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Merge pull request cmss13-devs#7 from Zonespace27/human-ai
Human ai
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54 changes: 53 additions & 1 deletion
54
code/modules/mob/living/carbon/human/ai/brain/ai_brain_communication.dm
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,2 +1,54 @@ | ||
/datum/human_ai_brain | ||
var/list/in_combat_lines = list() | ||
var/list/in_combat_lines = list( | ||
"Taking fire!", | ||
"Getting shot at!", | ||
"Engaging hostiles!", | ||
"Contact!", | ||
"Contact contact!", | ||
"We've got hostiles!", | ||
"Take 'em down!", | ||
"Hostile spotted, engaging!", | ||
"Enemy hostiles here!", | ||
"Being fired upon!", | ||
"Blast 'em!" | ||
) | ||
|
||
var/list/exit_combat_lines = list( | ||
"No more contacts.", | ||
"Don't see 'em.", | ||
"Going back to regular duties.", | ||
"Nothin' left.", | ||
"Can't find 'em.", | ||
"No hostiles, returning to duties.", | ||
) | ||
|
||
var/list/squad_member_death_lines = list( | ||
"Fuck! Man down!", | ||
"We lost one!", | ||
"Man down!", | ||
"We're taking losses here!", | ||
"Goddamn it.", | ||
"Fuck!", | ||
"Shit, our squad's down a man!", | ||
"Squad integrity's failing!" | ||
) | ||
|
||
var/in_combat_line_chance = 40 | ||
var/exit_combat_line_chance = 40 | ||
var/squad_member_death_line_chance = 20 | ||
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||
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/datum/human_ai_brain/proc/say_in_combat_line(chance = in_combat_line_chance) | ||
if(!prob(chance)) | ||
return | ||
tied_human.say(pick(in_combat_lines)) | ||
|
||
/datum/human_ai_brain/proc/say_exit_combat_line(chance = exit_combat_line_chance) | ||
if(!prob(chance)) | ||
return | ||
tied_human.say(pick(exit_combat_lines)) | ||
|
||
/datum/human_ai_brain/proc/on_squad_member_death(mob/living/carbon/human/dead_member) | ||
if(!prob(squad_member_death_line_chance)) | ||
return | ||
tied_human.say(pick(squad_member_death_lines)) |
106 changes: 97 additions & 9 deletions
106
code/modules/mob/living/carbon/human/ai/brain/ai_brain_factions.dm
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,14 +1,102 @@ | ||
GLOBAL_LIST_INIT(human_ai_factions, assemble_human_ai_factions()) | ||
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||
/proc/assemble_human_ai_factions() | ||
. = list() | ||
for(var/datum/human_ai_faction/faction as anything in subtypesof(/datum/human_ai_faction)) | ||
faction = new | ||
.[faction.faction] = faction | ||
|
||
/datum/human_ai_faction | ||
var/faction = FACTION_NEUTRAL | ||
var/shoot_to_kill = TRUE | ||
|
||
var/list/in_combat_lines = list() | ||
var/list/exit_combat_lines = list() | ||
var/list/squad_member_death_lines = list() | ||
|
||
var/list/friendly_factions = list() | ||
var/list/neutral_factions = list() | ||
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/datum/human_ai_faction/proc/apply_faction_data(datum/human_ai_brain/brain) | ||
return | ||
if(length(in_combat_lines)) | ||
brain.in_combat_lines = in_combat_lines | ||
|
||
if(length(exit_combat_lines)) | ||
brain.exit_combat_lines = exit_combat_lines | ||
|
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if(length(squad_member_death_lines)) | ||
brain.squad_member_death_lines = squad_member_death_lines | ||
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brain.shoot_to_kill = shoot_to_kill | ||
brain.friendly_factions = friendly_factions | ||
brain.neutral_factions = neutral_factions | ||
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/datum/human_ai_faction/proc/reapply_faction_data() | ||
for(var/datum/human_ai_brain/brain in GLOB.human_ai_brains) | ||
if(brain.tied_human?.faction == faction) | ||
apply_faction_data(brain) | ||
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/datum/human_ai_faction/clf | ||
faction = FACTION_CLF | ||
friendly_factions = list( | ||
FACTION_COLONIST, | ||
) | ||
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||
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/datum/human_ai_faction/uscm | ||
faction = FACTION_USCM | ||
friendly_factions = list( | ||
FACTION_COLONIST, | ||
FACTION_TWE, | ||
FACTION_WY, | ||
) | ||
neutral_factions = list( | ||
FACTION_FREELANCER, | ||
FACTION_CONTRACTOR, | ||
FACTION_UPP, | ||
FACTION_MERCENARY, | ||
) | ||
|
||
/datum/human_ai_faction/upp | ||
faction = FACTION_UPP | ||
friendly_factions = list( | ||
FACTION_COLONIST, | ||
) | ||
neutral_factions = list( | ||
FACTION_FREELANCER, | ||
FACTION_CONTRACTOR, | ||
FACTION_USCM, | ||
FACTION_MERCENARY, | ||
FACTION_TWE, | ||
) | ||
|
||
/datum/human_ai_faction/wy | ||
faction = FACTION_WY | ||
friendly_factions = list( | ||
FACTION_COLONIST, | ||
FACTION_TWE, | ||
FACTION_MARINE, | ||
) | ||
neutral_factions = list( | ||
FACTION_FREELANCER, | ||
FACTION_CONTRACTOR, | ||
FACTION_USCM, | ||
FACTION_MERCENARY, | ||
) | ||
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/datum/human_ai_faction/wy_deathsquad | ||
faction = FACTION_WY_DEATHSQUAD | ||
friendly_factions = list( | ||
FACTION_WY, | ||
) | ||
in_combat_lines = list( | ||
"Visual confirmed, engaging.", | ||
"Engaging hostile.", | ||
"Eliminating hostile.", | ||
"Engaging.", | ||
"Contact.", | ||
"Viscon, proceeding." | ||
) | ||
exit_combat_lines = list( | ||
"Hostilities ceased.", | ||
"Ceasing engagement." | ||
) | ||
squad_member_death_lines = list( | ||
"Allied unit disabled.", | ||
"Friendly unit decomissioned.", | ||
"Allied unit decomissioned.", | ||
"Friendly unit disabled." | ||
) | ||
|
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