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fulpstation/code/modules/mob/living/simple_animal/parrot.dm
spookydonut 4e8ff18b07 Fix Travis grep script to use PCRE to actually match things (#47065)
Several of the greps were missing the `-P` switch which caused them to 
fail to match things. The EOL grep also wasn't working right so I 
replaced it with the one I added to TGMC.
2019-10-19 10:21:05 -07:00

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/* Parrots!
* Contains
* Defines
* Inventory (headset stuff)
* Attack responces
* AI
* Procs / Verbs (usable by players)
* Sub-types
* Hear & say (the things we do for gimmicks)
*/
/*
* Defines
*/
//Only a maximum of one action and one intent should be active at any given time.
//Actions
#define PARROT_PERCH (1<<0) //Sitting/sleeping, not moving
#define PARROT_SWOOP (1<<1) //Moving towards or away from a target
#define PARROT_WANDER (1<<2) //Moving without a specific target in mind
//Intents
#define PARROT_STEAL (1<<3) //Flying towards a target to steal it/from it
#define PARROT_ATTACK (1<<4) //Flying towards a target to attack it
#define PARROT_RETURN (1<<5) //Flying towards its perch
#define PARROT_FLEE (1<<6) //Flying away from its attacker
/mob/living/simple_animal/parrot
name = "parrot"
desc = "The parrot squaks, \"It's a Parrot! BAWWK!\"" //'
icon = 'icons/mob/animal.dmi'
icon_state = "parrot_fly"
icon_living = "parrot_fly"
icon_dead = "parrot_dead"
var/icon_sit = "parrot_sit"
density = FALSE
health = 80
maxHealth = 80
pass_flags = PASSTABLE | PASSMOB
speak = list("Hi!","Hello!","Cracker?","BAWWWWK george mellons griffing me!")
speak_emote = list("squawks","says","yells")
emote_hear = list("squawks.","bawks!")
emote_see = list("flutters its wings.")
speak_chance = 1 //1% (1 in 100) chance every tick; So about once per 150 seconds, assuming an average tick is 1.5s
turns_per_move = 5
butcher_results = list(/obj/item/reagent_containers/food/snacks/cracker/ = 1)
melee_damage_upper = 10
melee_damage_lower = 5
response_help_continuous = "pets"
response_help_simple = "pet"
response_disarm_continuous = "gently moves aside"
response_disarm_simple = "gently move aside"
response_harm_continuous = "swats"
response_harm_simple = "swat"
stop_automated_movement = 1
a_intent = INTENT_HARM //parrots now start "aggressive" since only player parrots will nuzzle.
attack_verb_continuous = "chomps"
attack_verb_simple = "chomp"
friendly_verb_continuous = "grooms"
friendly_verb_simple = "groom"
mob_size = MOB_SIZE_SMALL
movement_type = FLYING
gold_core_spawnable = FRIENDLY_SPAWN
var/parrot_damage_upper = 10
var/parrot_state = PARROT_WANDER //Hunt for a perch when created
var/parrot_sleep_max = 25 //The time the parrot sits while perched before looking around. Mosly a way to avoid the parrot's AI in life() being run every single tick.
var/parrot_sleep_dur = 25 //Same as above, this is the var that physically counts down
var/parrot_dam_zone = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_ARM, BODY_ZONE_R_LEG) //For humans, select a bodypart to attack
var/parrot_speed = 5 //"Delay in world ticks between movement." according to byond. Yeah, that's BS but it does directly affect movement. Higher number = slower.
var/parrot_lastmove = null //Updates/Stores position of the parrot while it's moving
var/parrot_stuck = 0 //If parrot_lastmove hasnt changed, this will increment until it reaches parrot_stuck_threshold
var/parrot_stuck_threshold = 10 //if this == parrot_stuck, it'll force the parrot back to wandering
var/list/speech_buffer = list()
var/speech_shuffle_rate = 20
var/list/available_channels = list()
//Headset for Poly to yell at engineers :)
var/obj/item/radio/headset/ears = null
//The thing the parrot is currently interested in. This gets used for items the parrot wants to pick up, mobs it wants to steal from,
//mobs it wants to attack or mobs that have attacked it
var/atom/movable/parrot_interest = null
//Parrots will generally sit on their perch unless something catches their eye.
