Files
Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/express_happiness.dm
Ben10Omintrix 7d9386bdce Turtles (#87493)
## About The Pull Request
adds turtles to the game! but these aren't your typical turtles. 

![turtlestates](https://github.com/user-attachments/assets/b9d35a32-5f04-4255-bbac-d1ed57b2abb1)

these are flora-turtles, with giant trees growing on their shells. These
trees can emit fields which affects nearby hydroponic plants. Initially,
the trees start out as young buds, from there the tree can evolve into
different types depending on what you feed the turtle.

Feeding them pesticides causes the tree to blossom to be purple. this
tree's fields will help kill some pests and weeds in nearby plants.

Feeding them nutrients gives you the green tree, the fields will heal
nearby plants

Feeding them mutators like uranium or left 4 zed gives you the yellow
tree. the fields increase instability of plants

The turtle will emit these fields every once in a while, ONLY when its
feeling happy. therefore you'll have to pet it, clean it and feed it
every once in a while to keep it satisfied. You can view the turtle's
happiness by shift clicking it.


https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296

The turtle only eats seeds. after eating a seed, itll process it and
spit out its corresponding fruit! (for example, feeding it an apple seed
gives you an apple). itll also sometimes playfully headbutt your legs
and it loves going around smelling the scent from nearby plants

you can get these turtles by fishing the hydroponics tray or by ordering
them through cargo.

## Why It's Good For The Game
adds a new fun way for botanists to take care of their plants. While
these turtles alone arent enough to fully replace plant dedicated
nutrients, they add small extra support.

## Changelog
🆑
add: adds flora-turtles. obtainable through cargo or by fishing from the
hydroponics tray
/🆑
2024-12-23 00:35:45 +01:00

45 lines
1.5 KiB
Plaintext

#define HIGH_HAPPINESS_THRESHOLD 0.7
#define MODERATE_HAPPINESS_THRESHOLD 0.5
/datum/ai_planning_subtree/express_happiness
operational_datums = list(/datum/component/happiness)
///the key storing our happiness value
var/happiness_key = BB_BASIC_HAPPINESS
///list of emotions we relay when happy
var/static/list/happy_emotions = list(
"celebrates happily!",
"dances around in excitement!",
)
///our moderate emotions
var/static/list/moderate_emotions = list(
"looks satisfied.",
"trots around.",
)
///emotions we display when we are sad
var/static/list/depressed_emotions = list(
"looks depressed...",
"turns its back and sulks...",
"looks towards the floor in dissapointment...",
)
/datum/ai_planning_subtree/express_happiness/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(!SPT_PROB(5, seconds_per_tick))
return
var/happiness_value = controller.blackboard[happiness_key]
if(isnull(happiness_value))
return
var/list/final_list
switch(happiness_value)
if(HIGH_HAPPINESS_THRESHOLD to INFINITY)
final_list = controller.blackboard[BB_HAPPY_EMOTIONS] || happy_emotions
if(MODERATE_HAPPINESS_THRESHOLD to HIGH_HAPPINESS_THRESHOLD)
final_list = controller.blackboard[BB_MODERATE_EMOTIONS] || moderate_emotions
else
final_list = controller.blackboard[BB_SAD_EMOTIONS] || depressed_emotions
if(!length(final_list))
return
controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(final_list))
#undef HIGH_HAPPINESS_THRESHOLD
#undef MODERATE_HAPPINESS_THRESHOLD