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generic_behaviors.dm
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/datum/ai_behavior/resist/perform(delta_time, datum/ai_controller/controller)
. = ..()
var/mob/living/living_pawn = controller.pawn
living_pawn.execute_resist()
finish_action(controller, TRUE)
/datum/ai_behavior/battle_screech
///List of possible screeches the behavior has
var/list/screeches
/datum/ai_behavior/battle_screech/perform(delta_time, datum/ai_controller/controller)
. = ..()
var/mob/living/living_pawn = controller.pawn
INVOKE_ASYNC(living_pawn, TYPE_PROC_REF(/mob, emote), pick(screeches))
finish_action(controller, TRUE)
///Moves to target then finishes
/datum/ai_behavior/move_to_target
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
/datum/ai_behavior/move_to_target/perform(delta_time, datum/ai_controller/controller)
. = ..()
finish_action(controller, TRUE)
/datum/ai_behavior/break_spine
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
action_cooldown = 0.7 SECONDS
var/give_up_distance = 10
/datum/ai_behavior/break_spine/setup(datum/ai_controller/controller, target_key)
. = ..()
controller.current_movement_target = controller.blackboard[target_key]
/datum/ai_behavior/break_spine/perform(delta_time, datum/ai_controller/controller, target_key)
var/mob/living/batman = controller.blackboard[target_key]
var/mob/living/big_guy = controller.pawn //he was molded by the darkness
if(batman.stat)
finish_action(controller, TRUE, target_key)
if(get_dist(batman, big_guy) >= give_up_distance)
finish_action(controller, FALSE, target_key)
big_guy.try_make_grab(batman)
big_guy.setDir(get_dir(big_guy, batman))
batman.visible_message(span_warning("[batman] gets a slightly too tight hug from [big_guy]!"), span_userdanger("You feel your body break as [big_guy] embraces you!"))
if(iscarbon(batman))
var/mob/living/carbon/carbon_batman = batman
for(var/obj/item/bodypart/bodypart_to_break in carbon_batman.bodyparts)
if(bodypart_to_break.body_zone == BODY_ZONE_HEAD)
continue
bodypart_to_break.receive_damage(brute = 15, modifiers = NONE)
bodypart_to_break.break_bones()
else
batman.adjustBruteLoss(150)
finish_action(controller, TRUE, target_key)
/datum/ai_behavior/break_spine/finish_action(datum/ai_controller/controller, succeeded, target_key)
if(succeeded)
controller.blackboard -= target_key
return ..()
/// Use in hand the currently held item
/datum/ai_behavior/use_in_hand
behavior_flags = AI_BEHAVIOR_MOVE_AND_PERFORM
/datum/ai_behavior/use_in_hand/perform(delta_time, datum/ai_controller/controller)
. = ..()
var/mob/living/pawn = controller.pawn
var/obj/item/held = pawn.get_active_held_item()
if(!held)
finish_action(controller, FALSE)
return
pawn.activate_hand()
finish_action(controller, TRUE)
/// Use the currently held item, or unarmed, on a weakref to an object in the world
/datum/ai_behavior/use_on_object
required_distance = 1
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
/datum/ai_behavior/use_on_object/setup(datum/ai_controller/controller, target_key)
. = ..()
var/datum/weakref/target_ref = controller.blackboard[target_key]
var/target = target_ref?.resolve()
if(!target)
return FALSE
controller.current_movement_target = target
/datum/ai_behavior/use_on_object/perform(delta_time, datum/ai_controller/controller, target_key)
. = ..()
var/mob/living/pawn = controller.pawn
var/obj/item/held_item = pawn.get_item_by_slot(pawn.get_active_hand())
var/datum/weakref/target_ref = controller.blackboard[target_key]
var/atom/target = target_ref?.resolve()
if(!target || !pawn.CanReach(target))
finish_action(controller, FALSE)
return
pawn.set_combat_mode(FALSE)
if(held_item)
held_item.melee_attack_chain(pawn, target)
else
pawn.UnarmedAttack(target, TRUE)
finish_action(controller, TRUE)
/datum/ai_behavior/give
required_distance = 1
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
/datum/ai_behavior/give/setup(datum/ai_controller/controller, target_key)
. = ..()
var/datum/weakref/target_ref = controller.blackboard[target_key]
controller.current_movement_target = target_ref?.resolve()
/datum/ai_behavior/give/perform(delta_time, datum/ai_controller/controller, target_key)
. = ..()
var/mob/living/pawn = controller.pawn
var/obj/item/held_item = pawn.get_item_by_slot(pawn.get_active_hand())
var/datum/weakref/target_ref = controller.blackboard[target_key]
var/atom/target = target_ref?.resolve()
if(!target || !pawn.CanReach(target) || !isliving(target))
finish_action(controller, FALSE)
return
var/mob/living/living_target = target
controller.PauseAi(1.5 SECONDS)
living_target.visible_message(
span_info("[pawn] starts trying to give [held_item] to [living_target]!"),
span_warning("[pawn] tries to give you [held_item]!")
