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* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503) ## About The Pull Request I was bored, so did this. Probably one of the neatest refactors I've done, sorry if there's some oddities because I was experimenting with some other stuff in this so just tell me to clean them up whenever I can. Anyways, morphs are basic mobs now. We are able to easily refactor the whole "eat items and corpses" stuff in the basic mob framework, but the whole "morph into objects and people" turned out to be a bit trickier. That was easily rectified with a datum mob cooldown action and copy-pasting the old code into that code, as well as doing some nice stuff with traits and signals to ensure the one-way communication from the action to the mob. Old Morph AI didn't seem to be existant whatsoever, they inappropriately leveraged some old procs and I have no idea how to make it work with new AI. They DEFINITELY don't spawn outside of admin interference/ the event anymore, and will always be controlled by a player, so this shouldn't be too bad of an issue. I gave them something to seem alive just in case though, but I think adding legitimate prop-hunt AI would be such a laborious task that I am unwilling to do it in this PR. ## Why It's Good For The Game If admins want to add the ability for Ian to assume the form of the HoP, they can do that now! The datum action cooldown is quite nice for simple and basic mobs... but it is currently not compatible with carbons. That is not within scope for this PR, but I am dwelling on ways to extend it to carbon but they all sound really awfully bad. Also morphs are smarter, and we tick another simple animal in need of refactoring off the list. ## Changelog 🆑 refactor: Morphs are now basic mobs with a nice new ability to help you change forms rather than the old shift-click method, much more intuitive. admin: With the morph rework comes a new ability you can add to mobs, "Assume Form". Feel free to add that to any simple or basic mob for le funnies as Runtime turns into a pen or something. /🆑 ~~Does anyone know if there's a (sane) way to alias a cooldown action as a keypress? I can't think of a good way to retain the old shift-click functionality, because that does feel _kinda_ nice, but I think it can be lived without.~~ I added it. Kinda fugly but whatever. * Refactors Morphs into Basic Mobs (there is now a swag action for morphification) --------- Co-authored-by: san7890 <the@san7890.com>
425 lines
14 KiB
Plaintext
425 lines
14 KiB
Plaintext
/**
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* Little tidbits of past events generated by the player doing things.
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*
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* Can be used in engravings, dreams, and changeling succs.
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*
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* All of those things are supposed to be taken vaguely -
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* Engravings crossround and should not include names, dreams and succs are memory goop.
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* As such, the generated text of the memory is vague.
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*
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* Don't hold any references in this, it's not necessary.
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*/
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/datum/memory
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/// The name of the MEMORY that the user sees.
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/// Something like "The time the Clown did a sweet flip".
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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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/// Mind of who is memorizing the event
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var/datum/mind/memorizer_mind
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/// The value of the mood in it's worth as a story.
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/// 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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/// If this memory changes based on mood, this is the verb it uses.
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var/mood_verb
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// Below are common infobits passed to memories, placed into strings.
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// You can add your own to subtypes of memories to add more infobits.
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// Just remember to override New() with your additional arguments
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// (And call parent at the end of your override, not the beginning).
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/// The main character of the memory.
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var/protagonist_name
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/// The side character of the memory.
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var/deuteragonist_name
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/// The main villain of the memory.
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var/antagonist_name
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/// Where this memory took place.
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var/where
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/datum/memory/New(
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datum/mind/memorizer_mind,
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atom/protagonist,
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atom/deuteragonist,
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atom/antagonist,
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...
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)
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// If we weren't supplied a protag, use our memorizer by default.
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if(isnull(protagonist))
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protagonist = memorizer_mind.current
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src.memorizer_mind = memorizer_mind
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src.memorizer = build_story_character(memorizer_mind)
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src.protagonist_name = build_story_character(protagonist)
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src.deuteragonist_name = build_story_character(deuteragonist)
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src.antagonist_name = build_story_character(antagonist)
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if(!src.where && isatom(protagonist) && !(memory_flags & MEMORY_FLAG_NOLOCATION))
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src.where = get_area_name(protagonist)
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if(!(memory_flags & MEMORY_FLAG_NOMOOD))
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var/story_mood = MOODLESS_MEMORY
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if(isliving(protagonist))
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var/mob/living/the_main_character = protagonist
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story_mood = the_main_character.mob_mood?.mood_level || MOODLESS_MEMORY
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select_mood_verb(story_mood)
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// This happens after everything's all set, remember this for New overrides
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generate_memory_name()
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/datum/memory/Destroy(force, ...)
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memorizer_mind = null
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return ..()
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/datum/memory/serialize_list(list/options, list/semvers)
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. = ..()
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.["name"] = name
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.["memorizer"] = memorizer
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.["story_value"] = story_value
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.["memory_flags"] = memory_flags
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.["mood_verb"] = mood_verb
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.["protagonist_name"] = protagonist_name
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.["deuteragonist_name"] = deuteragonist_name
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.["antagonist_name"] = antagonist_name
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.["where"] = where
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SET_SERIALIZATION_SEMVER(semvers, "1.0.0")
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return .
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/**
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* Generates a name for the memory.
