Files
Bubberstation/code/datums/components/squeak.dm
SkyratBot fcee54df91 [MIRROR] Pet Command Component + Regal Rats can order their subjects around [MDB IGNORE] (#18131)
* Pet Command Component + Regal Rats can order their subjects around (#71590)

## About The Pull Request

Another atomisation of #71421 but I had a fun idea while I was testing
it.

This adds a component based on the existing system for giving
instructions to tamed carp or dogs, but hopefully more modular.
It also gives it to the rat minions of a regal rat.
The basic function allows the mob to listen and react to spoken
commands, which passes things to its AI blackboard. Additionally if you
alt-click a commandable mob it will show a radial menu which both allows
you to select a command, and also contains tooltips explaining what they
do and what audible words trigger it.

<details>
  <summary>Video</summary>

https://user-images.githubusercontent.com/7483112/204308693-0eccebec-75c9-411c-81c5-5aa0d682d1a5.mp4

</details>

Now if you riot some rats, you can alt click on them individually to
give them specific orders (more useful for other creatures than rats),
or you can speak out loud to command your legion.
Rats aren't very smart so you can't give them many instructions, but
this is expandable for other creatures.

Additional change: Mice don't squeak if stepped on by other mice because
this made an absolutely unholy noise and I am not sure there's a way to
get non-dense mobs to spread out.

## Why It's Good For The Game

Allows for giving more mobs the ability to be tamed and instructable by
their owner, without copy/pasting code which lives inside a specific
mob.
Yelling at your rats to give them commands is funny. It also adds the
possibility of telling your rats to stop biting someone if they have
agreed to your demands, allowing for more courtly roleplay.
When Regal Rat is converted to a basic mob its AI can also give other
AIs instructions by yelling at them which I think is a good feature.

## Changelog

🆑
add: The followers of Regal Rats will now respond to simple
instructions, if given by their rightful lord. Except frogs. They're too
busy licking themselves and watching the colours.
/🆑

* Pet Command Component + Regal Rats can order their subjects around

Co-authored-by: Jacquerel <hnevard@gmail.com>
2022-12-20 14:19:47 +13:00

152 lines
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/datum/component/squeak
var/static/list/default_squeak_sounds = list('sound/items/toysqueak1.ogg'=1, 'sound/items/toysqueak2.ogg'=1, 'sound/items/toysqueak3.ogg'=1)
var/list/override_squeak_sounds
var/mob/holder
var/squeak_chance = 100
var/volume = 30
// This is so shoes don't squeak every step
var/steps = 0
var/step_delay = 1
// This is to stop squeak spam from inhand usage
var/last_use = 0
var/use_delay = 20
///extra-range for this component's sound
var/sound_extra_range = -1
///when sounds start falling off for the squeak
var/sound_falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE
///sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough.
var/sound_falloff_exponent = 10
///what we set connect_loc to if parent is an item
var/static/list/item_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(play_squeak_crossed),
)
/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override, extrarange, falloff_exponent, fallof_distance)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignals(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), PROC_REF(play_squeak))
if(ismovable(parent))
RegisterSignals(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT, COMSIG_PROJECTILE_BEFORE_FIRE), PROC_REF(play_squeak))
AddComponent(/datum/component/connect_loc_behalf, parent, item_connections)
RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, PROC_REF(disposing_react))
if(isitem(parent))
RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), PROC_REF(play_squeak))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(use_squeak))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
if(istype(parent, /obj/item/clothing/shoes))
RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, PROC_REF(step_squeak))
else if(isstructure(parent))
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(use_squeak))
if(istype(parent, /obj/item/organ/internal/liver))
// Liver squeaking is depending on them functioning like a clown's liver
RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_COMEDY_METABOLISM), PROC_REF(on_comedy_metabolism_removal))
override_squeak_sounds = custom_sounds
if(chance_override)
squeak_chance = chance_override
if(volume_override)
volume = volume_override
if(isnum(step_delay_override))
step_delay = step_delay_override
if(isnum(use_delay_override))
use_delay = use_delay_override
if(isnum(extrarange))
sound_extra_range = extrarange
if(isnum(falloff_exponent))
sound_falloff_exponent = falloff_exponent
if(isnum(fallof_distance))
sound_falloff_distance = fallof_distance
/datum/component/squeak/UnregisterFromParent()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))
/datum/component/squeak/proc/play_squeak()
SIGNAL_HANDLER
if(prob(squeak_chance))
if(!override_squeak_sounds)
playsound(parent, pick_weight(default_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
else
playsound(parent, pick_weight(override_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
/datum/component/squeak/proc/step_squeak()
SIGNAL_HANDLER
if(steps > step_delay)
play_squeak()
steps = 0
else
steps++
/datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(isitem(arrived))
var/obj/item/I = arrived
if(I.item_flags & ABSTRACT)
return
if(arrived.movement_type & (FLYING|FLOATING) || !arrived.has_gravity())
return
if(ismob(arrived) && !arrived.density) // Prevents 10 overlapping mice from making an unholy sound while moving
return
var/atom/current_parent = parent
if(isturf(current_parent?.loc))
play_squeak()
/datum/component/squeak/proc/use_squeak()
SIGNAL_HANDLER
if(last_use + use_delay < world.time)
last_use = world.time
play_squeak()
/datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot)
SIGNAL_HANDLER
holder = equipper
RegisterSignal(holder, COMSIG_MOVABLE_DISPOSING, PROC_REF(disposing_react), override=TRUE)
RegisterSignal(holder, COMSIG_PARENT_QDELETING, PROC_REF(holder_deleted), override=TRUE)
//override for the preqdeleted is necessary because putting parent in hands sends the signal that this proc is registered towards,
//so putting an object in hands and then equipping the item on a clothing slot (without dropping it first)
//will always runtime without override = TRUE
/datum/component/squeak/proc/on_drop(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING)
UnregisterSignal(user, COMSIG_PARENT_QDELETING)
holder = null
///just gets rid of the reference to holder in the case that theyre qdeleted
/datum/component/squeak/proc/holder_deleted(datum/source, datum/possible_holder)
SIGNAL_HANDLER
if(possible_holder == holder)
holder = null
// Disposal pipes related shits
/datum/component/squeak/proc/disposing_react(datum/source, obj/structure/disposalholder/disposal_holder, obj/machinery/disposal/disposal_source)
SIGNAL_HANDLER
//We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted
RegisterSignal(disposal_holder, COMSIG_ATOM_DIR_CHANGE, PROC_REF(holder_dir_change))
/datum/component/squeak/proc/holder_dir_change(datum/source, old_dir, new_dir)
SIGNAL_HANDLER
//If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall
if(old_dir != new_dir)
play_squeak()
/datum/component/squeak/proc/on_comedy_metabolism_removal(datum/source, trait)
SIGNAL_HANDLER
qdel(src)