//These vars store their preffered perch and if they dont have one, what they can use as a perch
var/obj/parrot_perch = null
var/obj/desired_perches = list(/obj/structure/frame/computer, /obj/structure/displaycase, \
/obj/structure/filingcabinet, /obj/machinery/teleport, \
/obj/machinery/computer, /obj/machinery/clonepod, \
/obj/machinery/dna_scannernew, /obj/machinery/telecomms, \
/obj/machinery/nuclearbomb, /obj/machinery/particle_accelerator, \
/obj/machinery/recharge_station, /obj/machinery/smartfridge, \
/obj/machinery/suit_storage_unit)
//Parrots are kleptomaniacs. This variable ... stores the item a parrot is holding.
var/obj/item/held_item = null
/mob/living/simple_animal/parrot/Initialize()
. = ..()
if(!ears)
var/headset = pick(/obj/item/radio/headset/headset_sec, \
/obj/item/radio/headset/headset_eng, \
/obj/item/radio/headset/headset_med, \
/obj/item/radio/headset/headset_sci, \
/obj/item/radio/headset/headset_cargo)
ears = new headset(src)
parrot_sleep_dur = parrot_sleep_max //In case someone decides to change the max without changing the duration var
verbs.Add(/mob/living/simple_animal/parrot/proc/steal_from_ground, \
/mob/living/simple_animal/parrot/proc/steal_from_mob, \
/mob/living/simple_animal/parrot/verb/drop_held_item_player, \
/mob/living/simple_animal/parrot/proc/perch_player, \
/mob/living/simple_animal/parrot/proc/toggle_mode,
/mob/living/simple_animal/parrot/proc/perch_mob_player)
/mob/living/simple_animal/parrot/examine(mob/user)
. = ..()
if(stat)
. += pick("This parrot is no more.", "This is a late parrot.", "This is an ex-parrot.")
/mob/living/simple_animal/parrot/death(gibbed)
if(held_item)
held_item.forceMove(drop_location())
held_item = null
walk(src,0)
if(buckled)
buckled.unbuckle_mob(src,force=1)
buckled = null
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y)
..(gibbed)
/mob/living/simple_animal/parrot/Stat()
..()
if(statpanel("Status"))
stat("Held Item", held_item)
stat("Mode",a_intent)
/mob/living/simple_animal/parrot/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(speaker != src && prob(50)) //Dont imitate ourselves
if(!radio_freq || prob(10))
if(speech_buffer.len >= 500)
speech_buffer -= pick(speech_buffer)
speech_buffer |= html_decode(raw_message)
if(speaker == src && !client) //If a parrot squawks in the woods and no one is around to hear it, does it make a sound? This code says yes!
return message
/mob/living/simple_animal/parrot/radio(message, message_mode, list/spans, language) //literally copied from human/radio(), but there's no other way to do this. at least it's better than it used to be.
. = ..()
if(. != 0)
return .
switch(message_mode)
if(MODE_HEADSET)
if (ears)
ears.talk_into(src, message, , spans, language)
return ITALICS | REDUCE_RANGE
if(MODE_DEPARTMENT)
if (ears)
ears.talk_into(src, message, message_mode, spans, language)
return ITALICS | REDUCE_RANGE
if(message_mode in GLOB.radiochannels)
if(ears)
ears.talk_into(src, message, message_mode, spans, language)
return ITALICS | REDUCE_RANGE
return 0
/*
* Inventory
*/
/mob/living/simple_animal/parrot/show_inv(mob/user)
user.set_machine(src)
var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
dat += "<br><B>Headset:</B> <A href='?src=[REF(src)];[ears ? "remove_inv=ears'>[ears]" : "add_inv=ears'>Nothing"]</A>"
user << browse(dat, "window=mob[REF(src)];size=325x500")
onclose(user, "window=mob[REF(src)]")
/mob/living/simple_animal/parrot/Topic(href, href_list)
if(!(iscarbon(usr) || iscyborg(usr)) || !usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
usr << browse(null, "window=mob[REF(src)]")
usr.unset_machine()
return
//Removing from inventory
if(href_list["remove_inv"])
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("ears")
if(!ears)
to_chat(usr, "<span class='warning'>There is nothing to remove from its [remove_from]!</span>")
return
if(!stat)
say("[available_channels.len ? "[pick(available_channels)] " : null]BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
