Files
Bubberstation/code/datums/components/tameable.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

80 lines
3.0 KiB
Plaintext

///This component lets you make specific mobs tameable by feeding them
/datum/component/tameable
///If true, this atom can only be domesticated by one person
var/unique
///Starting success chance for taming.
var/tame_chance
///Added success chance after every failed tame attempt.
var/bonus_tame_chance
///Current chance to tame on interaction
var/current_tame_chance
/datum/component/tameable/Initialize(food_types, tame_chance, bonus_tame_chance, unique = TRUE)
if(!isatom(parent)) //yes, you could make a tameable toolbox.
return COMPONENT_INCOMPATIBLE
if(tame_chance)
src.tame_chance = tame_chance
src.current_tame_chance = tame_chance
if(bonus_tame_chance)
src.bonus_tame_chance = bonus_tame_chance
src.unique = unique
if(food_types && !HAS_TRAIT(parent, TRAIT_MOB_EATER))
parent.AddElement(/datum/element/basic_eating, food_types = food_types)
RegisterSignal(parent, COMSIG_MOB_ATE, PROC_REF(try_tame))
RegisterSignal(parent, COMSIG_SIMPLEMOB_SENTIENCEPOTION, PROC_REF(on_tame)) //Instantly succeeds
RegisterSignal(parent, COMSIG_SIMPLEMOB_TRANSFERPOTION, PROC_REF(on_tame)) //Instantly succeeds
/datum/component/tameable/proc/try_tame(atom/source, obj/item/food, mob/living/attacker)
SIGNAL_HANDLER
if(isnull(attacker) || already_friends(attacker))
return
var/inform_tamer = FALSE
var/modified_tame_chance = current_tame_chance
if(HAS_TRAIT(attacker, TRAIT_BEAST_EMPATHY))
modified_tame_chance += 50
inform_tamer = TRUE
source.balloon_alert(attacker, "eats from your hand")
if(prob(modified_tame_chance)) //note: lack of feedback message is deliberate, keep them guessing unless they're an expert!
on_tame(source, attacker, food, inform_tamer)
else
current_tame_chance += bonus_tame_chance
/// Check if the passed mob is already considered one of our friends
/datum/component/tameable/proc/already_friends(mob/living/potential_friend)
if(!isliving(parent))
return FALSE // Figure this out when we actually need it
var/mob/living/living_parent = parent
return living_parent.faction.Find(REF(potential_friend))
///Ran once taming succeeds
/datum/component/tameable/proc/on_tame(atom/source, mob/living/tamer, obj/item/food, inform_tamer = FALSE)
SIGNAL_HANDLER
source.tamed(tamer, food)//Run custom behavior if needed
if(isliving(parent) && isliving(tamer))
INVOKE_ASYNC(source, TYPE_PROC_REF(/mob/living, befriend), tamer)
if(inform_tamer)
source.balloon_alert(tamer, "tamed")
if(HAS_TRAIT(tamer, TRAIT_BEAST_EMPATHY))
INVOKE_ASYNC(src, PROC_REF(rename_pet), source, tamer)
if(unique)
qdel(src)
else
current_tame_chance = tame_chance
/datum/component/tameable/proc/rename_pet(mob/living/animal, mob/living/tamer)
var/chosen_name = sanitize_name(tgui_input_text(tamer, "Choose your pet's name!", "Name pet", animal.name, MAX_NAME_LEN), allow_numbers = TRUE)
if(QDELETED(animal) || chosen_name == animal.name)
return
if(!chosen_name)
to_chat(tamer, span_warning("Please enter a valid name."))
rename_pet(animal, tamer)
return
animal.fully_replace_character_name(animal.name, chosen_name)