)
if(!do_after(pawn, living_target, 1 SECONDS))
return
if(QDELETED(held_item) || QDELETED(living_target))
finish_action(controller, FALSE)
return
var/pocket_choice = prob(50) ? ITEM_SLOT_RPOCKET : ITEM_SLOT_LPOCKET
if(prob(50) && living_target.can_put_in_hand(held_item))
living_target.put_in_hand(held_item)
else if(held_item.mob_can_equip(living_target, pawn, pocket_choice, TRUE))
living_target.equip_to_slot(held_item, pocket_choice)
finish_action(controller, TRUE)
/datum/ai_behavior/consume
required_distance = 1
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
action_cooldown = 2 SECONDS
/datum/ai_behavior/consume/setup(datum/ai_controller/controller, target_key)
. = ..()
var/datum/weakref/target_ref = controller.blackboard[target_key]
controller.current_movement_target = target_ref?.resolve()
/datum/ai_behavior/consume/perform(delta_time, datum/ai_controller/controller, target_key, hunger_timer_key)
. = ..()
var/mob/living/living_pawn = controller.pawn
var/datum/weakref/target_ref = controller.blackboard[target_key]
var/obj/item/target = target_ref.resolve()
if(!(target in living_pawn.held_items))
if(!living_pawn.put_in_hands(target))
finish_action(controller, FALSE, target, hunger_timer_key)
return
target.melee_attack_chain(living_pawn, living_pawn)
if(QDELETED(target) || prob(10)) // Even if we don't finish it all we can randomly decide to be done
finish_action(controller, TRUE, null, hunger_timer_key)
/datum/ai_behavior/consume/finish_action(datum/ai_controller/controller, succeeded, target_key, hunger_timer_key)
. = ..()
if(succeeded)
controller.blackboard[hunger_timer_key] = world.time + rand(12 SECONDS, 60 SECONDS)
/**find and set
* Finds an item near themselves, sets a blackboard key as it. Very useful for ais that need to use machines or something.
* if you want to do something more complicated than find a single atom, change the search_tactic() proc
* cool tip: search_tactic() can set lists
*/
/datum/ai_behavior/find_and_set
action_cooldown = 5 SECONDS
/datum/ai_behavior/find_and_set/perform(delta_time, datum/ai_controller/controller, set_key, locate_path, search_range)
. = ..()
var/find_this_thing = search_tactic(controller, locate_path, search_range)
if(find_this_thing)
controller.blackboard[set_key] = WEAKREF(find_this_thing)
finish_action(controller, TRUE)
else
finish_action(controller, FALSE)
/datum/ai_behavior/find_and_set/proc/search_tactic(datum/ai_controller/controller, locate_path, search_range)
return locate(locate_path) in oview(search_range, controller.pawn)
/**
* Variant of find and set that fails if the living pawn doesn't hold something
*/
/datum/ai_behavior/find_and_set/pawn_must_hold_item
/datum/ai_behavior/find_and_set/pawn_must_hold_item/search_tactic(datum/ai_controller/controller)
var/mob/living/living_pawn = controller.pawn
if(!living_pawn.get_num_held_items())
return //we want to fail the search if we don't have something held
. = ..()
/**
* Variant of find and set that also requires the item to be edible. checks hands too
*/
/datum/ai_behavior/find_and_set/edible
/datum/ai_behavior/find_and_set/edible/search_tactic(datum/ai_controller/controller, locate_path, search_range)
var/mob/living/living_pawn = controller.pawn
var/list/food_candidates = list()
for(var/held_candidate as anything in living_pawn.held_items)
if(!held_candidate || !IsEdible(held_candidate))
continue
food_candidates += held_candidate
var/list/local_results = locate(locate_path) in oview(search_range, controller.pawn)
for(var/local_candidate in local_results)
if(!IsEdible(local_candidate))
continue
food_candidates += local_candidate
if(food_candidates.len)
return pick(food_candidates)
/**
* Variant of find and set that only checks in hands, search range should be excluded for this
*/
/datum/ai_behavior/find_and_set/in_hands
/datum/ai_behavior/find_and_set/in_hands/search_tactic(datum/ai_controller/controller, locate_path)
var/mob/living/living_pawn = controller.pawn
return locate(locate_path) in living_pawn.held_items
/**
* Drops items in hands, very important for future behaviors that require the pawn to grab stuff
*/
/datum/ai_behavior/drop_item
/datum/ai_behavior/drop_item/perform(delta_time, datum/ai_controller/controller)
. = ..()
var/mob/living/living_pawn = controller.pawn
var/obj/item/best_held = GetBestWeapon(controller, null, living_pawn.held_items)
for(var/obj/item/held as anything in living_pawn.held_items)
if(!held || held == best_held)
continue
living_pawn.dropItemToGround(held)
/// This behavior involves attacking a target.