ears.forceMove(drop_location())
ears = null
for(var/possible_phrase in speak)
if(copytext(possible_phrase,1,3) in GLOB.department_radio_keys)
possible_phrase = copytext(possible_phrase,3)
//Adding things to inventory
else if(href_list["add_inv"])
var/add_to = href_list["add_inv"]
if(!usr.get_active_held_item())
to_chat(usr, "<span class='warning'>You have nothing in your hand to put on its [add_to]!</span>")
return
switch(add_to)
if("ears")
if(ears)
to_chat(usr, "<span class='warning'>It's already wearing something!</span>")
return
else
var/obj/item/item_to_add = usr.get_active_held_item()
if(!item_to_add)
return
if( !istype(item_to_add, /obj/item/radio/headset) )
to_chat(usr, "<span class='warning'>This object won't fit!</span>")
return
var/obj/item/radio/headset/headset_to_add = item_to_add
if(!usr.transferItemToLoc(headset_to_add, src))
return
ears = headset_to_add
to_chat(usr, "<span class='notice'>You fit the headset onto [src].</span>")
clearlist(available_channels)
for(var/ch in headset_to_add.channels)
switch(ch)
if(RADIO_CHANNEL_ENGINEERING)
available_channels.Add(RADIO_TOKEN_ENGINEERING)
if(RADIO_CHANNEL_COMMAND)
available_channels.Add(RADIO_TOKEN_COMMAND)
if(RADIO_CHANNEL_SECURITY)
available_channels.Add(RADIO_TOKEN_SECURITY)
if(RADIO_CHANNEL_SCIENCE)
available_channels.Add(RADIO_TOKEN_SCIENCE)
if(RADIO_CHANNEL_MEDICAL)
available_channels.Add(RADIO_TOKEN_MEDICAL)
if(RADIO_CHANNEL_SUPPLY)
available_channels.Add(RADIO_TOKEN_SUPPLY)
if(RADIO_CHANNEL_SERVICE)
available_channels.Add(RADIO_TOKEN_SERVICE)
if(headset_to_add.translate_binary)
available_channels.Add(MODE_TOKEN_BINARY)
else
return ..()
/*
* Attack responces
*/
//Humans, monkeys, aliens
/mob/living/simple_animal/parrot/attack_hand(mob/living/carbon/M)
..()
if(client)
return
if(!stat && M.a_intent == INTENT_HARM)
icon_state = icon_living //It is going to be flying regardless of whether it flees or attacks
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
parrot_interest = M
parrot_state = PARROT_SWOOP //The parrot just got hit, it WILL move, now to pick a direction..
if(health > 30) //Let's get in there and squawk it up!
parrot_state |= PARROT_ATTACK
else
parrot_state |= PARROT_FLEE //Otherwise, fly like a bat out of hell!
drop_held_item(0)
if(stat != DEAD && M.a_intent == INTENT_HELP)
handle_automated_speech(1) //assured speak/emote
return
/mob/living/simple_animal/parrot/attack_paw(mob/living/carbon/monkey/M)
return attack_hand(M)
/mob/living/simple_animal/parrot/attack_alien(mob/living/carbon/alien/M)
return attack_hand(M)
//Simple animals
/mob/living/simple_animal/parrot/attack_animal(mob/living/simple_animal/M)
. = ..() //goodbye immortal parrots
if(client)
return
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
if(M.melee_damage_upper > 0 && !stat)
parrot_interest = M
parrot_state = PARROT_SWOOP | PARROT_ATTACK //Attack other animals regardless
icon_state = icon_living
//Mobs with objects
/mob/living/simple_animal/parrot/attackby(obj/item/O, mob/living/user, params)
if(!stat && !client && !istype(O, /obj/item/stack/medical) && !istype(O, /obj/item/reagent_containers/food/snacks/cracker))
if(O.force)
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
parrot_interest = user
parrot_state = PARROT_SWOOP
if(health > 30) //Let's get in there and squawk it up!
parrot_state |= PARROT_ATTACK
else
parrot_state |= PARROT_FLEE
icon_state = icon_living
drop_held_item(0)
else if(istype(O, /obj/item/reagent_containers/food/snacks/cracker)) //Poly wants a cracker.
qdel(O)
if(health < maxHealth)
adjustBruteLoss(-10)
speak_chance *= 1.27 // 20 crackers to go from 1% to 100%
speech_shuffle_rate += 10
to_chat(user, "<span class='notice'>[src] eagerly devours the cracker.</span>")
..()
return
//Bullets
/mob/living/simple_animal/parrot/bullet_act(obj/projectile/Proj)
. = ..()
if(!stat && !client)
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
parrot_interest = null
parrot_state = PARROT_WANDER | PARROT_FLEE //Been shot and survived! RUN LIKE HELL!
