Files
Bubberstation/code/datums/components/pet_commands/pet_commands_basic.dm
Jacquerel 9968f94721 Regal Rat cleanup & minor changes (#91012)
## About The Pull Request

Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.

Other stuff I changed:

Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.

Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.

Riot makes a visual effect when used.

Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.

A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.

I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.

## Why It's Good For The Game

This proc sucked and now it's nicer.

As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.


## Changelog

🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
2025-05-15 16:05:41 -04:00

352 lines
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// None of these are really complex enough to merit their own file
/**
* # Pet Command: Idle
* Tells a pet to resume its idle behaviour, usually staying put where you leave it
*/
/datum/pet_command/idle
command_name = "Stay"
command_desc = "Command your pet to stay idle in this location."
radial_icon_state = "halt"
speech_commands = list("sit", "stay", "stop")
command_feedback = "sits"
/datum/pet_command/idle/execute_action(datum/ai_controller/controller)
return SUBTREE_RETURN_FINISH_PLANNING // This cancels further AI planning
/datum/pet_command/idle/retrieve_command_text(atom/living_pet, atom/target)
return "signals [living_pet] to stay idle!"
/**
* # Pet Command: Stop
* Tells a pet to exit command mode and resume its normal behaviour, which includes regular target-seeking and what have you
*/
/datum/pet_command/free
command_name = "Loose"
command_desc = "Allow your pet to resume its natural behaviours."
radial_icon_state = "free"
speech_commands = list("free", "loose")
command_feedback = "relaxes"
/datum/pet_command/free/execute_action(datum/ai_controller/controller)
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
return // Just move on to the next planning subtree.
/datum/pet_command/free/retrieve_command_text(atom/living_pet, atom/target)
return "signals [living_pet] to go free!"
/**
* # Pet Command: Follow
* Tells a pet to follow you until you tell it to do something else
*/
/datum/pet_command/follow
command_name = "Follow"
command_desc = "Command your pet to accompany you."
radial_icon_state = "follow"
speech_commands = list("heel", "follow")
callout_type = /datum/callout_option/move
///the behavior we use to follow
var/follow_behavior = /datum/ai_behavior/pet_follow_friend
///should we activate immediately if we're doing nothing else and gain a friend?
var/activate_on_befriend = FALSE
/datum/pet_command/follow/set_command_active(mob/living/parent, mob/living/commander)
. = ..()
set_command_target(parent, commander)
/datum/pet_command/follow/retrieve_command_text(atom/living_pet, atom/target)
return "signals [living_pet] to follow!"
/datum/pet_command/follow/execute_action(datum/ai_controller/controller)
controller.queue_behavior(follow_behavior, BB_CURRENT_PET_TARGET)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/follow/add_new_friend(mob/living/tamer)
. = ..()
var/mob/living/parent = weak_parent.resolve()
if (!parent)
return
if (activate_on_befriend && !parent.ai_controller.blackboard_key_exists(BB_ACTIVE_PET_COMMAND))
try_activate_command(tamer)
/// Like follow but start active
/datum/pet_command/follow/start_active
activate_on_befriend = TRUE
/**
* # Pet Command: Play Dead
* Pretend to be dead for a random period of time
*/
/datum/pet_command/play_dead
command_name = "Play Dead"
command_desc = "Play a macabre trick."
radial_icon_state = "play_dead"
speech_commands = list("play dead") // Don't get too creative here, people talk about dying pretty often
/datum/pet_command/play_dead/execute_action(datum/ai_controller/controller)
controller.queue_behavior(/datum/ai_behavior/play_dead)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/play_dead/retrieve_command_text(atom/living_pet, atom/target)
return "signals [living_pet] to play dead!"
/**
* # Pet Command: Good Boy
* React if complimented
*/
/datum/pet_command/good_boy
command_name = "Good Boy"
command_desc = "Give your pet a compliment."
hidden = TRUE
/datum/pet_command/good_boy/New(mob/living/parent)
. = ..()
speech_commands += "good [parent.name]"
switch (parent.gender)
if (MALE)
speech_commands += "good boy"
return
if (FEMALE)
speech_commands += "good girl"
return
// If we get past this point someone has finally added a non-binary dog
/datum/pet_command/good_boy/execute_action(datum/ai_controller/controller)
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
var/mob/living/parent = weak_parent.resolve()
if (!parent)
return SUBTREE_RETURN_FINISH_PLANNING
