Commit Graph
50 Commits
Author SHA1 Message Date
Ben10OmintrixandGitHub 64baa1979d Basic mulebots. last basic bot refactor (#95899)
my watch has ended

<img width="401" height="256" alt="ffffff"
src="https://github.com/user-attachments/assets/a539203c-020b-4ad8-b034-f69ec0eafa78"
/>



## Changelog
🆑 Profakos (originally pulled from their branch, did massive chunk of
this), Ben10omintrix
refactor: mulebots have been refactored. please report any bugs
/🆑
2026-06-11 23:58:13 -07:00
JacquerelandGitHub a5c9662caa You can draw faces on bots (#95258)
## About The Pull Request

Adds the ability to use a pen or crayon or spraycan to draw a face or
eyes onto certain bots
This allows people who miss the pareidolia of the old medkit sprite to
fix it themselves
You can clean it off again using most cleaning products, if you disagree

<img width="649" height="220" alt="image"
src="https://github.com/user-attachments/assets/de4869b8-9ac1-4c79-8890-bd95fd4fcaa1"
/>

I think from looking at this screenshot apparently I haven't enabled
pixel perfect 2x on my laptop for which i should be executed, sorry

I didn't add any for ones not pictured here because I couldn't think of
a good way to draw them but it's simple enough to expand.
The face will be coloured with whatever ink you used to draw it, I was
just lazy and only used a regular pen in this picture
How are all of the non-white drawing implements adding that white
circle? Don't worry about it

This comes in the form of a component so if you want to make other
things easily graffitable then you can do that
I ironically called it the defaceable component even though it's used to
add faces

## Why It's Good For The Game

It seems like something people have been wanting and it seemed like a
cute idea

## Changelog

🆑
add: You can draw faces onto some bots using a pen, crayon, or spraycan
/🆑
2026-03-05 12:55:05 +13:00
BloopandGitHub 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
aedc5bae7a allowed is now signals based instead of hardcoded slots (#94871)
## About The Pull Request

ID cards/MMI mech access/simple mob access/pAIs now use signals instead
of checking specific slots with mob checks. We do this through mob's
``get_access`` proc that collects all access a mob has with a
collect_access signal.

## Why It's Good For The Game

It looks cleaner and we no longer individually check `check_access` for
every single item that may have access. It's cleaner to put it all
together and check in one go with all the access we've got. This also
makes it easier to add items that hold access that aren't necessarily
IDs but you want to be able to open stuff with.

## Changelog

🆑
refactor: ID checking for access has been reworked, please make a bug
report if anything that's supposed to grant access is not working.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2026-01-16 14:16:22 -07:00
Joshua KidderandGitHub 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
FalloutFalconandGitHub cee8aae62d More /living/ abstract_types (#94092) 2025-11-27 06:24:16 -07:00
RoxyandGitHub d84a87f668 Rewrites to fix compiler errors on 516.1670+ (#93801)
## About The Pull Request

Fixes all instances of numbers being used as assoc list keys in things
that aren't alists, either by turning them into alists or changing the
keys to something else. Also adds new macros to support creating global
alists, as a few global lists became alists. Most of these are pretty
simple and self-explanatory but
- The GLOB.huds one necessitated rewriting because code depended on it
being a non-assoc list, which it technically was because the defines it
used as keys were numbers so BYOND turned it into a regular list, most
of this was for loops through all the subtypes of
`/datum/atom_hud/data/diagnostic` of which there's only one, so I just
changed it to get that type directly by key
- NT Frontier used number indexes which it looped through for some
reason and also passed to TGUI, changed these to strings and adjusted
the TGUI to match, I tested this and it works fine

## Why It's Good For The Game

Makes the code compile, I couldn't test everything but I tried to check
all usages of affected vars to make sure they wouldn't break from being
switched to alists, a TM might be in order just to be sure nothing's
fucked

## Changelog
🆑
refactor: rewrote all cases of numbers being used as keys in non-alist
associative lists
/🆑
2025-11-08 14:19:55 -08:00
MrMelbertandGitHub 44acefa73f More things use trait huds over raw hud management (#93084) 2025-10-02 21:36:40 +02:00
JacquerelandGitHub 39b53e390a Logging for bot sapience (#92302)
## About The Pull Request

This PR adds logging for people turning bot sapience on and off
This is currently logged to silicon logs, even though the mob is not a
silicon, just because I figured that's where an admin would look for
information related to robots. If you think that is stupid I can put it
somewhere else.