//parrot_been_shot += 5
icon_state = icon_living
drop_held_item(0)
/*
* AI - Not really intelligent, but I'm calling it AI anyway.
*/
/mob/living/simple_animal/parrot/Life()
..()
//Sprite update for when a parrot gets pulled
if(pulledby && !stat && parrot_state != PARROT_WANDER)
if(buckled)
buckled.unbuckle_mob(src, TRUE)
buckled = null
icon_state = icon_living
parrot_state = PARROT_WANDER
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y)
return
//-----SPEECH
/* Parrot speech mimickry!
Phrases that the parrot Hear()s get added to speach_buffer.
Every once in a while, the parrot picks one of the lines from the buffer and replaces an element of the 'speech' list. */
/mob/living/simple_animal/parrot/handle_automated_speech()
..()
if(speech_buffer.len && prob(speech_shuffle_rate)) //shuffle out a phrase and add in a new one
if(speak.len)
speak.Remove(pick(speak))
speak.Add(pick(speech_buffer))
/mob/living/simple_animal/parrot/handle_automated_movement()
if(!isturf(src.loc) || !(mobility_flags & MOBILITY_MOVE) || buckled)
return //If it can't move, dont let it move. (The buckled check probably isn't necessary thanks to canmove)
if(client && stat == CONSCIOUS && parrot_state != icon_living)
icon_state = icon_living
//Because the most appropriate place to set icon_state is movement_delay(), clearly
//-----SLEEPING
if(parrot_state == PARROT_PERCH)
if(parrot_perch && parrot_perch.loc != src.loc) //Make sure someone hasnt moved our perch on us
if(parrot_perch in view(src))
parrot_state = PARROT_SWOOP | PARROT_RETURN
icon_state = icon_living
return
else
parrot_state = PARROT_WANDER
icon_state = icon_living
return
if(--parrot_sleep_dur) //Zzz
return
else
//This way we only call the stuff below once every [sleep_max] ticks.
parrot_sleep_dur = parrot_sleep_max
//Cycle through message modes for the headset
if(speak.len)
var/list/newspeak = list()
if(available_channels.len && src.ears)
for(var/possible_phrase in speak)
//50/50 chance to not use the radio at all
var/useradio = 0
if(prob(50))
useradio = 1
if((copytext(possible_phrase,1,2) in GLOB.department_radio_prefixes) && (copytext(possible_phrase,2,3) in GLOB.department_radio_keys))
possible_phrase = "[useradio?pick(available_channels):""][copytext(possible_phrase,3)]" //crop out the channel prefix
else
possible_phrase = "[useradio?pick(available_channels):""][possible_phrase]"
newspeak.Add(possible_phrase)
else //If we have no headset or channels to use, dont try to use any!
for(var/possible_phrase in speak)
if((copytext(possible_phrase,1,2) in GLOB.department_radio_prefixes) && (copytext(possible_phrase,2,3) in GLOB.department_radio_keys))
possible_phrase = copytext(possible_phrase,3) //crop out the channel prefix
newspeak.Add(possible_phrase)
speak = newspeak
//Search for item to steal
parrot_interest = search_for_item()
if(parrot_interest)
emote("me", 1, "looks in [parrot_interest]'s direction and takes flight.")
parrot_state = PARROT_SWOOP | PARROT_STEAL
icon_state = icon_living
return
//-----WANDERING - This is basically a 'I dont know what to do yet' state
else if(parrot_state == PARROT_WANDER)
//Stop movement, we'll set it later
walk(src, 0)
parrot_interest = null
//Wander around aimlessly. This will help keep the loops from searches down
//and possibly move the mob into a new are in view of something they can use
if(prob(90))
step(src, pick(GLOB.cardinals))
return
if(!held_item && !parrot_perch) //If we've got nothing to do.. look for something to do.
