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Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/speech_subtree.dm
Jacquerel 504e6acfa3 Basic Mob Gorillas (#78918)
## About The Pull Request

Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.

IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.

When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.

I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),

And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.

## Why It's Good For The Game

https://www.youtube.com/watch?v=npuuTBlEb1U

## Changelog

🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
2023-10-11 16:58:29 -06:00

234 lines
8.4 KiB
Plaintext

/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()
///The sound effects associated with this speech, if any
var/list/sound = list()
/datum/ai_planning_subtree/random_speech/New()
. = ..()
if(speak)
speak = string_list(speak)
if(sound)
sound = string_list(sound)
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, seconds_per_tick)
if(!SPT_PROB(speech_chance, seconds_per_tick))
return
speak(controller)
/// Actually perform an action
/datum/ai_planning_subtree/random_speech/proc/speak(datum/ai_controller/controller)
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)
var/sound_to_play = length(sound) > 0 ? pick(sound) : null
if(random_number_in_range <= audible_emotes_length)
controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(emote_hear), sound_to_play)
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), sound_to_play)
/datum/ai_planning_subtree/random_speech/insect
speech_chance = 5
sound = list('sound/creatures/chitter.ogg')
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?")
sound = list('sound/creatures/mousesqueek.ogg')
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/lizard // all of these have to be three words long or i'm killing you. you're dead.
speech_chance = 3
emote_hear = list("stamps around some.", "hisses a bit.")
emote_see = list("blehs the tongue.", "tilts the head.", "does a spin.")
/datum/ai_planning_subtree/random_speech/sheep
speech_chance = 5
speak = list("baaa","baaaAAAAAH!","baaah")
sound = list('sound/creatures/sheep1.ogg', 'sound/creatures/sheep2.ogg', 'sound/creatures/sheep3.ogg')
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/chicken
speech_chance = 15 // really talkative ladies
speak = list("Cluck!", "BWAAAAARK BWAK BWAK BWAK!", "Bwaak bwak.")
sound = list('sound/creatures/clucks.ogg', 'sound/creatures/bagawk.ogg')
emote_hear = list("clucks.", "croons.")
emote_see = list("pecks at the ground.","flaps her wings viciously.")
/datum/ai_planning_subtree/random_speech/chick
speech_chance = 4
speak = list("Cherp.", "Cherp?", "Chirrup.", "Cheep!")
sound = list('sound/creatures/chick_peep.ogg')
emote_hear = list("cheeps.")
emote_see = list("pecks at the ground.","flaps her tiny wings.")
/datum/ai_planning_subtree/random_speech/cow
speech_chance = 1
speak = list("moo?","moo","MOOOOOO")
sound = list('sound/creatures/cow.ogg')
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
sound = list()
/datum/ai_planning_subtree/random_speech/deer
speech_chance = 1
speak = list("Weeeeeeee?", "Weeee", "WEOOOOOOOOOO")
emote_hear = list("brays.")
emote_see = list("shakes her head.")
/datum/ai_planning_subtree/random_speech/dog
speech_chance = 1
/datum/ai_planning_subtree/random_speech/dog/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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.")
/datum/ai_planning_subtree/random_speech/tree
speech_chance = 3
emote_see = list("photosynthesizes angrily.")
/datum/ai_planning_subtree/random_speech/pig
speech_chance = 3
speak = list("oink?","oink","snurf")
sound = list('sound/creatures/pig1.ogg', 'sound/creatures/pig2.ogg')
emote_hear = list("snorts.")
emote_see = list("sniffs around.")
/datum/ai_planning_subtree/random_speech/pony
speech_chance = 3
sound = list('sound/creatures/pony/whinny01.ogg', 'sound/creatures/pony/whinny02.ogg', 'sound/creatures/pony/whinny03.ogg')
emote_hear = list("whinnies!")
emote_see = list("horses around.")
/datum/ai_planning_subtree/random_speech/pony/tamed
speech_chance = 3
sound = list('sound/creatures/pony/snort.ogg')
emote_hear = list("snorts.")
emote_see = list("snorts.")
/datum/ai_planning_subtree/random_speech/killer_tomato
speech_chance = 3
emote_hear = list("gnashes.", "growls lowly.", "snarls.")
emote_see = list("salivates.")
/datum/ai_planning_subtree/random_speech/ant
speech_chance = 1
speak = list("BZZZZT!", "CHTCHTCHT!", "Bzzz", "ChtChtCht")
sound = list('sound/creatures/chitter.ogg')
emote_hear = list("buzzes.", "clacks.")
emote_see = list("shakes their head.", "twitches their antennae.")
/datum/ai_planning_subtree/random_speech/fox
speech_chance = 1
speak = list("Ack-Ack", "Ack-Ack-Ack-Ackawoooo", "Geckers", "Awoo", "Tchoff")
emote_hear = list("howls.", "barks.", "screams.")
emote_see = list("shakes their head.", "shivers.")
/datum/ai_planning_subtree/random_speech/crab
speech_chance = 1
sound = list('sound/creatures/claw_click.ogg')
emote_hear = list("clicks.")
emote_see = list("clacks.")
/datum/ai_planning_subtree/random_speech/penguin
speech_chance = 5
speak = list("Gah Gah!", "NOOT NOOT!", "NOOT!", "Noot", "noot", "Prah!", "Grah!")
emote_hear = list("squawks", "gakkers")
/datum/ai_planning_subtree/random_speech/bear
speech_chance = 5
emote_hear = list("rawrs.","grumbles.","grawls.", "stomps!")
emote_see = list("stares ferociously.")
/datum/ai_planning_subtree/random_speech/blackboard //literal tower of babel, subtree form
speech_chance = 1
/datum/ai_planning_subtree/random_speech/blackboard/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
var/list/speech_lines = controller.blackboard[BB_BASIC_MOB_SPEAK_LINES]
if(isnull(speech_lines))
return ..()
// Note to future developers: this behaviour a singleton so this probably doesn't work as you would expect
// The whole speech tree really needs to be refactored because this isn't how we use AI data these days
speak = speech_lines[BB_EMOTE_SAY] || list()
emote_see = speech_lines[BB_EMOTE_SEE] || list()
emote_hear = speech_lines[BB_EMOTE_HEAR] || list()
sound = speech_lines[BB_EMOTE_SOUND] || list()
speech_chance = speech_lines[BB_SPEAK_CHANCE] ? speech_lines[BB_SPEAK_CHANCE] : initial(speech_chance)
return ..()