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* Makes the American sausage a sausage subtype & Advanced roasting stick fixes (#62193) Makes the American sausage a proper subtype of sausage, which makes it actually edible, apparently. It also makes it stick on the advanced roasting stick! The advanced roasting stick will no longer try to grill itself over a bonfire with a griddle installed, allowing you to use the actual bonfire for your roasting needs. There was actually a check that was supposed to limit the amount of times you could roast a sausage to a measly 1. It wasn't actually working. This PR removes that in favor of mad cooks creating these: * Makes the American sausage a sausage subtype & Advanced roasting stick fixes * fixes Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
201 lines
8.0 KiB
Plaintext
201 lines
8.0 KiB
Plaintext
///little tidbits of past events generated by the player doing things. can be used in engravings, dreams, and changeling succs.
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///all of those things are supposed to be taken vaguely (engravings crossround and should not include names, dreams and succs are memory goop)
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///and as such the generated text of the memory is vague. also, no references held so hard delling isn't an issue, thank god
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/datum/memory
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///name of the memory the user sees
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var/name
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///job of the person memorizing the event
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var/memorizer
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///job of the person memorizing the event
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var/datum/mind/memorizer_mind
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///the action done to the target, see memory.dm in _DEFINES
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var/action
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///extra information used in the memories to more accurately describe what happened. Assoc list of key -> string identifying what kind of info it is, value is an atom or string identifying the detail.
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var/list/extra_info
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///mood of the person memorizing the event when it happend. can change the style.
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var/memorizer_mood
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///the value of the mood in it's worth as a story, defines how beautiful art from it can be and whether or not it stays in persistence.
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var/story_value = STORY_VALUE_NONE
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///Flags of any special behavior for the memory
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var/memory_flags = NONE
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/datum/memory/New(memorizer_mind, memorizer, action, extra_info, memorizer_mood, story_value, memory_flags)
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. = ..()
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src.memorizer_mind = memorizer_mind
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src.memorizer = memorizer
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src.action = action
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src.extra_info = extra_info
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src.memorizer_mood = memorizer_mood
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src.story_value = story_value
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src.memory_flags = memory_flags
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generate_memory_name()
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/datum/memory/proc/generate_story(story_type, story_flags)
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var/list/story_pieces = list()
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//entirely independent vars (not related to the action or story type)
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var/static/list/something_pool = list(
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/mob/living/simple_animal/hostile/carp,
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/mob/living/simple_animal/hostile/bear,
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/mob/living/simple_animal/hostile/mushroom,
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/mob/living/simple_animal/hostile/statue,
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/mob/living/simple_animal/hostile/retaliate/bat,
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/mob/living/simple_animal/hostile/retaliate/goat,
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/mob/living/simple_animal/hostile/killertomato,
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/mob/living/simple_animal/hostile/giant_spider,
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/mob/living/simple_animal/hostile/giant_spider/hunter,
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/mob/living/simple_animal/hostile/blob/blobbernaut/independent,
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/mob/living/simple_animal/hostile/carp/ranged,
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/mob/living/simple_animal/hostile/carp/ranged/chaos,
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/mob/living/simple_animal/hostile/asteroid/basilisk/watcher,
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/mob/living/simple_animal/hostile/asteroid/goliath/beast,
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/mob/living/simple_animal/hostile/headcrab,
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/mob/living/simple_animal/hostile/morph,
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/mob/living/basic/stickman,
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/mob/living/basic/stickman/dog,
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/mob/living/simple_animal/hostile/megafauna/dragon/lesser,
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/mob/living/simple_animal/hostile/gorilla,
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/mob/living/simple_animal/parrot,
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/mob/living/simple_animal/pet/dog/corgi,
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/mob/living/simple_animal/crab,
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/mob/living/simple_animal/pet/dog/pug,
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/mob/living/simple_animal/pet/cat,
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/mob/living/simple_animal/mouse,
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/mob/living/simple_animal/chicken,
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/mob/living/basic/cow,
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/mob/living/simple_animal/hostile/lizard,
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/mob/living/simple_animal/pet/fox,
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/mob/living/simple_animal/butterfly,
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/mob/living/simple_animal/pet/cat/cak,
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/mob/living/simple_animal/chick,
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/mob/living/basic/cow/wisdom,
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/obj/item/skub,
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/obj/item/food/sausage/american
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)
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var/list/forewords = strings(MEMORY_FILE, story_type + "_forewords")
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var/list/somethings =strings(MEMORY_FILE, story_type + "_somethings")
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//changeling absorbing does not have styles
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var/list/styles
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if(!story_type == STORY_CHANGELING_ABSORB)
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styles = strings(MEMORY_FILE, "styles")
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if("[story_type]_styles" in GLOB.string_cache[MEMORY_FILE])
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styles += strings(MEMORY_FILE, story_type + "_styles")
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var/list/wheres = strings(MEMORY_FILE, "where")
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//story action vars
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var/list/story_starts = strings(MEMORY_FILE, action + "_starts")
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///The action-specific reactions with mood intercepted into it e.g. "the clown looks (story_mood_here) at the situation"
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var/list/story_mood_sentences = strings(MEMORY_FILE, action + "_moods")
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///Moods the mob can express e.g. "chuckles" "looks disinterested"
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var/list/story_moods
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var/victim_mood = extra_info[DETAIL_PROTAGONIST_MOOD]
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if(victim_mood != MOODLESS_MEMORY) //How the victim felt when it all happend.