var/atom/movable/AM = search_for_perch_and_item() //This handles checking through lists so we know it's either a perch or stealable item
if(AM)
if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
parrot_interest = AM
emote("me", 1, "turns and flies towards [parrot_interest].")
parrot_state = PARROT_SWOOP | PARROT_STEAL
return
else //Else it's a perch
parrot_perch = AM
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
return
if(parrot_interest && parrot_interest in view(src))
parrot_state = PARROT_SWOOP | PARROT_STEAL
return
if(parrot_perch && parrot_perch in view(src))
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
else //Have an item but no perch? Find one!
parrot_perch = search_for_perch()
if(parrot_perch)
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
//-----STEALING
else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
walk(src,0)
if(!parrot_interest || held_item)
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
if(!(parrot_interest in view(src)))
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
if(Adjacent(parrot_interest))
if(isliving(parrot_interest))
steal_from_mob()
else //This should ensure that we only grab the item we want, and make sure it's not already collected on our perch
if(!parrot_perch || parrot_interest.loc != parrot_perch.loc)
held_item = parrot_interest
parrot_interest.forceMove(src)
visible_message("<span class='notice'>[src] grabs [held_item]!</span>", "<span class='notice'>You grab [held_item]!</span>", "<span class='hear'>You hear the sounds of wings flapping furiously.</span>")
parrot_interest = null
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
walk_to(src, parrot_interest, 1, parrot_speed)
if(isStuck())
return
return
//-----RETURNING TO PERCH
else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
walk(src, 0)
if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isnt inside of something else.
parrot_perch = null
parrot_state = PARROT_WANDER
return
if(Adjacent(parrot_perch))
forceMove(parrot_perch.loc)
drop_held_item()
parrot_state = PARROT_PERCH
icon_state = icon_sit
return
walk_to(src, parrot_perch, 1, parrot_speed)
if(isStuck())
return
return
//-----FLEEING
else if(parrot_state == (PARROT_SWOOP | PARROT_FLEE))
walk(src,0)
if(!parrot_interest || !isliving(parrot_interest)) //Sanity
parrot_state = PARROT_WANDER
walk_away(src, parrot_interest, 1, parrot_speed)
if(isStuck())
return
return
//-----ATTACKING
else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK))
//If we're attacking a nothing, an object, a turf or a ghost for some stupid reason, switch to wander
if(!parrot_interest || !isliving(parrot_interest))
parrot_interest = null
parrot_state = PARROT_WANDER
return
var/mob/living/L = parrot_interest
if(melee_damage_upper == 0)
melee_damage_upper = parrot_damage_upper
a_intent = INTENT_HARM
//If the mob is close enough to interact with
if(Adjacent(parrot_interest))
//If the mob we've been chasing/attacking dies or falls into crit, check for loot!
if(L.stat)
parrot_interest = null
if(!held_item)
held_item = steal_from_ground()
if(!held_item)
held_item = steal_from_mob() //Apparently it's possible for dead mobs to hang onto items in certain circumstances.
if(parrot_perch in view(src)) //If we have a home nearby, go to it, otherwise find a new home
parrot_state = PARROT_SWOOP | PARROT_RETURN
else
parrot_state = PARROT_WANDER
return
attack_verb_continuous = pick("claws at", "chomps")
attack_verb_simple = pick("claw at", "chomp")
L.attack_animal(src)//Time for the hurt to begin!
//Otherwise, fly towards the mob!
else
walk_to(src, parrot_interest, 1, parrot_speed)
if(isStuck())
return
return
//-----STATE MISHAP
else //This should not happen. If it does lets reset everything and try again
walk(src,0)
parrot_interest = null
parrot_perch = null
drop_held_item()
parrot_state = PARROT_WANDER
return
/*
* Procs
*/
/mob/living/simple_animal/parrot/proc/isStuck()
//Check to see if the parrot is stuck due to things like windows or doors or windowdoors
if(parrot_lastmove)
if(parrot_lastmove == src.loc)
if(parrot_stuck_threshold >= ++parrot_stuck) //If it has been stuck for a while, go back to wander.
