Buffs parrots immensely (#96637)

## About The Pull Request
Gives parrots hand (singular), removing snowflaked item carrying from
it. Parrots can now interact with items it's carrying. Tremble before
Poly's new strength!

Also made hand keybinds works on singlehanded mobs.
## Why It's Good For The Game
was bored, figured I can knock off parrots off the stat panel phase out.
looked at the code and realized that parrots have snowflaked item
pickup, thought to myself "wait, isn't there multihanded support? surely
that means that means theres one handed support too!" which is how this
PR came to be.

removes another thing from the stat-panel phase out and makes parrots
handling items much more intuitive.

## Changelog
🆑
code: Swaps out parrot's sovlful unique item carrying ability with a
soulless hand (singular)
fix: Fixes specific hands hotkey breaking hands on singlehanded mobs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
Singul0
2026-07-01 13:22:04 -04:00
committed by GitHub
co-authored by san7890 Ghom
parent 7ffd78efa2
commit 364227eb94
3 changed files with 42 additions and 67 deletions
@@ -2,6 +2,7 @@
GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
/datum/strippable_item/parrot_headset,
/datum/strippable_item/hand/left,
)))
@@ -45,9 +46,6 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
///Headset for Poly to yell at engineers :)
var/obj/item/radio/headset/ears = null
///Parrots are kleptomaniacs. This variable ... stores the item a parrot is holding.
var/obj/item/held_item = null
/// The blackboard key we use to store the string we're repeating
var/speech_blackboard_key = BB_PARROT_REPEAT_STRING
/// The generic probability odds we have to do a speech-related action
@@ -97,6 +95,7 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
AddElement(/datum/element/ai_retaliate)
AddElement(/datum/element/strippable, GLOB.strippable_parrot_items)
AddElement(/datum/element/simple_flying)
AddElement(/datum/element/dextrous, can_throw = TRUE, hands_count = 1)
AddComponent(/datum/component/listen_and_repeat, desired_phrases = get_static_list_of_phrases(), blackboard_key = BB_PARROT_REPEAT_STRING)
AddComponent(/datum/component/tameable, food_types = edibles, tame_chance = 100, bonus_tame_chance = 0)
AddComponent(/datum/component/obeys_commands, pet_commands)
@@ -110,15 +109,9 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
// should have cleaned these up on death, but let's be super safe in case that didn't happen
if(!QDELETED(ears))
QDEL_NULL(ears)
if(!QDELETED(held_item))
QDEL_NULL(held_item)
return ..()
/mob/living/basic/parrot/death(gibbed)
if(held_item)
held_item.forceMove(drop_location())
held_item = null
if(ears)
ears.forceMove(drop_location())
ears = null
@@ -133,31 +126,28 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
/mob/living/basic/parrot/examine(mob/user)
. = ..()
var/obj/item/held_item = get_active_held_item()
. += "It appears to [isnull(held_item) ? "not be holding anything." : "be holding \a [held_item]."]"
if(stat != DEAD)
return
if(HAS_MIND_TRAIT(user, TRAIT_NAIVE))
. += pick(
. += span_notice(pick(
"It seems tired and shagged out after a long squawk.",
"It seems to be pining for the fjords.",
"It's resting. It's a beautiful bird. Lovely plumage.",
)
))
else
. += pick(
. += span_danger(pick(
"This is a late parrot.",
"This is an ex-parrot.",
"This parrot is no more.",
)
))
/mob/living/basic/parrot/say_dead(message)
return // this is so flarped
/mob/living/basic/parrot/get_status_tab_items()
. = ..()
. += "Held Item: [held_item]"
/mob/living/basic/parrot/radio(message, list/message_mods = list(), list/spans, language) //literally copied from human/radio(), but there's no other way to do this. at least it's better than it used to be.
. = ..()
if(. != NONE)
@@ -184,13 +174,11 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
return
icon_state = HAS_TRAIT(src, TRAIT_PARROT_PERCHED) ? icon_sit : icon_living
/// Proc that we just use to see if we're rightclicking something for perch behavior or dropping the item we currently ahve
/mob/living/basic/parrot/resolve_right_click_attack(atom/target, list/modifiers)
if(!start_perching(target))
return SECONDARY_ATTACK_CALL_NORMAL
if(!isnull(held_item))
