Files
Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/speech_subtree.dm
grungussuss 4db6e82e3a Cats can meow and purr (#86841)
## About The Pull Request


https://github.com/user-attachments/assets/a2572845-b345-423d-ab46-d677af5bc7bb


https://github.com/user-attachments/assets/7095c897-06eb-4a62-ab23-ce966930c974

additionally

- [x] make petting cats have them purr work.
## Why It's Good For The Game
it's cute
## Changelog
🆑 grungus
add: cat mobs can *meow and *purr
sound: sound for meow and purr emotes
code: added support for passing emotes into the pet_bonus element
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-10-02 11:22:13 +13:00

240 lines
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/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/mobs/non-humanoids/insect/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/mobs/non-humanoids/mouse/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/mobs/non-humanoids/sheep/sheep1.ogg', 'sound/mobs/non-humanoids/sheep/sheep2.ogg', 'sound/mobs/non-humanoids/sheep/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/mobs/non-humanoids/chicken/clucks.ogg', 'sound/mobs/non-humanoids/chicken/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/mobs/non-humanoids/chicken/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/mobs/non-humanoids/cow/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/mobs/non-humanoids/pig/pig1.ogg', 'sound/mobs/non-humanoids/pig/pig2.ogg')
emote_hear = list("snorts.")
emote_see = list("sniffs around.")
/datum/ai_planning_subtree/random_speech/pony
speech_chance = 3
sound = list('sound/mobs/non-humanoids/pony/whinny01.ogg', 'sound/mobs/non-humanoids/pony/whinny02.ogg', 'sound/mobs/non-humanoids/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/mobs/non-humanoids/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/mobs/non-humanoids/insect/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/mobs/non-humanoids/crab/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/cats
speech_chance = 10
sound = list(SFX_CAT_MEOW)
emote_hear = list("meows.")
emote_see = list("meows.")
/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 ..()