parrot_state = PARROT_WANDER
parrot_stuck = 0
parrot_lastmove = null
return 1
else
parrot_lastmove = null
else
parrot_lastmove = src.loc
return 0
/mob/living/simple_animal/parrot/proc/search_for_item()
var/item
for(var/atom/movable/AM in view(src))
//Skip items we already stole or are wearing or are too big
if(parrot_perch && AM.loc == parrot_perch.loc || AM.loc == src)
continue
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(I.w_class < WEIGHT_CLASS_SMALL)
item = I
else if(iscarbon(AM))
var/mob/living/carbon/C = AM
for(var/obj/item/I in C.held_items)
if(I.w_class <= WEIGHT_CLASS_SMALL)
item = I
break
if(item)
if(!AStar(src, get_turf(item), /turf/proc/Distance_cardinal))
item = null
continue
return item
return null
/mob/living/simple_animal/parrot/proc/search_for_perch()
for(var/obj/O in view(src))
for(var/path in desired_perches)
if(istype(O, path))
return O
return null
//This proc was made to save on doing two 'in view' loops seperatly
/mob/living/simple_animal/parrot/proc/search_for_perch_and_item()
for(var/atom/movable/AM in view(src))
for(var/perch_path in desired_perches)
if(istype(AM, perch_path))
return AM
//Skip items we already stole or are wearing or are too big
if(parrot_perch && AM.loc == parrot_perch.loc || AM.loc == src)
continue
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(I.w_class <= WEIGHT_CLASS_SMALL)
return I
if(iscarbon(AM))
var/mob/living/carbon/C = AM
for(var/obj/item/I in C.held_items)
if(I.w_class <= WEIGHT_CLASS_SMALL)
return C
return null
/*
* Verbs - These are actually procs, but can be used as verbs by player-controlled parrots.
*/
/mob/living/simple_animal/parrot/proc/steal_from_ground()
set name = "Steal from ground"
set category = "Parrot"
set desc = "Grabs a nearby item."
if(stat)
return -1
if(held_item)
to_chat(src, "<span class='warning'>You are already holding [held_item]!</span>")
return 1
for(var/obj/item/I in view(1,src))
//Make sure we're not already holding it and it's small enough
if(I.loc != src && I.w_class <= WEIGHT_CLASS_SMALL)
//If we have a perch and the item is sitting on it, continue
if(!client && parrot_perch && I.loc == parrot_perch.loc)
continue
held_item = I
I.forceMove(src)
visible_message("<span class='notice'>[src] grabs [held_item]!</span>", "<span class='notice'>You grab [held_item]!</span>", "<span class='hear'>You hear the sounds of wings flapping furiously.</span>")
return held_item
to_chat(src, "<span class='warning'>There is nothing of interest to take!</span>")
return 0
/mob/living/simple_animal/parrot/proc/steal_from_mob()
set name = "Steal from mob"
set category = "Parrot"
set desc = "Steals an item right out of a person's hand!"
if(stat)
return -1
if(held_item)
to_chat(src, "<span class='warning'>You are already holding [held_item]!</span>")
return 1
var/obj/item/stolen_item = null
for(var/mob/living/carbon/C in view(1,src))
for(var/obj/item/I in C.held_items)
if(I.w_class <= WEIGHT_CLASS_SMALL)
stolen_item = I
break
if(stolen_item)
C.transferItemToLoc(stolen_item, src, TRUE)
held_item = stolen_item
visible_message("<span class='notice'>[src] grabs [held_item] out of [C]'s hand!</span>", "<span class='notice'>You snag [held_item] out of [C]'s hand!</span>", "<span class='hear'>You hear the sounds of wings flapping furiously.</span>")
return held_item
to_chat(src, "<span class='warning'>There is nothing of interest to take!</span>")
return 0
/mob/living/simple_animal/parrot/verb/drop_held_item_player()
set name = "Drop held item"
set category = "Parrot"
set desc = "Drop the item you're holding."
if(stat)
return
src.drop_held_item()
return
/mob/living/simple_animal/parrot/proc/drop_held_item(drop_gently = 1)
set name = "Drop held item"
set category = "Parrot"
set desc = "Drop the item you're holding."
if(stat)
return -1
if(!held_item)
if(src == usr) //So that other mobs wont make this message appear when they're bludgeoning you.
to_chat(src, "<span class='warning'>You have nothing to drop!</span>")
return 0
//parrots will eat crackers instead of dropping them
if(istype(held_item, /obj/item/reagent_containers/food/snacks/cracker) && (drop_gently))
qdel(held_item)
held_item = null
if(health < maxHealth)
adjustBruteLoss(-10)
emote("me", 1, "[src] eagerly downs the cracker.")