drop_held_item(gently = TRUE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/// Proc that we just use to see if we're dragging onto stomething something for perch behavior or dropping the item we currently have
/mob/living/basic/parrot/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
. = ..()
if(!start_perching(over))
balloon_alert(user, "not a perching spot!")
/// Proc that handles sending the signal and returning a valid phrase to say. Will not do anything if we don't have a stat or if we're cliented.
/// Will return either a string or null.
@@ -285,33 +273,34 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
if(.)
return
if(isitem(target) && steal_from_ground(target))
return BASIC_MOB_END_ATTACK_CHAIN_COOLDOWN
if(iscarbon(target) && steal_from_mob(target))
return BASIC_MOB_END_ATTACK_CHAIN_COOLDOWN
/// Picks up an item from the ground and puts it in our claws. Returns TRUE if we picked it up, FALSE otherwise.
/mob/living/basic/parrot/proc/steal_from_ground(obj/item/target)
if(!isnull(held_item))
balloon_alert(src, "already holding something!")
return FALSE
if(target.w_class > WEIGHT_CLASS_SMALL)
/mob/living/basic/parrot/put_in_hand_check(obj/item/item_to_pick_up)
if(item_to_pick_up.w_class > WEIGHT_CLASS_SMALL)
balloon_alert(src, "too big to pick up!")
return FALSE
pick_up_item(target)
visible_message(
span_notice("[src] grabs [held_item]!"),
span_notice("You grab [held_item]!"),
span_hear("You hear the sounds of wings flapping furiously."),
)
return ..()
/mob/living/basic/parrot/put_in_hand(obj/item/target, hand_index, forced = FALSE, ignore_anim = TRUE, visuals_only = FALSE)
if(istype(target, /obj/item/food/cracker))
consume_cracker(target)
qdel(target)
return
if(..())
visible_message(
span_notice("[src] grabs [target]!"),
span_notice("You grab [target]!"),
span_hear("You hear the sounds of wings flapping furiously."),
)
return TRUE
/// Looks for an item that we can snatch and puts it in our claws. Returns TRUE if we picked it up, FALSE otherwise.
/mob/living/basic/parrot/proc/steal_from_mob(mob/living/carbon/victim)
if(!isnull(held_item))
if(!isnull(get_active_held_item()))
balloon_alert(src, "already holding something!")
return FALSE
@@ -322,12 +311,12 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
if(!victim.temporarilyRemoveItemFromInventory(stealable))
continue
dropItemToGround(stealable)
visible_message(
span_notice("[src] grabs [held_item] out of [victim]'s hand!"),
span_notice("You snag [held_item] out of [victim]'s hand!"),
span_notice("[src] wrestles [stealable] out of [victim]'s hand!"),
span_notice("You wrestles [stealable] out of [victim]'s hand!"),
span_hear("You hear the sounds of wings flapping furiously."),
)
pick_up_item(stealable)
return TRUE
return FALSE
@@ -370,41 +359,24 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, say), message = return_value, forced = "parrot oneliner on attack")
/// Handles picking up the item we're holding, done in its own proc because of a snowflake edge case we need to account for. No additional logic beyond that.
/// Returns TRUE if we picked it up, FALSE otherwise.
/mob/living/basic/parrot/proc/pick_up_item(obj/item/target)
if(istype(target, /obj/item/food/cracker))
consume_cracker(target)
qdel(target)
return
target.forceMove(src)
held_item = target
/// Handles dropping items we're holding. Gently is a special modifier we can use for special interactions.
/mob/living/basic/parrot/proc/drop_held_item(gently = TRUE)
if(isnull(held_item))
if(get_num_held_items() == 0)
balloon_alert(src, "nothing to drop!")
return
if(stat != CONSCIOUS) // don't gotta do shit
return
if(!gently && isgrenade(held_item))
var/obj/item/grenade/bomb = held_item
if(!gently && isgrenade(get_active_held_item()))
var/obj/item/grenade/bomb = get_active_held_item()
balloon_alert(src, "bombs away!") // you'll likely die too so we can get away with the `!` here
bomb.forceMove(drop_location())
bomb.detonate()
return
balloon_alert(src, "dropped item")
held_item.forceMove(drop_location())
/mob/living/basic/parrot/Exited(atom/movable/gone, direction)
. = ..()
if(gone != held_item)
return
held_item = null
drop_all_held_items(drop_location())
/mob/living/basic/parrot/vv_edit_var(var_name, vval)
. = ..() // give admins an easier time when it comes to fucking with poly