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*/
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/datum/memory/proc/generate_memory_name()
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var/list/potential_names = get_names()
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if(!length(potential_names))
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// Someone forgot to implement get_names - it will stack trace, so we just need to return
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name = "Erroneous memory - This is a bug"
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story_value = STORY_VALUE_SHIT
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memory_flags |= (MEMORY_FLAG_NOPERSISTENCE|MEMORY_NO_STORY)
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return
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name = capitalize(pick(potential_names))
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/**
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* Selects a mood related verb for the memory.
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*
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* Arguments
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* * story_mood - What mood level should we use to select a verb from?
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*/
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/datum/memory/proc/select_mood_verb(story_mood)
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if(story_mood == MOODLESS_MEMORY)
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// The protagonist didn't end up having a mood, so just continue on
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memory_flags |= MEMORY_FLAG_NOMOOD
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return
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var/list/possible_verbs
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switch(story_mood)
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if(MOOD_SAD4 to MOOD_SAD2)
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possible_verbs = get_sad_moods()
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if(MOOD_SAD2 to MOOD_HAPPY2)
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possible_verbs = get_neutral_moods()
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if(MOOD_HAPPY2 to MOOD_HAPPY4)
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possible_verbs = get_happy_moods()
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if(!length(possible_verbs))
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return
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mood_verb = pick(possible_verbs)
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/**
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* Returns a list of names for [proc/select_mood_verb] to select from.
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*
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* This is necessary to implement. Names should be at-a-glance summaries of what the memory entails.
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*
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* For example: "The time the Clown did a sweet flip.".
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* You can use any information tidbits in your names to fill them out.
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* Your names should be puncuated.
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*/
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/datum/memory/proc/get_names()
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SHOULD_CALL_PARENT(FALSE)
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stack_trace("[type] didn't have any names setup, these are necessary for all memories!")
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return list()
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/**
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* Returns a list of story starts for the memory.
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*
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* Starts are necessary if [MEMORY_FLAG_NOSTORY] is not set. They are used in generating stories out of memories.
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*
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* For example: "The Clown cracks his hands and honks his horn as he prepares to do a backflip".
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* You can use any information tidbits in your names to fill them out.
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* If the memory is not [MEMORY_FLAG_NOMOOD], your starts should NOT be puncuated, as a mood phrase will follow.
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* They should also be in the present tense.
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*/
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/datum/memory/proc/get_starts()
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SHOULD_CALL_PARENT(FALSE)
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stack_trace("[type] didn't have any starts setup, these are necessary if the MEMORY_FLAG_NOSTORY is not set!")
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return list()
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/**
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* Returns a list of mood phrases for the memory.
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*
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* Mood phrases are necessary if [MEMORY_FLAG_NOMOOD] is not set. They are used in making stories out of memories.
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* These are phrases that change in their verbage depending on the mood of the PROTAGONIST at the time of the memory.
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*
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* For example: "The clown grins (this is the mood verb) at the audience.".
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* You can use any information tidbits in your names to fill them out.
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* Mood phrases should be punctated, as they are their own independent clause.
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* Mood phrases should always include the [mood_verb] var, as well.
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*/
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/datum/memory/proc/get_moods()
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SHOULD_CALL_PARENT(FALSE)
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stack_trace("[type] didn't have any mood phrases, these are necessary if the MEMORY_FLAG_NOMOOD is not set!")
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return list()
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/**
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* Used to select a mood verb if the protagonist is happy for memories that do not have [MEMORY_FLAG_NOMOOD] set.
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*/
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/datum/memory/proc/get_happy_moods()
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return list(
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"chuckles",
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"has a huge grin",
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"has a twisted grin like a maniac",
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"is silently working away like a pro",
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"looks determined",
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"seems cheerful about it all",
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"seems confident",
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"whistles to themselves",
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)
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/**
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* Used to select a mood verb if the protagonist is neither happy or sad for memories that do not have [MEMORY_FLAG_NOMOOD] set.
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*/
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/datum/memory/proc/get_neutral_moods()
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return list(
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"appears clueless",
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"is darting their eyes around",
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"is impatient",
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"is uninterested",
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"looks around cautiously",
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"seems a bit sleepy",
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"seems okay",
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"works diligently",
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)
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/**
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* Used to select a mood verb if the protagonist is sad for memories that do not have [MEMORY_FLAG_NOMOOD] set.
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*/
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/datum/memory/proc/get_sad_moods()
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return list(
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"appears crushed",
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"has dried tears on their face",
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"is complaining loudly",
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"is having a temper tantrum",
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"is whiney about it all",
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"looks angry",
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"seems sad",
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)
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/**
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* Returns a list of locations for use in stories which do not have [MEMORY_FLAG_NOLOCATION] set.
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*/
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/datum/memory/proc/get_locations()
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return list(
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"in [where].",
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"while in [where]."
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)
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/**
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* Generates a story based on this memory.
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*
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* Arguments
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* * story_type - for used in grabbing phrases from memories.json involving specific types of stories.
