement_type = /datum/ai_movement/jps/bot/medbot/travel_to_beacon
#undef BOT_PATIENT_PATH_LIMIT