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## About The Pull Request Wow we're finally here. This turns carp into Basic Mobs instead of Simple Animals. They use a variety of behaviours added in previous PRs to act in a marginally more interesting way than they used to. But don't worry there's still 2 or 3 PRs to follow this one until I'm done with space fish. Changes in this PR: Carp will try to run away if they get below 50% health, to make use of their "regenerate if not attacked" component. Magicarp have different targetting behaviour for spells depending on their spell; - Ressurecting Carp will try to ressurect allied mobs. - Animating Carp will try to animate nearby objects. - Door-creating Carp will try to turn nearby walls into doors. You can order Magicarp to cast their spell on something if you happen to manage to tame one. The eating element now has support for "getting hurt" when you eat something. Carp eating can rings and hating it was too soulful not to continue supporting. ## Why It's Good For The Game Carp are iconic beasts and I think they should be more interesting. Also we just want to turn mobs into basic mobs anyway. ## Changelog 🆑 add: Carp will now run away if their health gets low, meaning they may have a chance to regenerate. add: Lia will now fight back if attacked instead of letting herself get killed, watch out! balance: Magicarp will now aim their spells more intelligently. add: Tame Magicarp can be ordered to use their spells on things. refactor: Carp are now "Basic Mobs" instead of "Simple Mobs" fix: Dehydrated carp no longer give you a bad feeling when they're your friend and a good feeling when they're going to attack you. balance: Tamed carp are now friendly only to their tamer rather than their whole faction, which should make dehydrated carp more active. Order them to stay or follow you if you want them to behave around your friends. /🆑
208 lines
8.2 KiB
Plaintext
208 lines
8.2 KiB
Plaintext
///little tidbits of past events generated by the player doing things. can be used in engravings, dreams, and changeling succs.
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///all of those things are supposed to be taken vaguely (engravings crossround and should not include names, dreams and succs are memory goop)
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///and as such the generated text of the memory is vague. also, no references held so hard delling isn't an issue, thank god
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/datum/memory
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///name of the memory the user sees
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var/name
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///job of the person memorizing the event
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var/memorizer
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///job of the person memorizing the event
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var/datum/mind/memorizer_mind
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///the action done to the target, see memory.dm in _DEFINES
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var/action
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///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.
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var/list/extra_info
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///mood of the person memorizing the event when it happend. can change the style.
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var/memorizer_mood
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///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.
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var/story_value = STORY_VALUE_NONE
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///Flags of any special behavior for the memory
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var/memory_flags = NONE
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/datum/memory/New(memorizer_mind, memorizer, action, extra_info, memorizer_mood, story_value, memory_flags)
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. = ..()
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src.memorizer_mind = memorizer_mind
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src.memorizer = memorizer
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src.action = action
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//You can feed atoms in, but they're gonna be reduced to text
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for(var/key in extra_info)
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var/thing = extra_info[key]
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if(!isdatum(thing))
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continue
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var/datum/reduce_to_string = thing
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extra_info[key] = "[reduce_to_string]"
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src.extra_info = extra_info
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src.memorizer_mood = memorizer_mood
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src.story_value = story_value
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src.memory_flags = memory_flags
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generate_memory_name()
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/datum/memory/proc/generate_story(story_type, story_flags)
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var/list/story_pieces = list()
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//entirely independent vars (not related to the action or story type)
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var/static/list/something_pool = list(
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/mob/living/basic/carp,
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/mob/living/simple_animal/hostile/bear,
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/mob/living/simple_animal/hostile/mushroom,
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/mob/living/simple_animal/hostile/netherworld/statue,
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/mob/living/simple_animal/hostile/retaliate/bat,
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/mob/living/simple_animal/hostile/retaliate/goat,
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/mob/living/simple_animal/hostile/killertomato,
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/mob/living/simple_animal/hostile/giant_spider,
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/mob/living/simple_animal/hostile/giant_spider/hunter,
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/mob/living/simple_animal/hostile/blob/blobbernaut/independent,
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/mob/living/basic/carp/magic,
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/mob/living/basic/carp/magic/chaos,
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/mob/living/simple_animal/hostile/asteroid/basilisk/watcher,
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/mob/living/simple_animal/hostile/asteroid/goliath/beast,
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/mob/living/simple_animal/hostile/headcrab,
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/mob/living/simple_animal/hostile/morph,
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/mob/living/basic/stickman,
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/mob/living/basic/stickman/dog,
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/mob/living/simple_animal/hostile/megafauna/dragon/lesser,
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/mob/living/simple_animal/hostile/gorilla,
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/mob/living/simple_animal/parrot,
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/mob/living/basic/pet/dog/corgi,
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/mob/living/simple_animal/crab,
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/mob/living/basic/pet/dog/pug,
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/mob/living/simple_animal/pet/cat,
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/mob/living/basic/mouse,
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/mob/living/simple_animal/chicken,
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/mob/living/basic/cow,
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/mob/living/simple_animal/hostile/lizard,
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/mob/living/simple_animal/pet/fox,
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/mob/living/simple_animal/butterfly,
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/mob/living/simple_animal/pet/cat/cak,
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/mob/living/basic/pet/dog/breaddog,
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/mob/living/simple_animal/chick,
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/mob/living/basic/cow/wisdom,
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/obj/item/skub,
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/obj/item/food/sausage/american
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)
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var/list/forewords = strings(MEMORY_FILE, story_type + "_forewords")
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var/list/somethings =strings(MEMORY_FILE, story_type + "_somethings")
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//changeling absorbing does not have styles
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var/list/styles
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if(!story_type == STORY_CHANGELING_ABSORB)
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styles = strings(MEMORY_FILE, "styles")
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if("[story_type]_styles" in GLOB.string_cache[MEMORY_FILE])
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styles += strings(MEMORY_FILE, story_type + "_styles")
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var/list/wheres = strings(MEMORY_FILE, "where")
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//story action vars
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var/list/story_starts = strings(MEMORY_FILE, action + "_starts")
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///The action-specific reactions with mood intercepted into it e.g. "the clown looks (story_mood_here) at the situation"
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var/list/story_mood_sentences = strings(MEMORY_FILE, action + "_moods")
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///Moods the mob can express e.g. "chuckles" "looks disinterested"
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var/list/story_moods
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var/victim_mood = extra_info[DETAIL_PROTAGONIST_MOOD]
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if(victim_mood != MOODLESS_MEMORY) //How the victim felt when it all happend.
