Wallening [IDB IGNORE] [MDB IGNORE] (#85491)

## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
This commit is contained in:
LemonInTheDark
2024-08-14 02:07:45 -07:00
committed by GitHub
parent 8868a5d1fe
commit 4b4e9dff1d
1308 changed files with 80476 additions and 72483 deletions
+3 -1
View File
@@ -37,4 +37,6 @@
)
mob_size = MOB_SIZE_LARGE
gold_core_spawnable = NO_SPAWN
pixel_x = -16
base_pixel_x = -16
shadow_type = SHADOW_LARGE
@@ -27,6 +27,7 @@
hud_type = /datum/hud/living/blobbernaut
gold_core_spawnable = HOSTILE_SPAWN
ai_controller = /datum/ai_controller/basic_controller/blobbernaut
shadow_type = SHADOW_LARGE
/mob/living/basic/blob_minion/blobbernaut/Initialize(mapload)
. = ..()
@@ -1,6 +1,7 @@
//Cleanbot
/mob/living/basic/bot/cleanbot
SET_BASE_VISUAL_PIXEL(0, 8)
name = "\improper Cleanbot"
desc = "A little cleaning robot, he looks so excited!"
icon = 'icons/mob/silicon/aibots.dmi'
@@ -18,6 +19,8 @@
possessed_message = "You are a cleanbot! Clean the station to the best of your ability!"
ai_controller = /datum/ai_controller/basic_controller/bot/cleanbot
path_image_color = "#993299"
shadow_offset_x = 4
shadow_offset_y = 4
///the bucket used to build us.
var/obj/item/reagent_containers/cup/bucket/build_bucket
///Flags indicating what kind of cleanables we should scan for to set as our target to clean.
@@ -1,6 +1,7 @@
#define FOAM_INTERVAL 5 SECONDS
/mob/living/basic/bot/firebot
SET_BASE_VISUAL_PIXEL(0, 10)
name = "\improper Firebot"
desc = "A little fire extinguishing bot. He looks rather anxious."
icon = 'icons/mob/silicon/aibots.dmi'
@@ -17,6 +18,7 @@
path_image_color = "#FFA500"
possessed_message = "You are a firebot! Protect the station from fires to the best of your ability!"
ai_controller = /datum/ai_controller/basic_controller/bot/firebot
shadow_offset_y = 2
///our inbuilt fire extinguisher
var/obj/item/extinguisher/internal_ext
@@ -26,6 +26,7 @@
additional_access = /datum/id_trim/job/paramedic
announcement_type = /datum/action/cooldown/bot_announcement/medbot
path_image_color = "#d9d9f4"
shadow_offset_x = 4
///anouncements when we find a target to heal
var/static/list/wait_announcements = list(
@@ -228,6 +228,7 @@
BB_EMOTE_SEE = list("sweats"),
BB_SPEAK_CHANCE = 5,
)
shadow_type = SHADOW_LARGE
/mob/living/basic/clown/clownhulk/chlown
name = "Chlown"
@@ -42,6 +42,7 @@
habitable_atmos = null
basic_mob_flags = DEL_ON_DEATH
ai_controller = /datum/ai_controller/basic_controller/bee
shadow_type = SHADOW_SMALL
///the reagent the bee has
var/datum/reagent/beegent = null
///the house we live in
@@ -164,6 +165,7 @@
add_overlay(greyscale_overlay)
add_overlay("[icon_base]_wings")
update_appearance(UPDATE_OVERLAYS)
/mob/living/basic/bee/proc/pollinate(obj/machinery/hydroponics/hydro)
if(!hydro.can_bee_pollinate())
@@ -29,6 +29,7 @@
mob_size = MOB_SIZE_TINY
gold_core_spawnable = FRIENDLY_SPAWN
ai_controller = /datum/ai_controller/basic_controller/chick
shadow_type = SHADOW_SMALL
/// What we grow into.