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switch(victim_mood)
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if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD2)
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story_moods = strings(MEMORY_FILE, "sad")
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if("[action]_sad" in GLOB.string_cache[MEMORY_FILE])
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story_moods += strings(MEMORY_FILE, "[action]_sad")
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if(MOOD_LEVEL_SAD2 to MOOD_LEVEL_HAPPY2)
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story_moods = strings(MEMORY_FILE, "neutral")
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if("[action]_neutral" in GLOB.string_cache[MEMORY_FILE])
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story_moods += strings(MEMORY_FILE, "[action]_neutral")
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if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY4)
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story_moods = strings(MEMORY_FILE, "happy")
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if("[action]_happy" in GLOB.string_cache[MEMORY_FILE])
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story_moods += strings(MEMORY_FILE, "[action]_happy")
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//storybuilding
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//The forewords for this specific type of story (E.g. This engraving depicts)
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story_pieces.Add(pick(forewords))
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//The story start for this specific action. (E.g. The Chef carving into The Clown)
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story_pieces.Add(pick(story_starts))
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//The location it happend, which isn't always included, but commonly is. (E.g. in Space, while in the Bar)
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if(extra_info[DETAIL_WHERE])
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story_pieces.Add(pick(wheres))
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//Shows how the protagonist felt about it all (E.g. The Chef is looking sad as they tear into The Clown.)
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if(LAZYLEN(story_moods))
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story_pieces.Add(pick(story_mood_sentences))
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//A nonsensical addition, using the memorizer, protagonist or even random crew / things (E.g. in the meantime, the Clown is being arrested, clutching a skub.")
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if(prob(75))
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story_pieces.Add(pick(somethings))
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//Explains any unique styling the art has. e.g. (The engraving has a cubist style.)
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if(styles && prob(75))
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story_pieces.Add(pick(styles))
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var/parsed_story = ""
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var/mob/living/crew_member
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var/atom/something = pick(something_pool) //Pick a something for the potential something line
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var/datum/antagonist/obsessed/creeper = memorizer_mind.has_antag_datum(/datum/antagonist/obsessed)
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if(creeper && creeper.trauma.obsession)
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crew_member = creeper.trauma.obsession //ALWAYS ENGRAVE MY OBSESSION!
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var/list/crew_members = list()
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for(var/mob/living/carbon/human/potential_crew_member as anything in GLOB.player_list)
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if(potential_crew_member?.mind?.assigned_role.job_flags & JOB_CREW_MEMBER)
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crew_members += potential_crew_member
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if(crew_members.len)
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crew_member = pick(crew_members)
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else
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crew_member = "an unknown crewmember"
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var/capitalize_next_line = FALSE
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for(var/line in story_pieces)
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for(var/key in extra_info)
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var/detail = extra_info[key]
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line = replacetext(line, "%[key]", "[detail]")
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line = replacetext(line, "%PROPER", "\proper")
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line = replacetext(line, "%MEMORIZER", "[memorizer]")
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if(LAZYLEN(story_moods))
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line = replacetext(line, "%MOOD", pick(story_moods))
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line = replacetext(line, "%SOMETHING", initial(something.name))
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line = replacetext(line, "%CREWMEMBER", memorizer_mind.build_story_mob(crew_member))
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line = replacetext(line, "%STORY_TYPE", story_type)
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if(capitalize_next_line)
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line = capitalize(line)
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capitalize_next_line = FALSE
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if(line[length(line)] == ".")//End of sentence, next sentence needs to start with a capital.'
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capitalize_next_line = TRUE
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if(line != story_pieces[story_pieces.len]) //not the last line
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parsed_story += "[line] "
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//after replacement section for performance
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if(story_flags & STORY_FLAG_DATED)
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if(memory_flags & MEMORY_FLAG_NOSTATIONNAME)
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parsed_story += "This took place in [time2text(world.realtime, "Month")] of [GLOB.year_integer+540]."
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else
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parsed_story += "This took place in [time2text(world.realtime, "Month")] of [GLOB.year_integer+540] on [station_name()]."
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parsed_story = trim_right(parsed_story)
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return parsed_story
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/datum/memory/proc/generate_memory_name()
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var/names = strings(MEMORY_FILE, action + "_names")
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var/line = pick(names)
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for(var/key in extra_info)
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var/detail = extra_info[key]
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line = replacetext(line, "%[key]", "[detail]")
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name = line
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