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Bubberstation/code/datums/components/pet_commands/pet_commands_basic.dm
Ben10Omintrix 0c34b84939 fixes tamed pets sometimes attacking one another (#92200)
## About The Pull Request
tamed pets would not let previous grudges go so theyd attack one another
even after theyve both been tamed by the same owner. this fixes that

## Why It's Good For The Game
fixes tamed pets sometimes attacking one another

## Changelog
🆑
fix: fixes tamed pets sometimes attacking one another
/🆑
2025-07-30 17:37:23 -04:00

355 lines
14 KiB
Plaintext

// 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
var/datum/targeting_strategy/targeter = GET_TARGETING_STRATEGY(controller.blackboard[targeting_strategy_key])
if(!targeter.can_attack(controller.pawn, 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!"