Files
Bubberstation/code/datums/components/tameable.dm
SkyratBot 1a8f7ac88a [MIRROR] You no longer have to sacrifice your soul to give a mouse sentience. [MDB IGNORE] (#18847)
You no longer have to sacrifice your soul to give a mouse sentience. (#72782)

## About The Pull Request

Some Manuel shift I didn't take note of the round ID for.

A player ahelps because they LITERALLY VANISH. They think it's a genetic
meltdown. I check the logs and I don't think it is.

The player mentions they got attacked by a mouse just before they died.
I check the logs and what do we have, but the same game tick the player
gets yeeted into the void that a mouse gains sentience.

```
    Line 11801: [2023-01-17 23:39:00.036] ACCESS: Mob Login: Cheeseromancer/(Lemmiwinks) was assigned to a /mob/living/basic/mouse/white
    Line 11802: [2023-01-17 23:39:00.052] GAME: Cheeseromancer/(Lemmiwinks) Client Cheeseromancer/(Lemmiwinks) has taken ownership of mob Lemmiwinks(/mob/living/basic/mouse/white) (Medbay Treatment Center (155,85,2))
    Line 11804: [2023-01-17 23:39:00.068] ACCESS: Mob Login: Super17andre/(Carter Wolfe) was assigned to a /mob/dead/observer
    Line 11806: [2023-01-17 23:39:00.111] GAME: Cheeseromancer/(Lemmiwinks) has gained antag datum �Sentient Creature(/datum/antagonist/sentient_creature).
```

There's other chatter IC about sentience potions, which narrows down the
investigation.

Long story short, 20 month ago arm couldn't code and 20 month ago
maintainers couldn't review code. On this blessed day, we're all
complicit.

`on_tame` signal handler proc. Without source parameter. Signal handler.
Without source parameter.


![image](https://user-images.githubusercontent.com/24975989/213057552-feb1c0c4-9119-4ea2-85f0-04ff5db8ae74.png)

This leads to your classic offset-by-1 arg error. The signal's source is
the mouse. The tamer is the player that used the intelligence potion.
There is no food. But because the signal handler omits source, the tamer
is the mouse and the food is the tamer. Makes perfect sense in my head.

The food then, obviously, gets qdeleted in the later after_tame callback
invocation. Meaning the player using the sentience potion gets sent to
the Shadow Realm with no log entries suggesting cause of death.

Add in the missing source param, pass the source arg in the really,
really bad signal handler proc being called directly. And we feex.


![image](https://user-images.githubusercontent.com/24975989/213058176-5a4ecb74-756a-46ef-b83b-fc61df8364c6.png)
## Why It's Good For The Game

Players being randomly qdeleted leads to admins crying. In the future
I'm going to log qdeletions of cliented mobs. March. Because I have time
off work then.
## Changelog
🆑
fix: Mice given sentience through intelligence potions no longer
immediately consume the body and soul of the person whom uplifted them.
/🆑

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2023-01-21 16:35:24 -05:00

76 lines
2.7 KiB
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///This component lets you make specific mobs tameable by feeding them
/datum/component/tameable
///If true, this atom can only be domesticated by one person
var/unique
///What the mob eats, typically used for taming or animal husbandry.
var/list/food_types
///Starting success chance for taming.
var/tame_chance
///Added success chance after every failed tame attempt.
var/bonus_tame_chance
///Current chance to tame on interaction
var/current_tame_chance
///For effects once soemthing is tamed
var/datum/callback/after_tame
/datum/component/tameable/Initialize(food_types, tame_chance, bonus_tame_chance, datum/callback/after_tame, unique = TRUE)
if(!isatom(parent)) //yes, you could make a tameable toolbox.
return COMPONENT_INCOMPATIBLE
if(food_types)
src.food_types = food_types
if(tame_chance)
src.tame_chance = tame_chance
src.current_tame_chance = tame_chance
if(bonus_tame_chance)
src.bonus_tame_chance = bonus_tame_chance
if(after_tame)
src.after_tame = after_tame
src.unique = unique
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(try_tame))
RegisterSignal(parent, COMSIG_SIMPLEMOB_SENTIENCEPOTION, PROC_REF(on_tame)) //Instantly succeeds
RegisterSignal(parent, COMSIG_SIMPLEMOB_TRANSFERPOTION, PROC_REF(on_tame)) //Instantly succeeds
/datum/component/tameable/proc/try_tame(datum/source, obj/item/food, mob/living/attacker, params)
SIGNAL_HANDLER
if(!is_type_in_list(food, food_types))
return
if(isliving(source))
var/mob/living/potentially_dead_horse = source
if(potentially_dead_horse.stat == DEAD)
to_chat(attacker, span_warning("[parent] is dead!"))
return COMPONENT_CANCEL_ATTACK_CHAIN
var/atom/atom_parent = source
atom_parent.balloon_alert(attacker, "fed")
if(unique || !already_friends(attacker))
if(prob(current_tame_chance)) //note: lack of feedback message is deliberate, keep them guessing!
on_tame(source, attacker, food)
else
current_tame_chance += bonus_tame_chance
qdel(food)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Check if the passed mob is already considered one of our friends
/datum/component/tameable/proc/already_friends(mob/living/potential_friend)
if(!isliving(parent))
return FALSE // Figure this out when we actually need it
var/mob/living/living_parent = parent
return living_parent.faction.Find(REF(potential_friend))
///Ran once taming succeeds
/datum/component/tameable/proc/on_tame(datum/source, mob/living/tamer, atom/food)
SIGNAL_HANDLER
after_tame?.Invoke(tamer, food)//Run custom behavior if needed
if(isliving(parent) && isliving(tamer))
var/mob/living/tamed = parent
INVOKE_ASYNC(tamed, TYPE_PROC_REF(/mob/living, befriend), tamer)
if(unique)
qdel(src)
else
current_tame_chance = tame_chance