## Why It's Good For The Game

This is an action that can adds ghosts (and meta knowledge) into the
round which didn't leave any kind of paper trail, so it should probably
have one
Ejecting an existing player from bot control was already logged and I
didn't remove it

## Changelog

🆑
admin: adds logging for turning bot sapience on and off
/🆑
2025-07-25 20:13:27 -06:00
FeudeyTFandGitHub 35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
SmArtKarandGitHub eb69c087f1 Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request

* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.

## Why It's Good For The Game

Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.

## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
2025-06-07 13:04:28 -06:00
theOOZ (honkpocket)andGitHub aecd2de344 Bots use pronouns (#91483)
## About The Pull Request

Makes bots use pronouns if they're given them.

## Why It's Good For The Game

Most bots are genderless, which is a given. But notably the hygiene and
sec bots use he/him instead of it/its, the tooltips related to their
panel and such didn't adhere to this until now. If a bot is given
gender, the description, tooltips and all other text info should adhere.

## Changelog

🆑
code: bots use their correct pronouns, if given any, in their tooltips
/🆑
2025-06-07 11:01:04 -06:00
SmArtKarandGitHub b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
MrMelbertandGitHub 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
GhomandGitHub 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
JacquerelandGitHub 5bf8fbb1c4 Add neutral faction to basic bots (#90413)
## About The Pull Request

Fixes #89940
This seems like a simple oversight made when making the bot basetype.
Simple Animal bots have this faction but Basic ones don't for some
reason, this causes them to be read as hostile by mobs that are supposed
to be passive towards station-aligned targets.

## Changelog

🆑
fix: Random supposedly-friendly mobs will no longer aggro onto and kill
medbots and cleanbots
/🆑
2025-04-05 18:05:32 +02:00
Kapu1178andGitHub a0e862d575 Base implementation of /datum/persistent_client (#89449)
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).

Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.

## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
2025-02-25 13:52:24 -06:00
LemonInTheDarkandGitHub 91719a400a 516 Compile Compatibility (#88611)
Renames all uses of caller, as they (currently) shadow the new byond var
and will in future error
Ups our "wan if compiled after" experiement compile version to 516
Adds an alternate 516 unit test
2024-12-27 01:04:50 +00:00
Ben10OmintrixandGitHub 28847a6ab3 [no gbp] few more repairbot fixes (#88344)
## About The Pull Request
repairbots now gain the ability to deconstruct when hacked by an AI. ive
also updated their crafting menu requirements and they now drop their
toolboxes when they're destroyed

## Why It's Good For The Game
closes #88336

## Changelog
🆑
fix: repairbots now gain their destructive abilities when hacked by an
AI
fix: repairbot crafting recipes have been updated
/🆑
2024-12-04 01:34:01 +01:00
MrMelbertandGitHub 75696ab873 Fixes random stuff spilling into ooc tab (#88221)
## About The Pull Request

`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage

## Changelog

🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
2024-11-27 17:41:52 +01:00
Ben10OmintrixandGitHub d2c8e10e26 Repairbots (#86084)
## About The Pull Request
adds repairbots to the game!

![repairbot](https://github.com/user-attachments/assets/8c492c7c-6c12-4095-89f6-cc97ae1edbc0)

this pr serves as a massive rework and buff to floorbots. i was a bit
sad that they dont get built much anymore so ive given them tons of more
utilities and uses.
Repairbots still inherit to place tiles and repair breaches. but they
can now rebuild walls, rebuild windows and repair structure and
machinery. Also Ive given them voicelines to add more character to them.
In short, they are very depressed with their job (however they express
their happy go lucky attitude when u emag them where they will start
deconstructing the station)

to demonstrate capabilities, here's a slightly sped up clip of some
repairbots patching up an area that was maxcapped 4 times:

https://github.com/user-attachments/assets/bddac3b0-1984-4571-85d3-c5283dd7c0de

When repairbots feel threatened, they will retract into their little
toolbox which u can pick up and hold in ur hand, either to conveniently
carry and plop them down at breached sites, or to bash skull with it

U can build them using a toolbox, proximity sensor, cyborg arm and a
conveyor belt

## Why It's Good For The Game
refactors floorbots and makes them alot more useful tools for engineers
to use


## Changelog
🆑
refactor: floorbots have been refactored, please report any bugs
add: adds repairbots to the game!
/🆑
2024-11-19 15:19:44 -05:00
Ben10OmintrixandGitHub 51cc8d62dc fixes botkeeper displaying wrong states (#86786)
## About The Pull Request
bot modes werent correctly reflecting the bot's AI states. this pr fixes
that. also fixes some issues where the bot's AI might get stuck
inbetween switching modes

