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Add new sounds for animals, basic animals make sound on audible emote (#78499)
## About The Pull Why It's Good For The Game Request More sound immersion. Also just makes sense for sounds to play when an animal is both saying something and using an audible emote. Crab click: https://freesound.org/people/JarredGibb/sounds/263882/ Chitter: https://freesound.org/people/ForSoundDesign/sounds/687302/ Chicks: https://pixabay.com/sound-effects/chicks-very-young-56075/ Chicken: https://freesound.org/people/Breviceps/sounds/456803/ https://github.com/tgstation/tgstation/assets/66640614/29cd4e8e-b9c3-4f71-be0d-8c3f3de40eba https://github.com/tgstation/tgstation/assets/66640614/9a24c1a8-0707-43ad-adec-b7ce1eddb5f6 https://github.com/tgstation/tgstation/assets/66640614/21cc37ae-c49c-461a-83c5-271f6d577fc6 ## Changelog 🆑 tattle qol: Basic animals now make sounds for audible emotes sound: Added new sound effects for chicks, chickens, crabs, and insects /🆑 Co-authored-by: tattle <article.disaster@gmail.com>
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@@ -31,15 +31,19 @@
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var/random_number_in_range = rand(1, total_choices_length)
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// Sound that plays when the mob does something audible
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var/sound_to_play = length(sound) > 0 ? pick(sound) : null
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if(random_number_in_range <= audible_emotes_length)
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controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(emote_hear))
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controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(emote_hear), sound_to_play)
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else if(random_number_in_range <= (audible_emotes_length + non_audible_emotes_length))
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controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(emote_see))
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else
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controller.queue_behavior(/datum/ai_behavior/perform_speech, pick(speak), length(sound) > 0 ? pick(sound) : null)
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controller.queue_behavior(/datum/ai_behavior/perform_speech, pick(speak), sound_to_play)
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/datum/ai_planning_subtree/random_speech/insect
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speech_chance = 5
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sound = list('sound/creatures/chitter.ogg')
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emote_hear = list("chitters.")
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/datum/ai_planning_subtree/random_speech/mothroach
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@@ -49,6 +53,7 @@
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/datum/ai_planning_subtree/random_speech/mouse
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speech_chance = 1
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speak = list("Squeak!", "SQUEAK!", "Squeak?")
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sound = list('sound/creatures/mousesqueek.ogg')
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emote_hear = list("squeaks.")
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emote_see = list("runs in a circle.", "shakes.")
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@@ -93,12 +98,14 @@
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/datum/ai_planning_subtree/random_speech/chicken
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speech_chance = 15 // really talkative ladies
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speak = list("Cluck!", "BWAAAAARK BWAK BWAK BWAK!", "Bwaak bwak.")
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sound = list('sound/creatures/clucks.ogg', 'sound/creatures/bagawk.ogg')
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emote_hear = list("clucks.", "croons.")
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emote_see = list("pecks at the ground.","flaps her wings viciously.")
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/datum/ai_planning_subtree/random_speech/chick
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speech_chance = 4
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speak = list("Cherp.", "Cherp?", "Chirrup.", "Cheep!")
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sound = list('sound/creatures/chick_peep.ogg')
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emote_hear = list("cheeps.")
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emote_see = list("pecks at the ground.","flaps her tiny wings.")
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@@ -160,33 +167,37 @@
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/datum/ai_planning_subtree/random_speech/pony
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speech_chance = 3
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sound = list('sound/creatures/pony/whinny01.ogg', 'sound/creatures/pony/whinny02.ogg', 'sound/creatures/pony/whinny03.ogg')
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emote_hear = list("whinnies!")
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emote_see = list("horses around.")
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/datum/ai_planning_subtree/random_speech/pony/tamed
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speech_chance = 3
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sound = list('sound/creatures/pony/snort.ogg')
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emote_hear = list("snorts.")
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emote_see = list("snorts.")
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/datum/ai_planning_subtree/random_speech/killer_tomato
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speech_chance = 3
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speak = list("gnashes.", "growls lowly.", "snarls.")
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emote_hear = list("gnashes.")
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emote_hear = list("gnashes.", "growls lowly.", "snarls.")
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emote_see = list("salivates.")
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/datum/ai_planning_subtree/random_speech/ant
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speech_chance = 1
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speak = list("BZZZZT!", "CHTCHTCHT!", "Bzzz", "ChtChtCht")
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sound = list('sound/creatures/chitter.ogg')
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emote_hear = list("buzzes.", "clacks.")
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emote_see = list("shakes their head.", "twitches their antennae.")
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speak = list("BZZZZT!", "CHTCHTCHT!", "Bzzz", "ChtChtCht")
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/datum/ai_planning_subtree/random_speech/fox
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speech_chance = 1
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speak = list("Ack-Ack", "Ack-Ack-Ack-Ackawoooo", "Geckers", "Awoo", "Tchoff")
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emote_hear = list("howls.", "barks.", "screams.")
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emote_see = list("shakes their head.", "shivers.")
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speak = list("Ack-Ack", "Ack-Ack-Ack-Ackawoooo", "Geckers", "Awoo", "Tchoff")
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/datum/ai_planning_subtree/random_speech/crab
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speech_chance = 1
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sound = list('sound/creatures/claw_click.ogg')
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emote_hear = list("clicks.")
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emote_see = list("clacks.")
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