var/grow_as = /mob/living/basic/chicken
@@ -2,6 +2,7 @@
#define FESTIVUS_RECHARGE_VALUE (0.075 * STANDARD_CELL_CHARGE)
/mob/living/basic/festivus
SET_BASE_VISUAL_PIXEL(0, 0) // It's an object mimic
name = "festivus pole"
desc = "Serenity now... SERENITY NOW!"
icon = 'icons/obj/fluff/flora/pinetrees.dmi'
@@ -21,6 +21,7 @@
mob_size = MOB_SIZE_HUGE
sentience_type = SENTIENCE_BOSS
mob_biotypes = MOB_ORGANIC|MOB_SPECIAL
shadow_type = SHADOW_LARGE
///Previous segment in the chain, we hold onto this purely to keep track of how long we currently are and to attach new growth to the back
var/mob/living/basic/heretic_summon/armsy/back
///How many arms do we have to eat to expand?
@@ -26,6 +26,7 @@
speak_emote = list("growls")
damage_coeff = list(BRUTE = 1, BURN = 0.5, TOX = 0, STAMINA = 0, OXY = 0)
death_sound = 'sound/magic/cosmic_expansion.ogg'
shadow_type = SHADOW_LARGE
slowed_by_drag = FALSE
move_force = MOVE_FORCE_OVERPOWERING
@@ -23,8 +23,8 @@
/datum/action/cooldown/mob_cooldown/fire_breath/ice/cross
name = "Fire all directions"
desc = "Unleash lines of cold fire in all directions"
button_icon = 'icons/effects/fire.dmi'
button_icon_state = "1"
button_icon = 'icons/effects/atmos/fire.dmi'
button_icon_state = "light"
cooldown_time = 4 SECONDS
melee_cooldown_time = 0 SECONDS
click_to_activate = FALSE
@@ -33,6 +33,8 @@
ai_controller = /datum/ai_controller/basic_controller/leaper
move_resist = MOVE_FORCE_VERY_STRONG
pull_force = MOVE_FORCE_VERY_STRONG
shadow_type = SHADOW_LARGE
///appearance when we dead
var/mutable_appearance/dead_overlay
///appearance when we are alive
@@ -34,6 +34,8 @@
attack_sound = 'sound/weapons/bladeslice.ogg'
attack_vis_effect = ATTACK_EFFECT_SLASH
ai_controller = /datum/ai_controller/basic_controller/seedling
shadow_type = SHADOW_LARGE
shadow_offset_y = 14
///the state of combat we are in
var/combatant_state = SEEDLING_STATE_NEUTRAL
///the colors our petals can have
@@ -54,6 +54,12 @@
addtimer(CALLBACK(src, PROC_REF(progress_growth)), growth_time/4)
countdown.start()
/obj/structure/alien/resin/flower_bud/make_splitvis()
return
/obj/structure/alien/resin/flower_bud/get_icon()
return 'icons/obj/smooth_structures/alien/resin_membrane.dmi'
/obj/structure/alien/resin/flower_bud/run_atom_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if((trait_flags & SPACEVINE_HEAT_RESISTANT) && damage_type == BURN)
damage_amount = 0
@@ -1,4 +1,5 @@
/mob/living/basic/mining/bileworm
SET_BASE_VISUAL_PIXEL(0, 6) // It's recessed into the ground
name = "bileworm"
desc = "Bileworms are dangerous detritivores that attack with the highly acidic bile they produce from consuming detritus."
icon = 'icons/mob/simple/lavaland/bileworm.dmi'
@@ -29,6 +30,7 @@
//or move normally.