return 1
if(!drop_gently)
if(istype(held_item, /obj/item/grenade))
var/obj/item/grenade/G = held_item
G.forceMove(drop_location())
G.prime()
to_chat(src, "<span class='danger'>You let go of [held_item]!</span>")
held_item = null
return 1
to_chat(src, "<span class='notice'>You drop [held_item].</span>")
held_item.forceMove(drop_location())
held_item = null
return 1
/mob/living/simple_animal/parrot/proc/perch_player()
set name = "Sit"
set category = "Parrot"
set desc = "Sit on a nice comfy perch."
if(stat || !client)
return
if(icon_state == icon_living)
for(var/atom/movable/AM in view(src,1))
for(var/perch_path in desired_perches)
if(istype(AM, perch_path))
src.forceMove(AM.loc)
icon_state = icon_sit
parrot_state = PARROT_PERCH
return
to_chat(src, "<span class='warning'>There is no perch nearby to sit on!</span>")
return
/mob/living/simple_animal/parrot/Moved(oldLoc, dir)
. = ..()
if(. && !stat && client && parrot_state == PARROT_PERCH)
parrot_state = PARROT_WANDER
icon_state = icon_living
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y)
/mob/living/simple_animal/parrot/proc/perch_mob_player()
set name = "Sit on Human's Shoulder"
set category = "Parrot"
set desc = "Sit on a nice comfy human being!"
if(stat || !client)
return
if(!buckled)
for(var/mob/living/carbon/human/H in view(src,1))
if(H.has_buckled_mobs() && H.buckled_mobs.len >= H.max_buckled_mobs) //Already has a parrot, or is being eaten by a slime
continue
perch_on_human(H)
return
to_chat(src, "<span class='warning'>There is nobody nearby that you can sit on!</span>")
else
icon_state = icon_living
parrot_state = PARROT_WANDER
if(buckled)
to_chat(src, "<span class='notice'>You are no longer sitting on [buckled]'s shoulder.</span>")
buckled.unbuckle_mob(src, TRUE)
buckled = null
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y)
/mob/living/simple_animal/parrot/proc/perch_on_human(mob/living/carbon/human/H)
if(!H)
return
forceMove(get_turf(H))
if(H.buckle_mob(src, TRUE))
pixel_y = 9
pixel_x = pick(-8,8) //pick left or right shoulder
icon_state = icon_sit
parrot_state = PARROT_PERCH
to_chat(src, "<span class='notice'>You sit on [H]'s shoulder.</span>")
/mob/living/simple_animal/parrot/proc/toggle_mode()
set name = "Toggle mode"
set category = "Parrot"
set desc = "Time to bear those claws!"
if(stat || !client)
return
if(a_intent != INTENT_HELP)
melee_damage_upper = 0
a_intent = INTENT_HELP
else
melee_damage_upper = parrot_damage_upper
a_intent = INTENT_HARM
to_chat(src, "You will now [a_intent] others.")
return
/*
* Sub-types
*/
/mob/living/simple_animal/parrot/Poly
name = "Poly"
desc = "Poly the Parrot. An expert on quantum cracker theory."
speak = list("Poly wanna cracker!", ":e Check the crystal, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN HARDSUITS?",":e OH GOD ITS ABOUT TO DELAMINATE CALL THE SHUTTLE")
gold_core_spawnable = NO_SPAWN
speak_chance = 3
var/memory_saved = FALSE
var/rounds_survived = 0
var/longest_survival = 0
var/longest_deathstreak = 0
/mob/living/simple_animal/parrot/Poly/Initialize()
ears = new /obj/item/radio/headset/headset_eng(src)
available_channels = list(":e")
Read_Memory()
if(rounds_survived == longest_survival)
speak += pick("...[longest_survival].", "The things I've seen!", "I have lived many lives!", "What are you before me?")
desc += " Old as sin, and just as loud. Claimed to be [rounds_survived]."
speak_chance = 20 //His hubris has made him more annoying/easier to justify killing
add_atom_colour("#EEEE22", FIXED_COLOUR_PRIORITY)
else if(rounds_survived == longest_deathstreak)
speak += pick("What are you waiting for!", "Violence breeds violence!", "Blood! Blood!", "Strike me down if you dare!")
desc += " The squawks of [-rounds_survived] dead parrots ring out in your ears..."
add_atom_colour("#BB7777", FIXED_COLOUR_PRIORITY)
else if(rounds_survived > 0)
speak += pick("...again?", "No, It was over!", "Let me out!", "It never ends!")
desc += " Over [rounds_survived] shifts without a \"terrible\" \"accident\"!"
else
speak += pick("...alive?", "This isn't parrot heaven!", "I live, I die, I live again!", "The void fades!")
