/// 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 /// 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 /datum/component/tameable/Initialize(food_types, tame_chance, bonus_tame_chance, unique = TRUE) if(!ismob(parent)) return COMPONENT_INCOMPATIBLE 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 src.unique = unique if(food_types && !HAS_TRAIT(parent, TRAIT_MOB_EATER)) parent.AddElement(/datum/element/basic_eating, food_types_ = food_types) RegisterSignal(parent, COMSIG_MOB_ATE, PROC_REF(try_tame)) /datum/component/tameable/proc/try_tame(atom/source, obj/item/food, mob/living/attacker) SIGNAL_HANDLER if(isnull(attacker) || already_friends(attacker)) return var/inform_tamer = FALSE if(prob(current_tame_chance)) // note: lack of feedback message is deliberate, keep them guessing unless they're an expert! on_tame(source, attacker, food, inform_tamer) else current_tame_chance += bonus_tame_chance /// 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 var/living_parent_id = living_parent.UID() return living_parent.faction.Find(living_parent_id) /// Ran once taming succeeds /datum/component/tameable/proc/on_tame(mob/source, mob/living/tamer, obj/item/food, inform_tamer = FALSE) SIGNAL_HANDLER source.tamed(tamer, food)//Run custom behavior if needed if(isliving(parent) && isliving(tamer)) INVOKE_ASYNC(source, TYPE_PROC_REF(/mob/living, befriend), tamer) if(unique) qdel(src) else current_tame_chance = tame_chance /datum/component/tameable/proc/rename_pet(mob/living/animal, mob/living/tamer) var/chosen_name = tgui_input_text(tamer, "Choose your pet's name!", "Name pet", animal.name, MAX_NAME_LEN) if(QDELETED(animal) || chosen_name == animal.name) return if(!chosen_name) to_chat(tamer, SPAN_WARNING("Please enter a valid name.")) rename_pet(animal, tamer) return animal.rename_character(animal.name, chosen_name)