ai_controller = /datum/ai_controller/basic_controller/bileworm
shadow_type = SHADOW_NONE
///which action this mob will be given, subtypes have different attacks
var/attack_action_path = /datum/action/cooldown/mob_cooldown/projectile_attack/dir_shots/bileworm
@@ -183,6 +183,7 @@
icon_dead = "ancient_goliath_dead"
tentacle_warning_state = "ancient_goliath_preattack"
tameable = FALSE
shadow_type = SHADOW_LARGE
/// Rare Goliath variant which occasionally replaces the normal mining mob, releases shitloads of tentacles
/mob/living/basic/mining/goliath/ancient/immortal
@@ -4,6 +4,7 @@
#define MAX_POSSIBLE_HEALTH 100
/mob/living/basic/mining/gutlunch
SET_BASE_VISUAL_PIXEL(0, 6) // Weird offset on the icon file
name = "gutlunch"
desc = "A scavenger that eats raw ores, often found alongside ash walkers. Produces a thick, nutritious milk."
icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
@@ -26,6 +27,7 @@
gold_core_spawnable = FRIENDLY_SPAWN
death_message = "is pulped into bugmash."
greyscale_config = /datum/greyscale_config/gutlunch
shadow_offset_y = 6
///possible colors we can have
var/list/possible_colors = list(COLOR_WHITE)
///can we breed?
@@ -99,6 +99,7 @@
obj_damage = 0
density = FALSE
ai_controller = /datum/ai_controller/basic_controller/simple_hostile
shadow_type = SHADOW_SMALL
/mob/living/basic/hivelord_brood/Initialize(mapload)
. = ..()
@@ -29,6 +29,7 @@
attack_sound = 'sound/weapons/pierce.ogg'
density = FALSE
ai_controller = /datum/ai_controller/basic_controller/legion_brood
shadow_type = SHADOW_SMALL
/// Reference to a guy who made us
var/datum/weakref/created_by
@@ -24,6 +24,7 @@
base_pixel_x = -16
pixel_y = -16
base_pixel_y = -16
shadow_offset_y = 10
///the state of combat we are in
var/attack_state = MOOK_ATTACK_NEUTRAL
@@ -10,6 +10,7 @@
*/
/mob/living/basic/node_drone
SET_BASE_VISUAL_PIXEL(0, 6)
name = "NODE drone"
desc = "Standard in-atmosphere drone, used by Nanotrasen to operate and excavate valuable ore vents."
icon = 'icons/obj/mining.dmi'
@@ -36,6 +37,7 @@
response_disarm_simple = "gently push aside"
response_harm_continuous = "clangs"
response_harm_simple = "clang against"
shadow_offset_y = 6
ai_controller = /datum/ai_controller/basic_controller/node_drone
@@ -15,6 +15,7 @@
change_offsets = FALSE
dex_description = "A cute baby raptor, Having it near a parent or a birds-nest could encourage it to grow faster, \
grooming it and feeding it could also ensure that it grows up quicker!"
shadow_type = SHADOW_SMALL
///what do we grow into
var/growth_path
///probability we are to be rolled
@@ -22,6 +22,7 @@
/obj/item/stack/ore/diamond = 2,
/obj/item/stack/sheet/sinew = 2,
)
shadow_type = SHADOW_LARGE
/// How often can we shoot?
var/ranged_cooldown = 3 SECONDS
/// What kind of beams we got?
@@ -1,4 +1,5 @@
/mob/living/basic/mining_drone
SET_BASE_VISUAL_PIXEL(0, 6) // Weird offset on the icon file
name = "\improper Nanotrasen minebot"
desc = "The instructions printed on the side read: This is a small robot used to support miners, can be set to search and collect loose ore, or to help fend off wildlife."
