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basic vibebot (and small rework) (#84143)
## About The Pull Request this refactors vibebots and reworks them to be a little more useful. vibebots can now play a range of MIDI songs. they will seek out depressed players and play an upbeat tune for them and celebrate with them to cheer them up and increase their mood a little bit. if its ur birthday, it will play a happy birthday tune for u. emagged vibebots are ruthless, they will look for sad people and go play grim music for them to ruin their day even more and decrease their moods. ## Why It's Good For The Game refactors vibebots into basic bots and gives them a bit more character ## Changelog 🆑 refactor: vibebots are not basic bots add: vibebots will now seek out the depressed and cheer them up /🆑
This commit is contained in:
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/mob/living/basic/bot/vibebot
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name = "\improper Vibebot"
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desc = "A little robot. It's just vibing, doing its thing."
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icon = 'icons/mob/silicon/aibots.dmi'
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icon_state = "vibebot1"
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base_icon_state = "vibebot"
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pass_flags = PASSMOB | PASSFLAPS
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light_system = OVERLAY_LIGHT
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light_range = 6
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ai_controller = /datum/ai_controller/basic_controller/bot/vibebot
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light_power = 2
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hackables = "vibing scanners"
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radio_key = /obj/item/encryptionkey/headset_service
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radio_channel = RADIO_CHANNEL_SERVICE
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bot_type = VIBE_BOT
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data_hud_type = DATA_HUD_DIAGNOSTIC_BASIC
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path_image_color = "#2cac12"
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possessed_message = "You are a vibebot! Maintain the station's vibes to the best of your ability!"
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/mob/living/basic/bot/vibebot/Initialize(mapload)
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. = ..()
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var/static/list/innate_actions = list(
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/datum/action/cooldown/mob_cooldown/bot/vibe = BB_VIBEBOT_PARTY_ABILITY,
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)
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grant_actions_by_list(innate_actions)
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var/obj/item/instrument/piano_synth/piano = new(src)
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ai_controller.set_blackboard_key(BB_SONG_INSTRUMENT, piano)
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update_appearance(UPDATE_ICON)
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@@ -0,0 +1,59 @@
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/**
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* Vibebot's vibe ability
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*
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* Given to vibebots so sentient ones can change/reset thier colors at will.
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*/
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#define VIBE_MOOD_TIMER 30 SECONDS
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/datum/action/cooldown/mob_cooldown/bot/vibe
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name = "Vibe"
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desc = "Use on yourself to remove color!"
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click_to_activate = TRUE
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button_icon = 'icons/mob/actions/actions_minor_antag.dmi'
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button_icon_state = "funk"
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///cooldown to apply a new mood
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COOLDOWN_DECLARE(change_mood)
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/datum/action/cooldown/mob_cooldown/bot/vibe/Grant(mob/granted_to)
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. = ..()
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if(isnull(granted_to))
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return
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RegisterSignal(granted_to, COMSIG_BOT_RESET, PROC_REF(remove_colors))
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/datum/action/cooldown/mob_cooldown/bot/vibe/Activate(atom/target)
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if(target == owner)
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remove_colors()
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return TRUE
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vibe()
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StartCooldown()
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return TRUE
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///Gives a random color
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/datum/action/cooldown/mob_cooldown/bot/vibe/proc/vibe()
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var/mob/living/basic/bot/bot_owner = owner
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var/final_color = (bot_owner.bot_access_flags & BOT_COVER_EMAGGED) ? COLOR_GRAY : "#[random_color()]"
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owner.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY)
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owner.add_atom_colour(final_color, TEMPORARY_COLOUR_PRIORITY)
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owner.set_light_color(owner.color)
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if(!COOLDOWN_FINISHED(src, change_mood))
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return
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var/mood_to_add = bot_owner.bot_access_flags & BOT_COVER_EMAGGED ? /datum/mood_event/depressing_party : /datum/mood_event/festive_party
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for(var/mob/living/carbon/human/human_target in oview(1, owner))
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human_target.add_mood_event("vibebot_party", mood_to_add)
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COOLDOWN_START(src, change_mood, VIBE_MOOD_TIMER)
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///Removes all colors
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/datum/action/cooldown/mob_cooldown/bot/vibe/proc/remove_colors()
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owner.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY)
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owner.set_light_color(null)
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/datum/mood_event/depressing_party
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description = "That was a really grim party..."
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mood_change = -1
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timeout = 30 SECONDS
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/datum/mood_event/festive_party
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description = "That was a really fantastic party!"