/datum/ai_behavior/attack
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM
required_distance = 1
/datum/ai_behavior/attack/perform(delta_time, datum/ai_controller/controller)
. = ..()
var/mob/living/living_pawn = controller.pawn
if(!istype(living_pawn) || !isturf(living_pawn.loc))
return
var/datum/weakref/attack_ref = controller.blackboard[BB_ATTACK_TARGET]
var/atom/movable/attack_target = attack_ref?.resolve()
if(!attack_target || !can_see(living_pawn, attack_target, length=controller.blackboard[BB_VISION_RANGE]))
finish_action(controller, FALSE)
return
var/mob/living/living_target = attack_target
if(istype(living_target) && (living_target.stat == DEAD))
finish_action(controller, TRUE)
return
controller.current_movement_target = living_target
attack(controller, living_target)
/datum/ai_behavior/attack/finish_action(datum/ai_controller/controller, succeeded)
. = ..()
controller.blackboard[BB_ATTACK_TARGET] = null
/// A proc representing when the mob is pushed to actually attack the target. Again, subtypes can be used to represent different attacks from different animals, or it can be some other generic behavior
/datum/ai_behavior/attack/proc/attack(datum/ai_controller/controller, mob/living/living_target)
var/mob/living/living_pawn = controller.pawn
if(!istype(living_pawn))
return
living_pawn.ClickOn(living_target, list())
/// This behavior involves attacking a target.
/datum/ai_behavior/follow
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT | AI_BEHAVIOR_MOVE_AND_PERFORM
required_distance = 1
/datum/ai_behavior/follow/perform(delta_time, datum/ai_controller/controller)
. = ..()
var/mob/living/living_pawn = controller.pawn
if(!istype(living_pawn) || !isturf(living_pawn.loc))
return
var/datum/weakref/follow_ref = controller.blackboard[BB_FOLLOW_TARGET]
var/atom/movable/follow_target = follow_ref?.resolve()
if(!follow_target || get_dist(living_pawn, follow_target) > controller.blackboard[BB_VISION_RANGE])
finish_action(controller, FALSE)
return
var/mob/living/living_target = follow_target
if(istype(living_target) && (living_target.stat == DEAD))
finish_action(controller, TRUE)
return
controller.current_movement_target = living_target
/datum/ai_behavior/follow/finish_action(datum/ai_controller/controller, succeeded)
. = ..()
controller.blackboard[BB_FOLLOW_TARGET] = null
/datum/ai_behavior/perform_emote
/datum/ai_behavior/perform_emote/perform(delta_time, datum/ai_controller/controller, emote)
var/mob/living/living_pawn = controller.pawn
if(!istype(living_pawn))
return
living_pawn.manual_emote(emote)
finish_action(controller, TRUE)
/datum/ai_behavior/perform_speech
/datum/ai_behavior/perform_speech/perform(delta_time, datum/ai_controller/controller, speech)
var/mob/living/living_pawn = controller.pawn
if(!istype(living_pawn))
return
living_pawn.say(speech, forced = "AI Controller")
finish_action(controller, TRUE)
//song behaviors
/datum/ai_behavior/setup_instrument
/datum/ai_behavior/setup_instrument/perform(delta_time, datum/ai_controller/controller, song_instrument_key, song_lines_key)
. = ..()
var/datum/weakref/instrument_ref = controller.blackboard[song_instrument_key]
var/obj/item/instrument/song_instrument = instrument_ref.resolve()
var/datum/song/song = song_instrument.song
var/song_lines = controller.blackboard[song_lines_key]
//just in case- it won't do anything if the instrument isn't playing
song.stop_playing()
song.ParseSong(song_lines)
song.repeat = 10
song.volume = song.max_volume - 10
finish_action(controller, TRUE)
/datum/ai_behavior/play_instrument
/datum/ai_behavior/play_instrument/perform(delta_time, datum/ai_controller/controller, song_instrument_key)
. = ..()
var/datum/weakref/instrument_ref = controller.blackboard[song_instrument_key]
var/obj/item/instrument/song_instrument = instrument_ref.resolve()
var/datum/song/song = song_instrument.song
song.start_playing(controller.pawn)
finish_action(controller, TRUE)
/datum/ai_behavior/find_nearby
/datum/ai_behavior/find_nearby/perform(delta_time, datum/ai_controller/controller, target_key)
. = ..()
var/list/possible_targets = list()
for(var/atom/thing in view(2, controller.pawn))
if(!thing.mouse_opacity)
continue
if(thing.IsObscured())
continue
if(isitem(thing))
var/obj/item/I = thing
if(I.item_flags & ABSTRACT)
continue
possible_targets += thing
if(!possible_targets.len)
finish_action(controller, FALSE)
controller.blackboard[target_key] = WEAKREF(pick(possible_targets))
finish_action(controller, TRUE)