Files
Bubberstation/code/datums/components/pet_commands/pet_command.dm
Ghom 8ce31b0271 Stops the automute from triggering for pet commands (#80421)
## About The Pull Request
Thanks goodness they've done the signal already for the deadchat control
component.

## Why It's Good For The Game
This will fix #78640.

## Changelog

🆑
fix: Regal rats (and others), won't be punished by the automute system
for repeating the same command several times.
/🆑
2023-12-24 23:25:11 -05:00

166 lines
6.4 KiB
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/**
* # Pet Command
* Set some AI blackboard commands in response to receiving instructions
* This is abstract and should be extended for actual behaviour
*/
/datum/pet_command
/// Weak reference to who follows this command
var/datum/weakref/weak_parent
/// Unique name used for radial selection, should not be shared with other commands on one mob
var/command_name
/// Description to display in radial menu
var/command_desc
/// If true, command will not appear in radial menu and can only be accessed through speech
var/hidden = FALSE
/// Icon to display in radial menu
var/icon/radial_icon
/// Icon state to display in radial menu
var/radial_icon_state
/// Speech strings to listen out for
var/list/speech_commands = list()
/// Shown above the mob's head when it hears you
var/command_feedback
/// How close a mob needs to be to a target to respond to a command
var/sense_radius = 7
/datum/pet_command/New(mob/living/parent)
. = ..()
weak_parent = WEAKREF(parent)
/// Register a new guy we want to listen to
/datum/pet_command/proc/add_new_friend(mob/living/tamer)
RegisterSignal(tamer, COMSIG_MOB_SAY, PROC_REF(respond_to_command))
RegisterSignal(tamer, COMSIG_MOB_AUTOMUTE_CHECK, PROC_REF(waive_automute))
/// Stop listening to a guy
/datum/pet_command/proc/remove_friend(mob/living/unfriended)
UnregisterSignal(unfriended, list(COMSIG_MOB_SAY, COMSIG_MOB_AUTOMUTE_CHECK))
/// Stop the automute from triggering for commands (unless the spoken text is suspiciously longer than the command)
/datum/pet_command/proc/waive_automute(mob/living/speaker, client/client, last_message, mute_type)
SIGNAL_HANDLER
if(mute_type == MUTE_IC && find_command_in_text(last_message, check_verbosity = TRUE))
return WAIVE_AUTOMUTE_CHECK
return NONE
/// Respond to something that one of our friends has asked us to do
/datum/pet_command/proc/respond_to_command(mob/living/speaker, speech_args)
SIGNAL_HANDLER
var/mob/living/parent = weak_parent.resolve()
if (!parent)
return
if (!can_see(parent, speaker, sense_radius)) // Basically the same rules as hearing
return
var/spoken_text = speech_args[SPEECH_MESSAGE]
if (!find_command_in_text(spoken_text))
return
try_activate_command(speaker)
/**
* Returns true if we find any of our spoken commands in the text.
* if check_verbosity is true, skip the match if there spoken_text is way longer than the match
*/
/datum/pet_command/proc/find_command_in_text(spoken_text, check_verbosity = FALSE)
for (var/command as anything in speech_commands)
if (!findtext(spoken_text, command))
continue
if(check_verbosity && length(spoken_text) > length(command) + MAX_NAME_LEN)
continue
return TRUE
return FALSE
/// Apply a command state if conditions are right, return command if successful
/datum/pet_command/proc/try_activate_command(mob/living/commander)
var/mob/living/parent = weak_parent.resolve()
if (!parent)
return
if (!parent.ai_controller) // We stopped having a brain at some point
return
if (IS_DEAD_OR_INCAP(parent)) // Probably can't hear them if we're dead
return
if (parent.ai_controller.blackboard[BB_ACTIVE_PET_COMMAND] == src) // We're already doing it
return
set_command_active(parent, commander)
/// Activate the command, extend to add visible messages and the like
/datum/pet_command/proc/set_command_active(mob/living/parent, mob/living/commander)
set_command_target(parent, null)
parent.ai_controller.CancelActions() // Stop whatever you're doing and do this instead
parent.ai_controller.set_blackboard_key(BB_ACTIVE_PET_COMMAND, src)
if (command_feedback)
parent.balloon_alert_to_viewers("[command_feedback]") // If we get a nicer runechat way to do this, refactor this
/// Store the target for the AI blackboard
/datum/pet_command/proc/set_command_target(mob/living/parent, atom/target)
parent.ai_controller.set_blackboard_key(BB_CURRENT_PET_TARGET, target)
/// Provide information about how to display this command in a radial menu
/datum/pet_command/proc/provide_radial_data()
if (hidden)
return
var/datum/radial_menu_choice/choice = new()
choice.name = command_name
choice.image = icon(icon = radial_icon, icon_state = radial_icon_state)
var/tooltip = command_desc
if (length(speech_commands))
tooltip += "<br>Speak this command with the words [speech_commands.Join(", ")]."
choice.info = tooltip
return list("[command_name]" = choice)
/**
* Execute an AI action on the provided controller, what we should actually do when this command is active.
* This should basically always be called from a planning subtree which passes its own controller.
* Return SUBTREE_RETURN_FINISH_PLANNING to pass that instruction on to the controller, or don't if you don't want that.
*/
/datum/pet_command/proc/execute_action(datum/ai_controller/controller)
SHOULD_CALL_PARENT(FALSE)
CRASH("Pet command execute action not implemented.")
/**
* # Point Targeting Pet Command
* As above but also listens for you pointing at something and marks it as a target
*/
/datum/pet_command/point_targeting
/// Text describing an action we perform upon receiving a new target
var/pointed_reaction
/// Blackboard key for targeting strategy, this is likely going to need it
var/targeting_strategy_key = BB_PET_TARGETING_STRATEGY
/datum/pet_command/point_targeting/add_new_friend(mob/living/tamer)
. = ..()
RegisterSignal(tamer, COMSIG_MOB_POINTED, PROC_REF(look_for_target))
/datum/pet_command/point_targeting/remove_friend(mob/living/unfriended)
. = ..()
UnregisterSignal(unfriended, COMSIG_MOB_POINTED)
/// Target the pointed atom for actions
/datum/pet_command/point_targeting/proc/look_for_target(mob/living/friend, atom/pointed_atom)
SIGNAL_HANDLER
var/mob/living/parent = weak_parent.resolve()
if (!parent)
return FALSE
if (!parent.ai_controller)
return FALSE
if (IS_DEAD_OR_INCAP(parent))
return FALSE
if (parent.ai_controller.blackboard[BB_ACTIVE_PET_COMMAND] != src) // We're not listening right now
return FALSE
if (parent.ai_controller.blackboard[BB_CURRENT_PET_TARGET] == pointed_atom) // That's already our target
return FALSE
if (!can_see(parent, pointed_atom, sense_radius))
return FALSE
parent.ai_controller.CancelActions()
// Deciding if they can actually do anything with this target is the behaviour's job
set_command_target(parent, pointed_atom)
// These are usually hostile actions so should have a record in chat
parent.visible_message(span_warning("[parent] follows [friend]'s gesture towards [pointed_atom] [pointed_reaction]!"))
return TRUE