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Build order rewamp #165

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Mar 31, 2024
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2 changes: 1 addition & 1 deletion code/__DEFINES/xeno_ai.dm
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
#define VEHICLE_PENALTY 25
#define WINDOW_FRAME_PENALTY 25
#define BARRICADE_PENALTY 50
#define WALL_PENALTY 50
#define WALL_PENALTY 100

/*
PROBABILITY CALCULATIONS ARE HERE
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -31,22 +31,19 @@
qdel(src)
return FALSE

if(locate(/obj/structure/mineral_door/resin) in location)
qdel(src)
return FALSE

var/area/current_area = get_area(location)
if(!current_area.is_resin_allowed)
for(var/client/game_master in GLOB.game_masters)
to_chat(game_master, SPAN_XENOBOLDNOTICE("This area doesn't allow xenos to build here"))
to_chat(game_master, SPAN_XENOBOLDNOTICE("[current_area] doesn't allow xenos to build here"))

qdel(src)
return FALSE

if(distance > 10)
if(locate(/obj/structure/mineral_door/resin) in location)
qdel(src)
return FALSE

if(checked_xeno.current_target)
if(distance > 10)
return FALSE

if(!locate(/datum/action/xeno_action/activable/secrete_resin) in checked_xeno.actions)
Expand All @@ -55,7 +52,7 @@
if(checked_xeno.get_plasma_percentage() < PLASMA_RETREAT_PERCENTAGE)
var/turf/xeno_loc = get_turf(checked_xeno)
if(xeno_loc.weeds)
checked_xeno.set_resting(TRUE, FALSE, TRUE)
checked_xeno.set_resting(TRUE, FALSE)

return FALSE

Expand All @@ -75,19 +72,21 @@
var/turf/parent_turf = get_turf(parent)
var/distance = get_dist(processing_xeno, parent)

var/list/turfs_around = xeno_loc.AdjacentTurfs()
if(turfs_around && distance < 1) // We are gonna be stuck after building at our loc, let's step away
return processing_xeno.move_to_next_turf(pick(turfs_around))

var/is_diagonal = (get_dir(processing_xeno, parent_turf) in diagonals)
if(is_diagonal || distance > 1)
/// Is xeno adjacent to parent_turf?
if(distance > 1)
return processing_xeno.move_to_next_turf(parent_turf)

/// Xeno will be stuck after building at its loc, if so - we command droney to step away
if(distance < 1)
return processing_xeno.move_to_next_turf(pick(GLOB.cardinals))

/// If there is something that might block our resin - slash it
for(var/obj/structure/blocker in parent_turf.contents)
if(!blocker.unslashable && blocker.density || istype(blocker, /obj/structure/bed))
if(!blocker.unslashable && (blocker.density || istype(blocker, /obj/structure/bed)))
INVOKE_ASYNC(processing_xeno, TYPE_PROC_REF(/mob, do_click), blocker, "", list())
return TRUE

/// If no ground weeds present - command our xeno to plant one
if(!parent_turf.weeds)
var/datum/action/xeno_action/onclick/plant_weeds/weeds_action = locate() in processing_xeno.actions
INVOKE_ASYNC(weeds_action, TYPE_PROC_REF(/datum/action/xeno_action/onclick/plant_weeds, use_ability_wrapper))
Expand All @@ -96,24 +95,30 @@
var/list/resin_types = processing_xeno.resin_build_order
processing_xeno.selected_resin = locate(/datum/resin_construction/resin_turf/wall) in resin_types

var/wall_nearby = FALSE
var/blocked_turfs = 0
for(var/turf/blocked_turf in orange(1, parent_turf) - parent_turf.AdjacentTurfs())
blocked_turfs++
/// Let's decide whenever we are building a door or naw
var/build_door = FALSE
for(var/turf/blocked_turf in RANGE_TURFS(1, parent_turf) - parent_turf)
var/direction = get_dir(parent_turf, blocked_turf)
if(direction in diagonals)
continue

if(get_dir(blocked_turf, parent_turf) in diagonals)
if(!blocked_turf.density)
continue

if(blocked_turf.density)
wall_nearby = TRUE
/// Checking for any opposite walls on angles 135, 180, 225 respectfully
for(var/opposite_dir in reverse_nearby_direction(direction))
var/turf/opposite_turf = get_step(parent_turf, opposite_dir)
if(opposite_turf.density)
build_door = TRUE
break

var/obj/effect/alien/weeds/turf_weeds = blocked_turf.weeds
if(turf_weeds && turf_weeds.secreting)
wall_nearby = TRUE // Something is being constructed nearby, let's bet this is a new resin wall
var/obj/effect/alien/weeds/opposite_weeds = opposite_turf.weeds
if(opposite_weeds && opposite_weeds.secreting)
/// Something is being constructed nearby, let's bet this is a new resin wall
build_door = TRUE

if(wall_nearby)
if(prob(XENO_DOOR_BUILDING_CHANCE) || (wall_nearby && blocked_turfs > 1))
processing_xeno.selected_resin = locate(/datum/resin_construction/resin_obj/door) in resin_types
if(build_door || prob(XENO_DOOR_BUILDING_CHANCE))
processing_xeno.selected_resin = locate(/datum/resin_construction/resin_obj/door) in resin_types

var/datum/action/xeno_action/activable/secrete_resin/build_action = locate() in processing_xeno.actions
INVOKE_ASYNC(build_action, TYPE_PROC_REF(/datum/action/xeno_action/activable/secrete_resin, use_ability_wrapper), parent_turf)
Expand Down
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