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switch(victim_mood)
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if(MOOD_SAD4 to MOOD_SAD2)
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story_moods = strings(MEMORY_FILE, "sad")
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if("[action]_sad" in GLOB.string_cache[MEMORY_FILE])
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story_moods += strings(MEMORY_FILE, "[action]_sad")
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if(MOOD_SAD2 to MOOD_HAPPY2)
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story_moods = strings(MEMORY_FILE, "neutral")
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if("[action]_neutral" in GLOB.string_cache[MEMORY_FILE])
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story_moods += strings(MEMORY_FILE, "[action]_neutral")
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if(MOOD_HAPPY2 to MOOD_HAPPY4)
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story_moods = strings(MEMORY_FILE, "happy")
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if("[action]_happy" in GLOB.string_cache[MEMORY_FILE])
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story_moods += strings(MEMORY_FILE, "[action]_happy")
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//storybuilding
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//The forewords for this specific type of story (E.g. This engraving depicts)
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story_pieces.Add(pick(forewords))
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//The story start for this specific action. (E.g. The Chef carving into The Clown)
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story_pieces.Add(pick(story_starts))
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//The location it happend, which isn't always included, but commonly is. (E.g. in Space, while in the Bar)
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if(extra_info[DETAIL_WHERE])
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story_pieces.Add(pick(wheres))
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//Shows how the protagonist felt about it all (E.g. The Chef is looking sad as they tear into The Clown.)
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if(LAZYLEN(story_moods))
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story_pieces.Add(pick(story_mood_sentences))
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//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.")
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if(prob(75))
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story_pieces.Add(pick(somethings))
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//Explains any unique styling the art has. e.g. (The engraving has a cubist style.)
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if(styles && prob(75))
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story_pieces.Add(pick(styles))
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var/parsed_story = ""
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var/mob/living/crew_member
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var/atom/something = pick(something_pool) //Pick a something for the potential something line
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var/datum/antagonist/obsessed/creeper = memorizer_mind.has_antag_datum(/datum/antagonist/obsessed)
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if(creeper && creeper.trauma.obsession)
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crew_member = creeper.trauma.obsession //ALWAYS ENGRAVE MY OBSESSION!
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var/list/crew_members = list()
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for(var/mob/living/carbon/human/potential_crew_member as anything in GLOB.player_list)
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if(potential_crew_member?.mind?.assigned_role.job_flags & JOB_CREW_MEMBER)
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crew_members += potential_crew_member
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if(crew_members.len)
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crew_member = pick(crew_members)
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else
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crew_member = "an unknown crewmember"
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var/capitalize_next_line = FALSE
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for(var/line in story_pieces)
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for(var/key in extra_info)
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var/detail = extra_info[key]
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line = replacetext(line, "%[key]", "[detail]")
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line = replacetext(line, "%PROPER", "\proper")
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line = replacetext(line, "%MEMORIZER", "[memorizer]")
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if(LAZYLEN(story_moods))
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line = replacetext(line, "%MOOD", pick(story_moods))
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line = replacetext(line, "%SOMETHING", initial(something.name))
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line = replacetext(line, "%CREWMEMBER", memorizer_mind.build_story_mob(crew_member))
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line = replacetext(line, "%STORY_TYPE", story_type)
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if(capitalize_next_line)
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line = capitalize(line)
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capitalize_next_line = FALSE
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if(line[length(line)] == ".")//End of sentence, next sentence needs to start with a capital.'
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capitalize_next_line = TRUE
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if(line != story_pieces[story_pieces.len]) //not the last line
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parsed_story += "[line] "
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//after replacement section for performance
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if(story_flags & STORY_FLAG_DATED)
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if(memory_flags & MEMORY_FLAG_NOSTATIONNAME)
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parsed_story += "This took place in [time2text(world.realtime, "Month")] of [CURRENT_STATION_YEAR]."
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else
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parsed_story += "This took place in [time2text(world.realtime, "Month")] of [CURRENT_STATION_YEAR] on [station_name()]."
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parsed_story = trim_right(parsed_story)
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return parsed_story
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/datum/memory/proc/generate_memory_name()
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var/names = strings(MEMORY_FILE, action + "_names")
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var/line = pick(names)
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for(var/key in extra_info)
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var/detail = extra_info[key]
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line = replacetext(line, "%[key]", "[detail]")
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name = line
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