Parroting Parrots part 1: Help maints! SQUAWK! Maints! (#38243)
* parrots have ears. add poly * high tech parrot functionality * adjust times * add accent to radio message * don't spam everything all at once probably * learn about the existence of prob(float) * actually use Prob(float) correctly * newline * add pet spawner for poly * move chance to talk on radio to component * missing comment * minor edits and doc additions * the reviewerrrrrrr * parrot can't learn when crit or dead * increase default memory * rename poly to polly * crude way to ignore whispers. chatcode please * This is Polly. It is set to broadcast over the engineering frequency * add missing initialize * add displacement map for parrot ears * review comments - Errant * minor things * large rework * fix attempting to talk when entity has no channels * use list of active radios again to track channels * fix bad return, some comments * fix long learn cooldown * minor adjustments * use FromMinutes * the voices told me to make these changes * remove default reassignment * Review changes * remove polly's accent * decouple radio stuff from parrotsystem * minor stuff * split vocalization and parroting * minor review work * re-add missing check * add admin verb for clearing parrot messages * minor action icon update * oops * increase icon number text size * Admin erase parrot messages associated with players * part 1 beck review * add whitelist and blacklist for parrots * Downgrade missing component error to warning * Add comment * add some missing comments * Remove active radio entity tracking, use all inventory slots * Minor changes * small review stuff * review radio stuff * swap ears displacement to invisible death displacement * remove syncsprite * vscode why do yo have to hurt my feelings * review changes * use checkboth
This commit is contained in:
@@ -151,7 +151,7 @@
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- type: cargoProduct
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id: LivestockParrot
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icon:
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sprite: Mobs/Animals/parrot.rsi
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sprite: Mobs/Animals/parrot/parrot.rsi
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state: parrot
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product: CrateNPCParrot
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cost: 3000
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@@ -210,7 +210,7 @@
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layers:
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- state: green
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- state: parrot
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sprite: Mobs/Animals/parrot.rsi
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sprite: Mobs/Animals/parrot/parrot.rsi
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- type: ConditionalSpawner
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prototypes:
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- MobParrot
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@@ -218,6 +218,21 @@
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prototypes:
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- MobMonkeyPunpun
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- type: entity
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parent: MarkerBase
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id: SpawnMobPollyParrot
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name: Polly the parrot Spawner
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suffix: CE Pet
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components:
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- type: Sprite
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layers:
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- state: green
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- state: parrot
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sprite: Mobs/Animals/parrot/parrot.rsi
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- type: ConditionalSpawner
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prototypes:
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- MobPollyParrot
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- type: entity
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parent: MarkerBase
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id: SpawnMobPossumMorty
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@@ -2174,9 +2174,9 @@
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# Would be cool to have some functionality for the parrot to be able to sit on stuff
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- type: entity
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name: parrot
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parent: [ SimpleMobBase, FlyingMobBase ]
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id: MobParrot
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id: MobParrotBase
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abstract: true
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description: Infiltrates your domain, spies on you, and somehow still a cool pet.
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components:
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- type: MovementSpeedModifier
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@@ -2187,7 +2187,7 @@
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layers:
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- map: ["enum.DamageStateVisualLayers.Base"]
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state: parrot
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sprite: Mobs/Animals/parrot.rsi
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sprite: Mobs/Animals/parrot/parrot.rsi
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- type: Fixtures
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fixtures:
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fix1:
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@@ -2217,7 +2217,29 @@
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- type: Vocal
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sounds:
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Unsexed: Parrot
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- type: ParrotAccent
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- type: ActiveListener
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- type: Vocalizer
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- type: RadioVocalizer
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- type: ParrotListener
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- type: ParrotMemory
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- type: Inventory
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templateId: parrot
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speciesId: parrot
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# transparent displacement map to hide the headset. this should be an animated displacement map to follow the parrot
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# as it bobs up and down, but this in turn needs some way to change the displacement map on inventory entities when
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# the parrot dies, otherwise the visuals will be broken
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displacements:
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ears:
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sizeMaps:
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32:
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sprite: Mobs/Animals/parrot/displacement.rsi
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state: ears
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- type: InventorySlots
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- type: Strippable
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- type: UserInterface
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interfaces:
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enum.StrippingUiKey.Key:
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type: StrippableBoundUserInterface
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- type: InteractionPopup
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successChance: 0.6
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interactSuccessString: petting-success-bird
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@@ -2228,6 +2250,13 @@
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- type: Bloodstream
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bloodMaxVolume: 50
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- type: entity
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name: parrot
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parent: MobParrotBase
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id: MobParrot
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components:
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- type: ParrotAccent # regular parrots have a parrotaccent. Polly is special and does not
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- type: entity
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name: penguin
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parent: SimpleMobBase
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@@ -858,3 +858,21 @@
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# - type: AlwaysRevolutionaryConvertible
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- type: StealTarget
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stealGroup: AnimalTropico
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- type: entity
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name: Polly the parrot
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parent: MobParrotBase
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id: MobPollyParrot
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description: An expert in quantum cracker theory
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components:
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- type: ParrotMemory
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learnChance: 0.5 # polly is smarter
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- type: Vocalizer
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maxVocalizeInterval: 240 # polly is chattier
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- type: Grammar
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attributes:
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proper: true
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gender: male
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- type: Loadout
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prototypes: [ MobPollyGear ]
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@@ -0,0 +1,10 @@
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- type: inventoryTemplate
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id: parrot
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slots:
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- name: ears
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slotTexture: ears
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slotFlags: EARS
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stripTime: 3
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uiWindowPos: 0,2
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strippingWindowPos: 0,0
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displayName: Ears
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@@ -103,6 +103,11 @@
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jumpsuit: ClothingUniformJumpsuitJacketMonkey
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id: PunPunIDCard
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- type: startingGear
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id: MobPollyGear
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equipment:
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ears: ClothingHeadsetEngineering
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# Emotional Support Scurret
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- type: startingGear
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