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* * story_flags - any additional flags involving the story
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*/
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/datum/memory/proc/generate_story(story_type, story_flags)
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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/bat,
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/mob/living/basic/bear,
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/mob/living/basic/butterfly,
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/mob/living/basic/carp,
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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/basic/chick,
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/mob/living/basic/chicken,
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/mob/living/basic/cow,
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/mob/living/basic/cow/wisdom,
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/mob/living/basic/crab,
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/mob/living/basic/headslug,
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/mob/living/basic/killer_tomato,
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/mob/living/basic/lizard,
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/mob/living/basic/mining/goliath,
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/mob/living/basic/morph,
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/mob/living/basic/mouse,
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/mob/living/basic/mushroom,
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/mob/living/basic/pet/dog/breaddog,
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/mob/living/basic/pet/dog/corgi,
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/mob/living/basic/pet/dog/pug,
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/mob/living/basic/pet/fox,
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/mob/living/basic/spider/giant,
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/mob/living/basic/spider/giant/hunter,
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/mob/living/basic/statue,
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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/asteroid/basilisk/watcher,
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/mob/living/simple_animal/hostile/blob/blobbernaut/independent,
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/mob/living/simple_animal/hostile/gorilla,
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/mob/living/simple_animal/hostile/megafauna/dragon/lesser,
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/mob/living/simple_animal/hostile/retaliate/goat,
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/mob/living/simple_animal/parrot,
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/mob/living/simple_animal/pet/cat,
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/mob/living/simple_animal/pet/cat/cak,
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/obj/item/food/sausage/american,
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/obj/item/skub,
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)
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// These are picked from the json
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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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var/list/styles
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if(!(story_flags & STORY_FLAG_NO_STYLE))
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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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// These are picked from the datum
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var/list/wheres = (memory_flags & MEMORY_FLAG_NOLOCATION) ? null : get_locations()
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var/list/story_starts = get_starts()
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var/list/story_mood_sentences = (memory_flags & MEMORY_FLAG_NOMOOD) ? null : get_moods()
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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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// This can be signalized or something in the future
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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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// Get a random crewmember
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else
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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.human_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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crew_member = length(crew_members) ? pick(crew_members) : "an unknown crewmember"
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//storybuilding
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var/list/story_pieces = list()
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//The forewords for this specific type of story (E.g. This engraving depicts)
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story_pieces += 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 += 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(length(wheres))
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story_pieces += 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(length(story_mood_sentences))
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story_pieces += 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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var/chosen_addition = pick(somethings)
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chosen_addition = replacetext(chosen_addition, "%MEMORIZER", "[memorizer]")
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chosen_addition = replacetext(chosen_addition, "%PROTAGONIST", protagonist_name)
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chosen_addition = replacetext(chosen_addition, "%SOMETHING", initial(something.name))
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chosen_addition = replacetext(chosen_addition, "%CREWMEMBER", build_story_character(crew_member))
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chosen_addition = replacetext(chosen_addition, "%STORY_TYPE", story_type)
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story_pieces += chosen_addition
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//Explains any unique styling the art has. e.g. (The engraving has a cubist style.)
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if(length(styles) && prob(75))
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story_pieces += pick(styles)
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var/parsed_story = ""
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var/capitalize_next_line = FALSE
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for(var/line in story_pieces)
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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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/**
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* When passed a "character", returns the name of the character formatted for stories
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*
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* If character is a string, it will just return it back.
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*
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* Otherwise, it will try to generate a title based on the mob's assigned role.
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*
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* If the character has no mind or no assigned role, it'll just return their name.
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*/
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/datum/memory/proc/build_story_character(character)
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if(isnull(character))
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return
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if(istext(character))
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return character
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if(isliving(character))
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var/mob/living/living_character = character
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if(living_character.mind && !is_unassigned_job(living_character.mind.assigned_role))
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character = living_character.mind
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else if(ishuman(character))
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// This can slip into memories involving monkey humans.
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return "the unfamiliar person"
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if(istype(character, /datum/mind))
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var/datum/mind/character_mind = character
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return "\the [lowertext(initial(character_mind.assigned_role.title))]"
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// Generic result - mobs get "the guy", objs / turfs get "a thing"
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return ismob(character) ? "\the [character]" : "\a [character]"
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/**
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* Creates a "quick copy" of the memory for another mind,
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* copying just basic memory information (name, major charactecrs) over.
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*
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* The copied memory cannot be used for stories or anything.
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* They should generally only be used to give a new mind an idea of another mind's memories.
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*/
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/datum/memory/proc/quick_copy_memory(datum/mind/new_memorizer)
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var/datum/memory/copy/new_copy = new(new_memorizer, protagonist_name, deuteragonist_name, antagonist_name, where, memory_flags)
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new_copy.name = name
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new_copy.story_value = story_value
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return new_copy
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// To only be used by quick copies of memories
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/datum/memory/copy
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memory_flags = MEMORY_NO_STORY
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/datum/memory/copy/New(datum/mind/memorizer_mind, atom/protagonist, atom/deuteragonist, atom/antagonist, where, new_memory_flags)
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src.where = where
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|
src.memory_flags |= new_memory_flags
|
|
return ..()
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|
|
|
/datum/memory/copy/generate_memory_name()
|
|
// We just copy the original memory's name anyways
|
|
return
|