gender = NEUTER
@@ -31,6 +32,7 @@
light_on = FALSE
combat_mode = FALSE
ai_controller = /datum/ai_controller/basic_controller/minebot
shadow_offset_y = 6
///the gun we use to kill
var/obj/item/gun/energy/recharge/kinetic_accelerator/minebot/stored_gun
///our normal overlay
@@ -547,6 +547,7 @@
strippable_inventory_slots = list(/datum/strippable_item/pet_collar, /datum/strippable_item/corgi_id) //puppies are too small to handle hats and back slot items
can_breed = FALSE
collar_icon_state = "puppy"
shadow_type = SHADOW_SMALL
//PUPPY IAN! SQUEEEEEEEEE~
/mob/living/basic/pet/dog/corgi/puppy/ian
@@ -67,6 +67,7 @@
add_overlay(body_overlay)
add_overlay(eyes_overlay)
add_overlay(moustache_overlay)
update_appearance(UPDATE_OVERLAYS)
/datum/ai_controller/basic_controller/gondola
blackboard = list(
@@ -13,6 +13,7 @@
/obj/item/stack/sheet/animalhide/gondola = 2,
/obj/item/food/meat/slab/gondola = 2,
)
shadow_type = SHADOW_LARGE
///Boolean on whether the pod is currently open, and should appear such.
var/opened = FALSE
@@ -151,6 +151,7 @@
butcher_results = list(/obj/item/organ/internal/ears/penguin = 1, /obj/item/food/meat/slab/penguin = 1)
ai_controller = /datum/ai_controller/basic_controller/penguin/baby
can_lay_eggs = FALSE
shadow_type = SHADOW_SMALL
///will it grow up?
var/can_grow_up = TRUE
@@ -1,6 +1,7 @@
GLOBAL_DATUM(cargo_sloth, /mob/living/basic/sloth)
/mob/living/basic/sloth
SET_BASE_VISUAL_PIXEL(0, 10)
name = "sloth"
desc = "An adorable, sleepy creature."
icon = 'icons/mob/simple/pets.dmi'
@@ -34,6 +35,7 @@ GLOBAL_DATUM(cargo_sloth, /mob/living/basic/sloth)
maxHealth = 50
speed = 10 // speed is fucking weird man. they aren't fast though don't worry
butcher_results = list(/obj/item/food/meat/slab = 3)
shadow_offset_y = 2
ai_controller = /datum/ai_controller/basic_controller/sloth
@@ -25,6 +25,7 @@
light_range = 2
light_power = 0.6
light_color = "#eb1809"
shadow_type = SHADOW_NONE
/// Ability which fires da lightning bolt
var/datum/action/cooldown/mob_cooldown/lightning_strike
/// Ability which fires da big laser
@@ -19,6 +19,7 @@
)
/mob/living/basic/living_floor
SET_BASE_VISUAL_PIXEL(0, 0) // Floor mimic
name = "floor"
desc = "The floor you walk on. It looks near-impervious to damage."
icon = 'icons/turf/floors.dmi'
@@ -46,6 +47,7 @@
attack_verb_simple = "bite"
ai_controller = /datum/ai_controller/basic_controller/living_floor
melee_attack_cooldown = 0.5 SECONDS // get real
shadow_type = SHADOW_NONE
var/icon_aggro = "floor-hostile"
var/desc_aggro = "This flooring is alive and filled with teeth, better not step on that. Being covered in plating, it is immune to damage. Seems vulnerable to prying though."
+10 -8
View File
@@ -4,6 +4,7 @@
#define SLIME_SHOCK_PERCENTAGE_PER_LEVEL 7
/mob/living/basic/slime
SET_BASE_VISUAL_PIXEL(0, 4)
name = "grey baby slime (123)"
icon = 'icons/mob/simple/slimes.dmi'
icon_state = "grey-baby"
@@ -13,6 +14,7 @@
icon_living = "grey-baby"
icon_dead = "grey-baby-dead"
shadow_offset_y = 8
attack_sound = 'sound/weapons/bite.ogg'
@@ -186,21 +188,21 @@
return ..()
/mob/living/basic/slime/regenerate_icons()
cut_overlays()
if(slime_type.transparent)
alpha = SLIME_TRANSPARENCY_ALPHA
icon_dead = !cores ? "[slime_type.colour]-cut" : "[slime_type.colour]-[life_stage]-dead"
if(stat != DEAD)
icon_state = "[slime_type.colour]-[life_stage]"
if(current_mood && current_mood != SLIME_MOOD_NONE && !stat)
add_overlay("aslime-[current_mood]")
else
icon_state = icon_dead
icon_state = (stat == DEAD) ? icon_dead : "[slime_type.colour]-[life_stage]"
return ..()
/mob/living/basic/slime/update_overlays()
. = ..()
if (stat == DEAD)
return
if (current_mood && current_mood != SLIME_MOOD_NONE)
. += "aslime-[current_mood]"
/mob/living/basic/slime/get_status_tab_items()
. = ..()
if(!hunger_disabled)
@@ -4,6 +4,7 @@
* Player-controlled slugs that arise from a changeling ability in order to live on in an extremely limited capacity until they can find a suitable corpse to inhabit.