. = ..()
/mob/living/simple_animal/parrot/Poly/Life()
if(!stat && SSticker.current_state == GAME_STATE_FINISHED && !memory_saved)
Write_Memory(FALSE)
memory_saved = TRUE
..()
/mob/living/simple_animal/parrot/Poly/death(gibbed)
if(!memory_saved)
Write_Memory(TRUE)
if(rounds_survived == longest_survival || rounds_survived == longest_deathstreak || prob(0.666))
var/mob/living/simple_animal/parrot/Poly/ghost/G = new(loc)
if(mind)
mind.transfer_to(G)
else
G.key = key
..(gibbed)
/mob/living/simple_animal/parrot/Poly/proc/Read_Memory()
if(fexists("data/npc_saves/Poly.sav")) //legacy compatability to convert old format to new
var/savefile/S = new /savefile("data/npc_saves/Poly.sav")
S["phrases"] >> speech_buffer
S["roundssurvived"] >> rounds_survived
S["longestsurvival"] >> longest_survival
S["longestdeathstreak"] >> longest_deathstreak
fdel("data/npc_saves/Poly.sav")
else
var/json_file = file("data/npc_saves/Poly.json")
if(!fexists(json_file))
return
var/list/json = json_decode(file2text(json_file))
speech_buffer = json["phrases"]
rounds_survived = json["roundssurvived"]
longest_survival = json["longestsurvival"]
longest_deathstreak = json["longestdeathstreak"]
if(!islist(speech_buffer))
speech_buffer = list()
/mob/living/simple_animal/parrot/Poly/proc/Write_Memory(dead)
var/json_file = file("data/npc_saves/Poly.json")
var/list/file_data = list()
if(islist(speech_buffer))
file_data["phrases"] = speech_buffer
if(dead)
file_data["roundssurvived"] = min(rounds_survived - 1, 0)
file_data["longestsurvival"] = longest_survival
if(rounds_survived - 1 < longest_deathstreak)
file_data["longestdeathstreak"] = rounds_survived - 1
else
file_data["longestdeathstreak"] = longest_deathstreak
else
file_data["roundssurvived"] = rounds_survived + 1
if(rounds_survived + 1 > longest_survival)
file_data["longestsurvival"] = rounds_survived + 1
else
file_data["longestsurvival"] = longest_survival
file_data["longestdeathstreak"] = longest_deathstreak
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
/mob/living/simple_animal/parrot/Poly/ghost
name = "The Ghost of Poly"
desc = "Doomed to squawk the Earth."
color = "#FFFFFF77"
speak_chance = 20
status_flags = GODMODE
incorporeal_move = INCORPOREAL_MOVE_BASIC
butcher_results = list(/obj/item/ectoplasm = 1)
/mob/living/simple_animal/parrot/Poly/ghost/Initialize()
memory_saved = TRUE //At this point nothing is saved
. = ..()
/mob/living/simple_animal/parrot/Poly/ghost/handle_automated_speech()
if(ismob(loc))
return
..()
/mob/living/simple_animal/parrot/Poly/ghost/handle_automated_movement()
if(isliving(parrot_interest))
if(!ishuman(parrot_interest))
parrot_interest = null
else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK) && Adjacent(parrot_interest))
walk_to(src, parrot_interest, 0, parrot_speed)
Possess(parrot_interest)
..()
/mob/living/simple_animal/parrot/Poly/ghost/proc/Possess(mob/living/carbon/human/H)
if(!ishuman(H))
return
var/datum/disease/parrot_possession/P = new
P.parrot = src
forceMove(H)
H.ForceContractDisease(P)
parrot_interest = null
H.visible_message("<span class='danger'>[src] dive bombs into [H]'s chest and vanishes!</span>", "<span class='userdanger'>[src] dive bombs into your chest, vanishing! This can't be good!</span>")