new /obj/effect/temp_visual/heart(parent.loc)
parent.emote("spin")
return SUBTREE_RETURN_FINISH_PLANNING
/**
* # Pet Command: Use ability
* Use an an ability that does not require any targets
*/
/datum/pet_command/untargeted_ability
///untargeted ability we will use
var/ability_key
/datum/pet_command/untargeted_ability/execute_action(datum/ai_controller/controller)
var/datum/action/cooldown/ability = controller.blackboard[ability_key]
if(!ability?.IsAvailable())
return
controller.queue_behavior(/datum/ai_behavior/use_mob_ability, ability_key)
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/untargeted_ability/retrieve_command_text(atom/living_pet, atom/target)
return "signals [living_pet] to use an ability!"
/**
* # Pet Command: Attack
* Tells a pet to chase and bite the next thing you point at
*/
/datum/pet_command/attack
command_name = "Attack"
command_desc = "Command your pet to attack things that you point out to it."
radial_icon_state = "attack"
requires_pointing = TRUE
callout_type = /datum/callout_option/attack
speech_commands = list("attack", "sic", "kill")
command_feedback = "growl"
pointed_reaction = "and growls"
/// Balloon alert to display if providing an invalid target
var/refuse_reaction = "shakes head"
/// Attack behaviour to use
var/attack_behaviour = /datum/ai_behavior/basic_melee_attack
// Refuse to target things we can't target, chiefly other friends
/datum/pet_command/attack/set_command_target(mob/living/parent, atom/target)
if (!target)
return FALSE
var/mob/living/living_parent = parent
if (!living_parent.ai_controller)
return FALSE
var/datum/targeting_strategy/targeter = GET_TARGETING_STRATEGY(living_parent.ai_controller.blackboard[targeting_strategy_key])
if (!targeter)
return FALSE
if (!targeter.can_attack(living_parent, target))
refuse_target(parent, target)
return FALSE
return ..()
/datum/pet_command/attack/retrieve_command_text(atom/living_pet, atom/target)
return isnull(target) ? null : "signals [living_pet] to attack [target]!"
/// Display feedback about not targeting something
/datum/pet_command/attack/proc/refuse_target(mob/living/parent, atom/target)
var/mob/living/living_parent = parent
living_parent.balloon_alert_to_viewers("[refuse_reaction]")
living_parent.visible_message(span_notice("[living_parent] refuses to attack [target]."))
/datum/pet_command/attack/execute_action(datum/ai_controller/controller)
controller.queue_behavior(attack_behaviour, BB_CURRENT_PET_TARGET, targeting_strategy_key)
return SUBTREE_RETURN_FINISH_PLANNING
/**
* # Breed command. breed with a partner!
*/
/datum/pet_command/breed
command_name = "Breed"
command_desc = "Command your pet to attempt to breed with a partner."
requires_pointing = TRUE
radial_icon_state = "breed"
speech_commands = list("breed", "consummate")
///the behavior we use to make babies
var/datum/ai_behavior/reproduce_behavior = /datum/ai_behavior/make_babies
/datum/pet_command/breed/set_command_target(mob/living/parent, atom/target)
if(isnull(target) || !isliving(target))
return FALSE
if(!HAS_TRAIT(parent, TRAIT_MOB_BREEDER) || !HAS_TRAIT(target, TRAIT_MOB_BREEDER))
return FALSE
if(isnull(parent.ai_controller))
return FALSE
if(!parent.ai_controller.blackboard[BB_BREED_READY] || isnull(parent.ai_controller.blackboard[BB_BABIES_PARTNER_TYPES]))
return FALSE
var/mob/living/living_target = target
if(!living_target.ai_controller?.blackboard[BB_BREED_READY])
return FALSE
return ..()
/datum/pet_command/breed/execute_action(datum/ai_controller/controller)
if(is_type_in_list(controller.blackboard[BB_CURRENT_PET_TARGET], controller.blackboard[BB_BABIES_PARTNER_TYPES]))
controller.queue_behavior(reproduce_behavior, BB_CURRENT_PET_TARGET)
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/breed/retrieve_command_text(atom/living_pet, atom/target)
return isnull(target) ? null : "signals [living_pet] to breed with [target]!"
/**
* # Pet Command: Targetted Ability
* Tells a pet to use some kind of ability on the next thing you point at
*/
/datum/pet_command/use_ability
command_name = "Use ability"
command_desc = "Command your pet to use one of its special skills on something that you point out to it."
radial_icon = 'icons/mob/actions/actions_spells.dmi'
radial_icon_state = "projectile"
requires_pointing = TRUE
speech_commands = list("shoot", "blast", "cast")
command_feedback = "growl"
pointed_reaction = "and growls"
/// Blackboard key where a reference to some kind of mob ability is stored
var/pet_ability_key
/// The AI behavior to use for the ability
var/ability_behavior = /datum/ai_behavior/pet_use_ability
/datum/pet_command/use_ability/execute_action(datum/ai_controller/controller)
if (!pet_ability_key)
return
var/datum/action/cooldown/using_action = controller.blackboard[pet_ability_key]