*/
/mob/living/basic/headslug
SET_BASE_VISUAL_PIXEL(0, 10)
name = "headslug"
desc = "A small, slug-like creature with a large, gaping maw. It's covered in a thick, slimy mucus."
icon_state = "headslug"
@@ -23,6 +24,8 @@
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
speak_emote = list("squeaks")
shadow_type = SHADOW_SMALL
shadow_offset_y = 2
ai_controller = /datum/ai_controller/basic_controller/headslug
@@ -42,6 +42,7 @@
maximum_survivable_temperature = 1500
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
shadow_type = SHADOW_SMALL
ai_controller = /datum/ai_controller/basic_controller/lightgeist
@@ -27,6 +27,7 @@
maximum_survivable_temperature = 1500
combat_mode = TRUE
move_resist = INFINITY // This mob IS the floor
shadow_type = SHADOW_LARGE
/// Looping heartbeat sound
var/datum/looping_sound/heartbeat/soundloop
@@ -25,6 +25,7 @@
faction = list(FACTION_MUSHROOM)
speak_emote = list("squeaks")
death_message = "fainted!"
shadow_type = SHADOW_SMALL
ai_controller = /datum/ai_controller/basic_controller/mushroom
var/cap_color = "#ffffff"
@@ -34,10 +35,6 @@
var/bruised = FALSE
///If we hit three, another mushroom's gonna eat us
var/faint_ticker = 0
///Where we store our cap icons so we dont generate them constantly to update our icon
var/static/mutable_appearance/cap_living
///Where we store our cap icons so we dont generate them constantly to update our icon
var/static/mutable_appearance/cap_dead
///Cooldown that tracks how long its been since revival
COOLDOWN_DECLARE(recovery_cooldown)
@@ -46,46 +43,12 @@
melee_damage_lower = rand(3, 5)
melee_damage_upper = rand(10,20)
maxHealth = rand(50,70)
cap_living = cap_living || mutable_appearance(icon, "mushroom_cap")
cap_dead = cap_dead || mutable_appearance(icon, "mushroom_cap_dead")
cap_color = rgb(rand(0, 255), rand(0, 255), rand(0, 255))
update_mushroomcap()
health = maxHealth
AddElement(/datum/element/swabable, CELL_LINE_TABLE_WALKING_MUSHROOM, CELL_VIRUS_TABLE_GENERIC_MOB, 1, 5)
ADD_TRAIT(src, TRAIT_VENTCRAWLER_ALWAYS, INNATE_TRAIT)
RegisterSignal(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(on_attacked_target))
/datum/ai_controller/basic_controller/mushroom
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/mushroom,
BB_TARGET_MINIMUM_STAT = DEAD,
)
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk
planning_subtrees = list(
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/find_and_hunt_target/mushroom_food,
)
/datum/targeting_strategy/basic/mushroom
///we only attacked another mushrooms
/datum/targeting_strategy/basic/mushroom/faction_check(datum/ai_controller/controller, mob/living/living_mob, mob/living/the_target)
return !living_mob.faction_check_atom(the_target, exact_match = check_factions_exactly)
/datum/ai_planning_subtree/find_and_hunt_target/mushroom_food
target_key = BB_LOW_PRIORITY_HUNTING_TARGET
hunting_behavior = /datum/ai_behavior/hunt_target/unarmed_attack_target/mushroom_food
hunt_targets = list(/obj/item/food/grown/mushroom)
hunt_range = 6
/datum/ai_behavior/hunt_target/unarmed_attack_target/mushroom_food
hunt_cooldown = 15 SECONDS
always_reset_target = TRUE
update_appearance()
