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Bubberstation/code/datums/ai/basic_mobs/basic_subtrees/speech_subtree.dm
SkyratBot 19d04376e6 [MIRROR] Refactors chicks into basic mobs [MDB IGNORE] (#21602)
* Refactors chicks into basic mobs (#75663)

## About The Pull Request

On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.

Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game

More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.

One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑

Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.

* Refactors chicks into basic mobs

* fix

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 13:58:53 +00:00

172 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))
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)
if(random_number_in_range <= audible_emotes_length)
controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(emote_hear))
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), length(sound) > 0 ? pick(sound) : null)
/datum/ai_planning_subtree/random_speech/insect
speech_chance = 5
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?")
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/creatures/sheep1.ogg', 'sound/creatures/sheep2.ogg', 'sound/creatures/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.")
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!")
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/creatures/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 angirly.")
/datum/ai_planning_subtree/random_speech/pig
speech_chance = 3
speak = list("oink?","oink","snurf")
sound = list('sound/creatures/pig1.ogg', 'sound/creatures/pig2.ogg')
emote_hear = list("snorts.")
emote_see = list("sniffs around.")
/datum/ai_planning_subtree/random_speech/killer_tomato
speech_chance = 3
speak = list("gnashes.", "growls lowly.", "snarls.")
emote_hear = list("gnashes.")
emote_see = list("salivates.")
/datum/ai_planning_subtree/random_speech/ant
speech_chance = 1
emote_hear = list("buzzes.", "clacks.")
emote_see = list("shakes their head.", "twitches their antennae.")
speak = list("BZZZZT!", "CHTCHTCHT!", "Bzzz", "ChtChtCht")