if (QDELETED(using_action))
return
// We don't check if the target exists because we want to 'sit attentively' if we've been instructed to attack but not given one yet
// We also don't check if the cooldown is over because there's no way a pet owner can know that, the behaviour will handle it
controller.queue_behavior(ability_behavior, pet_ability_key, BB_CURRENT_PET_TARGET)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/use_ability/retrieve_command_text(atom/living_pet, atom/target)
return isnull(target) ? null : "signals [living_pet] to use an ability on [target]!"
/datum/pet_command/protect_owner
command_name = "Protect owner"
command_desc = "Your pet will run to your aid."
hidden = TRUE
callout_type = /datum/callout_option/guard
///the range our owner needs to be in for us to protect him
var/protect_range = 9
///the behavior we will use when he is attacked
var/protect_behavior = /datum/ai_behavior/basic_melee_attack
///message cooldown to prevent too many people from telling you not to commit suicide
COOLDOWN_DECLARE(self_harm_message_cooldown)
/datum/pet_command/protect_owner/add_new_friend(mob/living/tamer)
RegisterSignal(tamer, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(set_attacking_target))
if(!HAS_TRAIT(tamer, TRAIT_RELAYING_ATTACKER))
tamer.AddElement(/datum/element/relay_attackers)
/datum/pet_command/protect_owner/remove_friend(mob/living/unfriended)
UnregisterSignal(unfriended, COMSIG_ATOM_WAS_ATTACKED)
/datum/pet_command/protect_owner/execute_action(datum/ai_controller/controller)
var/mob/living/victim = controller.blackboard[BB_CURRENT_PET_TARGET]
if(QDELETED(victim))
return
// cancel the action if they're below our given crit stat, OR if we're trying to attack ourselves (this can happen on tamed mobs w/ protect subtree rarely)
if(victim.stat > controller.blackboard[BB_TARGET_MINIMUM_STAT] || victim == controller.pawn)
controller.clear_blackboard_key(BB_ACTIVE_PET_COMMAND)
return
controller.queue_behavior(protect_behavior, BB_CURRENT_PET_TARGET, BB_PET_TARGETING_STRATEGY)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/protect_owner/set_command_active(mob/living/parent, mob/living/victim)
. = ..()
set_command_target(parent, victim)
/datum/pet_command/protect_owner/valid_callout_target(mob/living/speaker, datum/callout_option/callout, atom/target)
return target == speaker || get_dist(speaker, target) <= 1
/datum/pet_command/protect_owner/proc/set_attacking_target(atom/source, mob/living/attacker)
SIGNAL_HANDLER
var/mob/living/basic/owner = weak_parent.resolve()
if(isnull(owner))
return
if(source == attacker)
var/list/interventions = owner.ai_controller?.blackboard[BB_OWNER_SELF_HARM_RESPONSES] || list()
if (length(interventions) && COOLDOWN_FINISHED(src, self_harm_message_cooldown) && prob(30))
COOLDOWN_START(src, self_harm_message_cooldown, 5 SECONDS)
var/chosen_statement = pick(interventions)
INVOKE_ASYNC(owner, TYPE_PROC_REF(/atom/movable, say), chosen_statement)
return
var/mob/living/current_target = owner.ai_controller?.blackboard[BB_CURRENT_PET_TARGET]
if(attacker == current_target) //we are already dealing with this target
return
if(isliving(attacker) && can_see(owner, attacker, protect_range))
set_command_active(owner, attacker)
/**
* # Fish command: command the mob to fish at the next fishing spot you point at. Requires the profound fisher component
*/
/datum/pet_command/fish
command_name = "Fish"
command_desc = "Command your pet to try fishing at a nearby fishing spot."
requires_pointing = TRUE
radial_icon_state = "fish"
speech_commands = list("fish")
/datum/pet_command/fish/execute_action(datum/ai_controller/controller)
if(controller.blackboard_key_exists(BB_CURRENT_PET_TARGET))
controller.queue_behavior(/datum/ai_behavior/interact_with_target/fishing, BB_CURRENT_PET_TARGET)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/fish/retrieve_command_text(atom/living_pet, atom/target)
return "signals [living_pet] to go fish!"
/datum/pet_command/move
command_name = "Move"
command_desc = "Command your pet to move to a location!"
requires_pointing = TRUE
radial_icon_state = "move"
speech_commands = list("move", "walk")
///the behavior we use to walk towards targets
var/datum/ai_behavior/walk_behavior = /datum/ai_behavior/travel_towards
/datum/pet_command/move/set_command_target(mob/living/parent, atom/target)
if(isnull(target) || !can_see(parent, target, 9))
return FALSE
return ..()
/datum/pet_command/move/execute_action(datum/ai_controller/controller)
if(controller.blackboard_key_exists(BB_CURRENT_PET_TARGET))
controller.queue_behavior(walk_behavior, BB_CURRENT_PET_TARGET)
return SUBTREE_RETURN_FINISH_PLANNING
/datum/pet_command/move/retrieve_command_text(atom/living_pet, atom/target)
return "signals [living_pet] to move!"