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Parroting rework #81049
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Parroting rework #81049
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astyled
astyled PR, label is assigned by github actions
BasicBuildPassed
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<Bugfix>
This is a fix for a bug (or closes open issue)
[C++]
Changes (can be) made in C++. Previously named `Code`
Code: Infrastructure / Style / Static Analysis
Code internal infrastructure and style
<Documentation>
Design documents, internal info, guides and help.
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[Markdown]
Markdown issues and PRs
Monsters
Monsters both friendly and unfriendly.
NPC / Factions
NPCs, AI, Speech, Factions, Ownership
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Summary
Infrastructure "Snippetise monster parroting"
Purpose of change
Closes #70645
Describe the solution
Parroting is no longer a special attack and instead happens independently
Speech type removed in favour snippets
Speech snippets are specified in the monster type definition within a new parrot object
Currently parroting no longer takes moves off the monster (can be easily added back if desired) bc a monster screeching at you shouldn't stop them clawing your face
Individual speech entries can be active always, when in danger (with the existing logic used by PARROT_AT_DANGER) or when not in danger
Describe alternatives you've considered
Speech snippets for human speech want working into or mixing with existing snippets to make both civ monsters and ferals sound more human and Mi-go mimicry to be more convincing in a future PR. Also needs deduplication/nesting existing snippets where appropriate.
I might allow a bool for fixed cooldowns for robotic type stuff where wanted
Storing trigger condition results and triggering special speech on changes for stuff like battle cries but that seemed awkward and overkill
There are probably some niche circumstances where parse_tags() would be preferable to just expanding snippets but I couldn't think of any immediately, easy enough to add later if someone has a cool idea though
Storing all the creature_sound in a vector/set and only using pointers to them in the weighted_int_list s but that seemed like it would be messier
Having frequency not be static per monster type but I couldn't think of a better non ugly way to do it, could potentially have a multiplier when specific active_when conditions are true or something (or even let it use math and make in_danger exposed to that)
Adding more active_when conditions now
Testing
None yet
Additional context
Todo before undraft:
Convert all existing speech to snippets incl mods
Non-fixed cooldown
Inheritence handling
Transform handling
Serialise/deserialise cooldown (unless I give up on non fixed cooldowns being possible in which case probably just use calendar so there's no need)
Testing