/mob/living/basic/mushroom/UnarmedAttack(atom/attack_target, proximity_flag, list/modifiers)
. = ..()
@@ -128,24 +91,18 @@
return
icon_state = "mushroom_color"
update_mushroomcap()
update_appearance()
/mob/living/basic/mushroom/death(gibbed)
/mob/living/basic/mushroom/update_overlays()
. = ..()
update_mushroomcap()
/mob/living/basic/mushroom/proc/update_mushroomcap()
cut_overlays()
cap_living.color = cap_color
cap_dead.color = cap_color
if(stat == DEAD)
add_overlay(cap_dead)
else
add_overlay(cap_living)
var/cap_state = (stat == DEAD) ? "mushroom_cap" : "mushroom_cap_dead"
var/mutable_appearance/little_hat = mutable_appearance(icon, cap_state)
little_hat.color = cap_color
. += little_hat
/mob/living/basic/mushroom/proc/recover(obj/item/mush_meal)
visible_message(span_notice("[src] eats [mush_meal]!"))
update_mushroomcap()
update_appearance()
qdel(mush_meal)
if(!COOLDOWN_FINISHED(src, recovery_cooldown))
return
@@ -184,3 +141,37 @@
shroomslice.reagents.add_reagent(/datum/reagent/drug/mushroomhallucinogen, powerlevel)
shroomslice.reagents.add_reagent(/datum/reagent/medicine/omnizine, powerlevel)
shroomslice.reagents.add_reagent(/datum/reagent/medicine/synaptizine, powerlevel)
/datum/ai_controller/basic_controller/mushroom
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/mushroom,
BB_TARGET_MINIMUM_STAT = DEAD,
)
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk
planning_subtrees = list(
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
/datum/ai_planning_subtree/find_and_hunt_target/mushroom_food,
)
/datum/targeting_strategy/basic/mushroom
///we only attacked another mushrooms
/datum/targeting_strategy/basic/mushroom/faction_check(datum/ai_controller/controller, mob/living/living_mob, mob/living/the_target)
return !living_mob.faction_check_atom(the_target, exact_match = check_factions_exactly)
/datum/ai_planning_subtree/find_and_hunt_target/mushroom_food
target_key = BB_LOW_PRIORITY_HUNTING_TARGET
hunting_behavior = /datum/ai_behavior/hunt_target/unarmed_attack_target/mushroom_food
hunt_targets = list(/obj/item/food/grown/mushroom)
hunt_range = 6
/datum/ai_behavior/hunt_target/unarmed_attack_target/mushroom_food
hunt_cooldown = 15 SECONDS
always_reset_target = TRUE
@@ -53,7 +53,7 @@
///Clean up on the mobs seat etc when its deleted (Either by murder or because it left)
/mob/living/basic/robot_customer/Destroy()
var/datum/venue/attending_venue = ai_controller.blackboard[BB_CUSTOMER_ATTENDING_VENUE]
var/obj/structure/holosign/robot_seat/our_seat = ai_controller.blackboard[BB_CUSTOMER_MY_SEAT]
var/obj/structure/holosign/robot_seat/our_seat = ai_controller?.blackboard[BB_CUSTOMER_MY_SEAT]
attending_venue.current_visitors -= src
if(attending_venue.linked_seats[our_seat])
attending_venue.linked_seats[our_seat] = null
@@ -76,6 +76,8 @@
. = ..()
var/datum/customer_data/customer_info = ai_controller.blackboard[BB_CUSTOMER_CUSTOMERINFO]
if (isnull(customer_info))
return
var/new_underlays = customer_info.get_underlays(src)
if (new_underlays)
@@ -1,5 +1,6 @@
/mob/living/basic/snake
SET_BASE_VISUAL_PIXEL(0, 7)
name = "snake"
desc = "A slithery snake. These legless reptiles are the bane of mice and adventurers alike."