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mood_change = 2
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timeout = 30 SECONDS
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#undef VIBE_MOOD_TIMER
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/datum/ai_controller/basic_controller/bot/vibebot
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blackboard = list(
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BB_UNREACHABLE_LIST_COOLDOWN = 2 MINUTES,
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BB_VIBEBOT_HAPPY_SONG = VIBEBOT_CHEER_SONG,
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BB_VIBEBOT_GRIM_SONG = VIBEBOT_GRIM_MUSIC,
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BB_VIBEBOT_BIRTHDAY_SONG = VIBEBOT_HAPPY_BIRTHDAY,
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)
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planning_subtrees = list(
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/datum/ai_planning_subtree/respond_to_summon,
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/datum/ai_planning_subtree/manage_unreachable_list,
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/datum/ai_planning_subtree/find_party_friends,
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/datum/ai_planning_subtree/find_patrol_beacon,
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)
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reset_keys = list(
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BB_BEACON_TARGET,
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BB_PREVIOUS_BEACON_TARGET,
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BB_VIBEBOT_PARTY_TARGET,
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BB_BOT_SUMMON_TARGET,
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)
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ai_traits = PAUSE_DURING_DO_AFTER
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/datum/ai_controller/basic_controller/bot/vibebot/TryPossessPawn(atom/new_pawn)
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. = ..()
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if(. & AI_CONTROLLER_INCOMPATIBLE)
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return
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RegisterSignal(new_pawn, COMSIG_AI_BLACKBOARD_KEY_SET(BB_VIBEBOT_PARTY_TARGET), PROC_REF(play_music))
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/datum/ai_controller/basic_controller/bot/vibebot/proc/play_music(datum/source, blackboard_key)
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SIGNAL_HANDLER
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var/mob/living/basic/bot/living_bot = pawn
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var/obj/item/instrument/instrument = blackboard[BB_SONG_INSTRUMENT]
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if(isnull(instrument))
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return
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var/atom/target = blackboard[blackboard_key]
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var/datum/song/song = instrument.song
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song.stop_playing()
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var/song_lines
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if(living_bot.bot_access_flags & BOT_COVER_EMAGGED)
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song_lines = blackboard[BB_VIBEBOT_GRIM_SONG]
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else
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song_lines = HAS_TRAIT(target, TRAIT_BIRTHDAY_BOY) ? blackboard[BB_VIBEBOT_BIRTHDAY_SONG] : blackboard[BB_VIBEBOT_HAPPY_SONG]
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if(isnull(song_lines))
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return
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song.ParseSong(new_song = song_lines)
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song.start_playing(pawn)
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addtimer(CALLBACK(song, TYPE_PROC_REF(/datum/song, stop_playing)), 10 SECONDS) //in 10 seconds, stop playing music
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///subtree we use to find party friends in general
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/datum/ai_planning_subtree/find_party_friends
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/datum/ai_planning_subtree/find_party_friends/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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var/static/list/type_to_search = typecacheof(list(/mob/living/carbon/human))
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if(!controller.blackboard_key_exists(BB_VIBEBOT_PARTY_TARGET))
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controller.queue_behavior(/datum/ai_behavior/bot_search/party_friends, BB_VIBEBOT_PARTY_TARGET, type_to_search)
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return
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controller.queue_behavior(/datum/ai_behavior/targeted_mob_ability/and_clear_target/vibebot_party, BB_VIBEBOT_PARTY_ABILITY, BB_VIBEBOT_PARTY_TARGET)
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return SUBTREE_RETURN_FINISH_PLANNING
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///behavior we use to party with people
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/datum/ai_behavior/targeted_mob_ability/and_clear_target/vibebot_party
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behavior_flags = AI_BEHAVIOR_REQUIRE_REACH | AI_BEHAVIOR_REQUIRE_MOVEMENT
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/datum/ai_behavior/targeted_mob_ability/and_clear_target/vibebot_party/setup(datum/ai_controller/controller, ability_key, target_key)
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. = ..()
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var/atom/target = controller.blackboard[target_key]
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if(QDELETED(target))
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return FALSE
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set_movement_target(controller, target)
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/datum/ai_behavior/targeted_mob_ability/and_clear_target/vibebot_party/finish_action(datum/ai_controller/controller, succeeded, ability_key, target_key)
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var/atom/target = controller.blackboard[target_key]
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controller.set_blackboard_key_assoc_lazylist(BB_TEMPORARY_IGNORE_LIST, target, TRUE)
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if(succeeded)
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var/mob/living/living_pawn = controller.pawn
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living_pawn.manual_emote("celebrates with [target]!")
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living_pawn.emote("flip")
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return ..()
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///behavior that searches for party friends
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/datum/ai_behavior/bot_search/party_friends
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action_cooldown = 5 SECONDS
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/datum/ai_behavior/bot_search/party_friends/valid_target(datum/ai_controller/basic_controller/bot/controller, mob/living/carbon/human/my_target)
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if(my_target.stat != CONSCIOUS || isnull(my_target.mind))
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return FALSE
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return (my_target.mob_mood.mood_level < MOOD_LEVEL_NEUTRAL || HAS_TRAIT(my_target, TRAIT_BIRTHDAY_BOY))
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