/datum/ai_planning_subtree/random_speech //The chance of an emote occurring each second var/speech_chance = 0 ///Hearable emotes var/list/emote_hear = list() ///Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps var/list/emote_see = list() ///Possible lines of speech the AI can have var/list/speak = list() /datum/ai_planning_subtree/random_speech/New() . = ..() if(speak) speak = string_list(speak) if(emote_hear) emote_hear = string_list(emote_hear) if(emote_see) emote_see = string_list(emote_see) /datum/ai_planning_subtree/random_speech/SelectBehaviors(datum/ai_controller/controller, delta_time) if(DT_PROB(speech_chance, delta_time)) var/audible_emotes_length = emote_hear?.len var/non_audible_emotes_length = emote_see?.len var/speak_lines_length = speak?.len var/total_choices_length = audible_emotes_length + non_audible_emotes_length + speak_lines_length var/random_number_in_range = rand(1, total_choices_length) if(random_number_in_range <= audible_emotes_length) controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(emote_hear)) else if(random_number_in_range <= (audible_emotes_length + non_audible_emotes_length)) controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(emote_see)) else controller.queue_behavior(/datum/ai_behavior/perform_speech, pick(speak)) /datum/ai_planning_subtree/random_speech/cockroach speech_chance = 5 emote_hear = list("chitters.") /datum/ai_planning_subtree/random_speech/mothroach speech_chance = 15 emote_hear = list("flutters.") /datum/ai_planning_subtree/random_speech/mouse speech_chance = 1 speak = list("Squeak!", "SQUEAK!", "Squeak?") emote_hear = list("squeaks.") emote_see = list("runs in a circle.", "shakes.") /datum/ai_planning_subtree/random_speech/frog speech_chance = 3 emote_see = list("jumps in a circle.", "shakes.") /datum/ai_planning_subtree/random_speech/sheep speech_chance = 5 speak = list("baaa","baaaAAAAAH!","baaah") emote_hear = list("bleats.") emote_see = list("shakes her head.", "stares into the distance.") /datum/ai_planning_subtree/random_speech/rabbit speech_chance = 10 speak = list("Mrrp.", "CHIRP!", "Mrrp?") // rabbits make some weird noises dude i don't know what to tell you emote_hear = list("hops.") emote_see = list("hops around.", "bounces up and down.") /// For the easter subvariant of rabbits, these ones actually speak catchphrases. /datum/ai_planning_subtree/random_speech/rabbit/easter speak = list( "Hop into Easter!", "Come get your eggs!", "Prizes for everyone!", ) /// These ones have a space mask on, so their catchphrases are muffled. /datum/ai_planning_subtree/random_speech/rabbit/easter/space speak = list( "Hmph mmph mmmph!", "Mmphe mmphe mmphe!", "Hmm mmm mmm!", ) /datum/ai_planning_subtree/random_speech/cow speech_chance = 1 speak = list("moo?","moo","MOOOOOO") emote_hear = list("brays.") emote_see = list("shakes her head.") ///unlike normal cows, wisdom cows speak of wisdom and won't shut the fuck up /datum/ai_planning_subtree/random_speech/cow/wisdom speech_chance = 15 /datum/ai_planning_subtree/random_speech/cow/wisdom/New() . = ..() speak = GLOB.wisdoms //Done here so it's setup properly /datum/ai_planning_subtree/random_speech/dog speech_chance = 1 /datum/ai_planning_subtree/random_speech/dog/SelectBehaviors(datum/ai_controller/controller, delta_time) if(!isdog(controller.pawn)) return // Stay in sync with dog fashion. var/mob/living/basic/pet/dog/dog_pawn = controller.pawn dog_pawn.update_dog_speech(src) return ..() /datum/ai_planning_subtree/random_speech/faithless speech_chance = 1 emote_see = list("wails.") /datum/ai_planning_subtree/random_speech/garden_gnome speech_chance = 5 speak = list("Gnot a gnelf!", "Gnot a gnoblin!", "Howdy chum!") emote_hear = list("snores.", "burps.") emote_see = list("blinks.")