icon_state = "snake"
@@ -13,6 +14,7 @@
melee_damage_upper = 6
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
shadow_offset_y = 5
//how many units of venom are injected in target per attack
var/venom_dose = 4
@@ -50,6 +50,7 @@
lighting_cutoff_red = 12
lighting_cutoff_green = 15
lighting_cutoff_blue = 34
shadow_type = SHADOW_LARGE
/// The colour of the space dragon
var/chosen_colour
@@ -1,4 +1,6 @@
/mob/living/basic/spaceman
// Sovl
SET_BASE_VISUAL_PIXEL(0, 0)
name = "Spaceman"
desc = "What in the actual hell..?"
icon = 'icons/mob/simple/animal.dmi'
@@ -25,6 +27,7 @@
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
ai_controller = /datum/ai_controller/basic_controller/spaceman
shadow_type = SHADOW_NONE
/mob/living/basic/spaceman/Initialize(mapload)
. = ..()
@@ -6,6 +6,7 @@
* All spiders can produce webbing.
*/
/mob/living/basic/spider/giant
SET_BASE_VISUAL_PIXEL(0, 6)
name = "giant spider"
desc = "Furry and black, it makes you shudder to look at it. This one has deep red eyes."
icon_state = "guard"
@@ -21,6 +22,7 @@
ai_controller = /datum/ai_controller/basic_controller/giant_spider
bite_injection_flags = INJECT_CHECK_PENETRATE_THICK
max_grab = GRAB_AGGRESSIVE
shadow_offset_y = 6
/// Actions to grant on Initialize
var/list/innate_actions = null
@@ -6,6 +6,7 @@
*
*/
/mob/living/basic/spider/growing/spiderling
SET_BASE_VISUAL_PIXEL(0, 4)
name = "spiderling"
desc = "It never stays still for long."
icon_state = "spiderling"
@@ -25,6 +26,8 @@
player_speed_modifier = 0
spider_growth_time = 40 SECONDS
ai_controller = /datum/ai_controller/basic_controller/spiderling
shadow_type = SHADOW_SMALL
shadow_offset_y = 10
/mob/living/basic/spider/growing/spiderling/Initialize(mapload)
. = ..()
@@ -6,6 +6,7 @@
* All spiders can produce webbing.
*/
/mob/living/basic/spider/growing/young
SET_BASE_VISUAL_PIXEL(0, 4)
name = "young spider"
desc = "Furry and black, it makes you shudder to look at it. This one has deep red eyes."
icon_state = "young_guard"
@@ -20,6 +21,7 @@
melee_damage_upper = 12
ai_controller = /datum/ai_controller/basic_controller/young_spider
player_speed_modifier = -1
shadow_offset_y = 8
/mob/living/basic/spider/growing/young/Initialize(mapload)
. = ..()
+3
View File
@@ -1,4 +1,6 @@
/mob/living/basic/tree
SET_BASE_VISUAL_PIXEL(0, 0) // It'll overlap walls, don't worry
name = "pine tree"
desc = "A pissed off tree-like alien. It seems annoyed with the festivities..."
icon = 'icons/obj/fluff/flora/pinetrees.dmi'
@@ -42,6 +44,7 @@
death_message = "is hacked into pieces!"
ai_controller = /datum/ai_controller/basic_controller/tree
shadow_type = SHADOW_NONE
///items that make us angry
var/list/infuriating_objects = list(/obj/item/chainsaw, /obj/item/hatchet, /obj/item/stack/sheet/mineral/wood)
@@ -1,4 +1,5 @@
/mob/living/basic/cockroach
SET_BASE_VISUAL_PIXEL(0, 0) // These guys are too small not to be tile-bound sorry
name = "cockroach"
desc = "This station is just crawling with bugs."
icon_state = "cockroach"