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Bubberstation/code/datums/memory/memory.dm
SkyratBot ea102fb232 [MIRROR] Kobun the breaddog [MDB IGNORE] (#15630)
* Kobun the breaddog (#68906)

Adds third kitchen craftable animal - Kobun the bread dog. Currently we have Keeki the cak and Terrygold the butter bear. Keeki is best friend of sec due to frosting and Terrygold seems like second clown with its slips, Kobun is designed as help to Psychologist due to powerfull mood aura. Mood granted by aura stays as long as you are within range of aura and when you step out is expires in 10 seconds. You can trade mood aura for a possibility of wearing Kobun as hat

We already have two crafting animals, one made out of cake and another out of butter so why not add another one made out bread? Kobun was made to help people with low mood by giving it mood aura that will bring them back onto their feets

* Kobun the breaddog

Co-authored-by: CursedBirb <47064429+CursedBirb@users.noreply.github.com>
2022-08-15 19:44:17 -07:00

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///little tidbits of past events generated by the player doing things. can be used in engravings, dreams, and changeling succs.
///all of those things are supposed to be taken vaguely (engravings crossround and should not include names, dreams and succs are memory goop)
///and as such the generated text of the memory is vague. also, no references held so hard delling isn't an issue, thank god
/datum/memory
///name of the memory the user sees
var/name
///job of the person memorizing the event
var/memorizer
///job of the person memorizing the event
var/datum/mind/memorizer_mind
///the action done to the target, see memory.dm in _DEFINES
var/action
///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 a string identifying the detail.
var/list/extra_info
///mood of the person memorizing the event when it happend. can change the style.
var/memorizer_mood
///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.
var/story_value = STORY_VALUE_NONE
///Flags of any special behavior for the memory
var/memory_flags = NONE
/datum/memory/New(memorizer_mind, memorizer, action, extra_info, memorizer_mood, story_value, memory_flags)
. = ..()
src.memorizer_mind = memorizer_mind
src.memorizer = memorizer
src.action = action
//You can feed atoms in, but they're gonna be reduced to text
for(var/key in extra_info)
var/thing = extra_info[key]
if(!isdatum(thing))
continue
var/datum/reduce_to_string = thing
extra_info[key] = "[reduce_to_string]"
src.extra_info = extra_info
src.memorizer_mood = memorizer_mood
src.story_value = story_value
src.memory_flags = memory_flags
generate_memory_name()
/datum/memory/proc/generate_story(story_type, story_flags)
var/list/story_pieces = list()
//entirely independent vars (not related to the action or story type)
var/static/list/something_pool = list(
/mob/living/simple_animal/hostile/carp,
/mob/living/simple_animal/hostile/bear,
/mob/living/simple_animal/hostile/mushroom,
/mob/living/simple_animal/hostile/netherworld/statue,
/mob/living/simple_animal/hostile/retaliate/bat,
/mob/living/simple_animal/hostile/retaliate/goat,
/mob/living/simple_animal/hostile/killertomato,
/mob/living/simple_animal/hostile/giant_spider,
/mob/living/simple_animal/hostile/giant_spider/hunter,
/mob/living/simple_animal/hostile/blob/blobbernaut/independent,
/mob/living/simple_animal/hostile/carp/ranged,
/mob/living/simple_animal/hostile/carp/ranged/chaos,
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher,
/mob/living/simple_animal/hostile/asteroid/goliath/beast,
/mob/living/simple_animal/hostile/headcrab,
/mob/living/simple_animal/hostile/morph,
/mob/living/basic/stickman,
/mob/living/basic/stickman/dog,
/mob/living/simple_animal/hostile/megafauna/dragon/lesser,
/mob/living/simple_animal/hostile/gorilla,
/mob/living/simple_animal/parrot,
/mob/living/simple_animal/pet/dog/corgi,
/mob/living/simple_animal/crab,
/mob/living/simple_animal/pet/dog/pug,
/mob/living/simple_animal/pet/cat,
/mob/living/simple_animal/mouse,
/mob/living/simple_animal/chicken,
/mob/living/basic/cow,
/mob/living/simple_animal/hostile/lizard,
/mob/living/simple_animal/pet/fox,
/mob/living/simple_animal/butterfly,
/mob/living/simple_animal/pet/cat/cak,
/mob/living/simple_animal/pet/dog/breaddog,
/mob/living/simple_animal/chick,
/mob/living/basic/cow/wisdom,
/obj/item/skub,
/obj/item/food/sausage/american
)
var/list/forewords = strings(MEMORY_FILE, story_type + "_forewords")
