///This component lets you make specific mobs tameable by feeding them /datum/component/tameable ///If true, this atom can only be domesticated by one person var/unique ///What the mob eats, typically used for taming or animal husbandry. var/list/food_types ///Starting success chance for taming. var/tame_chance ///Added success chance after every failed tame attempt. var/bonus_tame_chance ///Current chance to tame on interaction var/current_tame_chance /datum/component/tameable/Initialize(food_types, tame_chance, bonus_tame_chance, unique = TRUE) if(!isatom(parent)) //yes, you could make a tameable toolbox. return COMPONENT_INCOMPATIBLE if(food_types) src.food_types = food_types if(tame_chance) src.tame_chance = tame_chance src.current_tame_chance = tame_chance if(bonus_tame_chance) src.bonus_tame_chance = bonus_tame_chance src.unique = unique RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(try_tame)) RegisterSignal(parent, COMSIG_SIMPLEMOB_SENTIENCEPOTION, PROC_REF(on_tame)) //Instantly succeeds RegisterSignal(parent, COMSIG_SIMPLEMOB_TRANSFERPOTION, PROC_REF(on_tame)) //Instantly succeeds /datum/component/tameable/proc/try_tame(datum/source, obj/item/food, mob/living/attacker, params) SIGNAL_HANDLER if(!is_type_in_list(food, food_types)) return if(isliving(source)) var/mob/living/potentially_dead_horse = source if(potentially_dead_horse.stat == DEAD) to_chat(attacker, span_warning("[parent] is dead!")) return COMPONENT_CANCEL_ATTACK_CHAIN var/atom/atom_parent = source var/inform_tamer = FALSE atom_parent.balloon_alert(attacker, "fed") var/modified_tame_chance = current_tame_chance if(HAS_TRAIT(attacker, TRAIT_BEAST_EMPATHY)) modified_tame_chance += 50 inform_tamer = TRUE if(unique || !already_friends(attacker)) if(prob(modified_tame_chance)) //note: lack of feedback message is deliberate, keep them guessing unless they're an expert! on_tame(source, attacker, food, inform_tamer) else current_tame_chance += bonus_tame_chance qdel(food) return COMPONENT_CANCEL_ATTACK_CHAIN /// Check if the passed mob is already considered one of our friends /datum/component/tameable/proc/already_friends(mob/living/potential_friend) if(!isliving(parent)) return FALSE // Figure this out when we actually need it var/mob/living/living_parent = parent return living_parent.faction.Find(REF(potential_friend)) ///Ran once taming succeeds /datum/component/tameable/proc/on_tame(atom/source, mob/living/tamer, obj/item/food, inform_tamer = FALSE) SIGNAL_HANDLER source.tamed(tamer, food)//Run custom behavior if needed if(isliving(parent) && isliving(tamer)) INVOKE_ASYNC(source, TYPE_PROC_REF(/mob/living, befriend), tamer) if(inform_tamer) source.balloon_alert(tamer, "tamed") if(HAS_TRAIT(tamer, TRAIT_BEAST_EMPATHY)) INVOKE_ASYNC(src, PROC_REF(rename_pet), source, tamer) if(unique) qdel(src) else current_tame_chance = tame_chance /datum/component/tameable/proc/rename_pet(mob/living/animal, mob/living/tamer) var/chosen_name = sanitize_name(tgui_input_text(tamer, "Choose your pet's name!", "Name pet", animal.name, MAX_NAME_LEN), allow_numbers = TRUE) if(QDELETED(animal) || chosen_name == animal.name) return if(!chosen_name) to_chat(tamer, span_warning("Please enter a valid name.")) rename_pet(animal, tamer) return animal.fully_replace_character_name(animal.name, chosen_name)