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MrMelbert c080b83c41 Monkey eating glowup (#93759)
## About The Pull Request

1. Monkeys will only seek out food to eat if they are actually hungry,
rather than on an arbitrary cooldown.
2. Monkeys will no longer teleport-yoink food out of your hands.
Instead, they may get angry at you for stealing their food, and fight
you over it. The hungrier the monkey, the more likely they are to fight.
3. Monkeys will discard trash and empty glasses (on the floor) after
eating or drinking them.
4. Monkeys can target soup to eat
5. PunPun will no longer seek out drinks if they are hungry.
6. PunPun will now, if the bartender is absent and there are multiple
patrons around, attempt to find filled glasses or food to hand out to
patrons.
7. Several places that sought edible items no longer include drinking
glasses as edible items

<img width="656" height="185" alt="image"
src="https://github.com/user-attachments/assets/8b3a6ac1-ae2c-41a0-919f-b471ad93bb0f"
/>

## Why It's Good For The Game

PunPun shouldn't be yoinking glasses out of patron's hands - their
intended behavior is to serve drinks not steal them

Otherwise, monkey eating was a bit jank due to it being some of our
oldest ai code. I largely just brought it up to more modern ai
standards.

## Changelog

🆑 Melbert
add: If the bartender is absent, PunPun will serve filled drink glasses
to patrons that don't have one.
add: PunPun will now ignore filled drinks and items being held when
looking for stuff to eat.
add: Monkeys can eat soup.
add: Monkeys will no longer seek out food if they are not hungry.
add: Hungry monkeys might fight you over the food you are holding. The
hungrier the monkey, the angrier the monkey.
fix: Monkeys can no longer teleport items out of your hands to eat. 
/🆑
2025-11-08 01:32:46 +01:00

103 lines
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/// Tongs, let you pick up and feed people food from further away.
/obj/item/kitchen/tongs
name = "tongs"
desc = "So you never have to touch anything with your dirty, unwashed hands."
reach = 2
icon_state = "tongs"
base_icon_state = "tongs"
inhand_icon_state = "fork" // close enough
icon_angle = -45
attack_verb_continuous = list("pinches", "tongs", "nips")
attack_verb_simple = list("pinch", "tong", "nip")
/// What are we holding in our tongs?
var/obj/item/tonged
/// Sound to play when we click our tongs together
var/clack_sound = 'sound/items/handling/component_drop.ogg'
/// Time to wait between clacking sounds
var/clack_delay = 2 SECONDS
/// Have we clacked recently?
COOLDOWN_DECLARE(clack_cooldown)
/obj/item/kitchen/tongs/Destroy(force)
QDEL_NULL(tonged)
return ..()
/obj/item/kitchen/tongs/examine(mob/user)
. = ..()
if (!isnull(tonged))
. += span_notice("It is holding [tonged].")
/obj/item/kitchen/tongs/dropped(mob/user, silent)
. = ..()
drop_tonged()
/obj/item/kitchen/tongs/attack_self(mob/user, modifiers)
. = ..()
if(.)
return TRUE
if (!isnull(tonged))
drop_tonged()
return TRUE
if (!COOLDOWN_FINISHED(src, clack_cooldown))
return TRUE
user.visible_message(span_notice("[user] clacks [user.p_their()] [name] together like a crab. Click clack!"))
click_clack()
return TRUE
/// Release the food we are holding
/obj/item/kitchen/tongs/proc/drop_tonged()
if (isnull(tonged))
return
visible_message(span_notice("[tonged] falls to the ground!"))
var/turf/location = drop_location()
tonged.forceMove(location)
tonged.do_drop_animation(location)
/// Play a clacking sound and appear closed, then open again
/obj/item/kitchen/tongs/proc/click_clack()
COOLDOWN_START(src, clack_cooldown, clack_delay)
playsound(src, clack_sound, vol = 100, vary = FALSE)
icon_state = "[base_icon_state]_closed"
var/delay = min(0.5 SECONDS, clack_delay / 2) // Just in case someone's been fucking with the cooldown
addtimer(CALLBACK(src, PROC_REF(clack)), delay, TIMER_DELETE_ME)
/// Plays a clacking sound and appear open
/obj/item/kitchen/tongs/proc/clack()
playsound(src, clack_sound, vol = 100, vary = FALSE)
icon_state = base_icon_state
/obj/item/kitchen/tongs/Exited(atom/movable/leaving, direction)
. = ..()
if (leaving != tonged)
return
tonged = null
update_appearance(UPDATE_ICON)
/obj/item/kitchen/tongs/pre_attack(obj/item/attacked, mob/living/user, list/modifiers, list/attack_modifiers)
if (!isnull(tonged) && tonged.force <= 0) // prevents tongs from giving food-weapons extra range
attacked.attackby(tonged, user)
return TRUE
if (isliving(attacked))
if (COOLDOWN_FINISHED(src, clack_cooldown))
click_clack()
return ..()
if (!IS_EDIBLE(attacked) || attacked.w_class > WEIGHT_CLASS_NORMAL || !isnull(tonged))
return ..()
tonged = attacked
attacked.do_pickup_animation(src)
attacked.forceMove(src)
update_appearance(UPDATE_ICON)
return TRUE
/obj/item/kitchen/tongs/update_overlays()
. = ..()
if (isnull(tonged))
return
var/mutable_appearance/held_food = new /mutable_appearance(tonged.appearance)
held_food.layer = layer
held_food.plane = plane
held_food.transform = held_food.transform.Scale(0.7, 0.7)
held_food.pixel_w = 6
held_food.pixel_z = 6
. += held_food