var/list/somethings =strings(MEMORY_FILE, story_type + "_somethings")
//changeling absorbing does not have styles
var/list/styles
if(!story_type == STORY_CHANGELING_ABSORB)
styles = strings(MEMORY_FILE, "styles")
if("[story_type]_styles" in GLOB.string_cache[MEMORY_FILE])
styles += strings(MEMORY_FILE, story_type + "_styles")
var/list/wheres = strings(MEMORY_FILE, "where")
//story action vars
var/list/story_starts = strings(MEMORY_FILE, action + "_starts")
///The action-specific reactions with mood intercepted into it e.g. "the clown looks (story_mood_here) at the situation"
var/list/story_mood_sentences = strings(MEMORY_FILE, action + "_moods")
///Moods the mob can express e.g. "chuckles" "looks disinterested"
var/list/story_moods
var/victim_mood = extra_info[DETAIL_PROTAGONIST_MOOD]
if(victim_mood != MOODLESS_MEMORY) //How the victim felt when it all happend.
switch(victim_mood)
if(MOOD_SAD4 to MOOD_SAD2)
story_moods = strings(MEMORY_FILE, "sad")
if("[action]_sad" in GLOB.string_cache[MEMORY_FILE])
story_moods += strings(MEMORY_FILE, "[action]_sad")
if(MOOD_SAD2 to MOOD_HAPPY2)
story_moods = strings(MEMORY_FILE, "neutral")
if("[action]_neutral" in GLOB.string_cache[MEMORY_FILE])
story_moods += strings(MEMORY_FILE, "[action]_neutral")
if(MOOD_HAPPY2 to MOOD_HAPPY4)
story_moods = strings(MEMORY_FILE, "happy")
if("[action]_happy" in GLOB.string_cache[MEMORY_FILE])
story_moods += strings(MEMORY_FILE, "[action]_happy")
//storybuilding
//The forewords for this specific type of story (E.g. This engraving depicts)
story_pieces.Add(pick(forewords))
//The story start for this specific action. (E.g. The Chef carving into The Clown)
story_pieces.Add(pick(story_starts))
//The location it happend, which isn't always included, but commonly is. (E.g. in Space, while in the Bar)
if(extra_info[DETAIL_WHERE])
story_pieces.Add(pick(wheres))
//Shows how the protagonist felt about it all (E.g. The Chef is looking sad as they tear into The Clown.)
if(LAZYLEN(story_moods))
story_pieces.Add(pick(story_mood_sentences))
//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.")
if(prob(75))
story_pieces.Add(pick(somethings))
//Explains any unique styling the art has. e.g. (The engraving has a cubist style.)
if(styles && prob(75))
story_pieces.Add(pick(styles))
var/parsed_story = ""
var/mob/living/crew_member
var/atom/something = pick(something_pool) //Pick a something for the potential something line
var/datum/antagonist/obsessed/creeper = memorizer_mind.has_antag_datum(/datum/antagonist/obsessed)
if(creeper && creeper.trauma.obsession)
crew_member = creeper.trauma.obsession //ALWAYS ENGRAVE MY OBSESSION!
var/list/crew_members = list()
for(var/mob/living/carbon/human/potential_crew_member as anything in GLOB.player_list)
if(potential_crew_member?.mind?.assigned_role.job_flags & JOB_CREW_MEMBER)
crew_members += potential_crew_member
if(crew_members.len)
crew_member = pick(crew_members)
else
crew_member = "an unknown crewmember"
var/capitalize_next_line = FALSE
for(var/line in story_pieces)
for(var/key in extra_info)
var/detail = extra_info[key]
line = replacetext(line, "%[key]", "[detail]")
line = replacetext(line, "%PROPER", "\proper")
line = replacetext(line, "%MEMORIZER", "[memorizer]")
if(LAZYLEN(story_moods))
line = replacetext(line, "%MOOD", pick(story_moods))
line = replacetext(line, "%SOMETHING", initial(something.name))
line = replacetext(line, "%CREWMEMBER", memorizer_mind.build_story_mob(crew_member))
line = replacetext(line, "%STORY_TYPE", story_type)
if(capitalize_next_line)
line = capitalize(line)
capitalize_next_line = FALSE
if(line[length(line)] == ".")//End of sentence, next sentence needs to start with a capital.'
capitalize_next_line = TRUE
if(line != story_pieces[story_pieces.len]) //not the last line
parsed_story += "[line] "
//after replacement section for performance
if(story_flags & STORY_FLAG_DATED)
if(memory_flags & MEMORY_FLAG_NOSTATIONNAME)
parsed_story += "This took place in [time2text(world.realtime, "Month")] of [GLOB.year_integer+540]."
else
parsed_story += "This took place in [time2text(world.realtime, "Month")] of [GLOB.year_integer+540] on [station_name()]."
parsed_story = trim_right(parsed_story)
return parsed_story
/datum/memory/proc/generate_memory_name()
var/names = strings(MEMORY_FILE, action + "_names")
var/line = pick(names)
for(var/key in extra_info)
var/detail = extra_info[key]
line = replacetext(line, "%[key]", "[detail]")
name = line