## Why It's Good For The Game
closes #86771

## Changelog
🆑
fix: botkeeper now displays bot's correct states!
/🆑
2024-09-21 15:09:58 +02:00
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
John WillardandGitHub 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
b9dfb7a44f Power cell overlay now updates when exiting an object's contents (#85079)
## About The Pull Request
The charge indicator overlay on power cells is now properly updated when
the cell is charged/discharged. Before, you could use a power cell until
it's empty and the overlay wouldn't change at all.
## Why It's Good For The Game
The overlay is there to indicate the charge of the cell. It should work.
## Changelog
🆑
fix: The charge indicators on power cells now work properly.
code: Removed some now redundant power cell appearance updates
/🆑

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-07-31 17:08:07 +02:00
SmArtKarandGitHub dfb12f91d6 HUD traits now apply their corresponding hud automatically. Most clothing/item/etc sources of HUDs now only use traits (#84984)
## About The Pull Request

Currently if you want to apply a HUD you usually add both its trait and
the HUD itself. Only exceptions are things like simplemobs where you
should avoid adding the hud trait since it adds security/med DB access
and such, but there is no cases where you'd want to apply the trait and
not apply the hud.

Requested by Melbert about a week ago.

![image](https://github.com/user-attachments/assets/8af3e9cc-ea22-4cee-86ec-54c397291727)

## Why It's Good For The Game

This makes working with HUDs significantly easier, as you no longer have
to bother with manually adding/removing them. Also potentially removes
an edge case where if your hud could get removed while keeping the
trait.

## Changelog
🆑
refactor: HUD traits now apply their corresponding hud automatically
/🆑
2024-07-19 01:24:07 +02:00
_0StevenandGitHub 1f65065ec0 Allows humans with a robotic voicebox installed, MMIs, and posibrains to use silicon emotes, and simple/basic bots to beep (#84912)
## About The Pull Request

### EDITED, see spoiler for previous about section.

This pr adds the `TRAIT_SILICON_EMOTES_ALLOWED`, which is now used to
determine what can perform silicons emotes instead of typechecks.
We do this by adding a `trait_required` var to emotes, which if set is
checked for in `can_run_emote(...)` and means the mob must have that
trait to use the emote.

We then adds this trait to all of the mobs previously capable of using
silicon emotes and the beep emote, being:
All silicons, basic bots, simple bots, orbies, and brain mobs.
In addition, we add the trait to robotic voicebox users.

Finally, it makes beeping a silicon emote.

What this changes is that robotic voicebox users can beep and use other
silicon emotes, basic and simple bots can actually beep, sentient orbies
could use other silicon emotes, and brains can beep and use silicon
emotes.
Previously brains where on the allowed types list for beeping, but
living emotes also blocked brains generally, so they couldn't _actually_
beep.

<details>
  <summary>Previous About Section</summary>
  
All this really does is add a new trait, `TRAIT_SILICON_EMOTES_ALLOWED`,
which when given to a human allows them to use silicon emotes.
It does this by adding the `/mob/living/carbon/human` type to the
allowed types for these emotes, but then adding an additional check to
`can_run_emote(...)` for these emotes to block it for humans if they
don't have the trait.
We add it to the typecache because the base checks for
`can_run_emote(...)` would block if not for that, but we _do_ want the
other checks it runs.
  
</details>

## Why It's Good For The Game

I just think it'd be fun, really. Like, _I'd_ want to beep at people
when I'm going out of my way to augment the shit out of my character.

It's an item primarily accessible by roboticists and transhumanists,
both of which are encouraged/required to interact with silicons, so I
think this'd lead to fun interactions for those that do commit to
getting the silicon-speech tongue replacement.

Finally, I mean, it's a funky synthesizer that makes you sound like a
silicon. Why shouldn't it let you synthesize these sounds too? Hell,
even its attack verbs are beeping and booping already.

### EDITED, additional justification:

It's weird for basic/simple bots to be able to use all other silicon
emotes except beeping.

MMI'd brains/posibrains being able to beep looked intentional, just
broken. This fixes that.
I feel we might as well just allow them to use other silicon emotes
while we're at it.
2024-07-15 20:58:59 -05:00
MrMelbertandGitHub dcca367dd8 Random language trait tweak (#84816)
## About The Pull Request

- Splits the trait into two, one that affects only bots (like the
original version) and one that only affects machines
- Only mapload bots are affected (again)
- Only mapload machines are affected
- The Automated Announcer is immune

## Why It's Good For The Game

I made this trait a while back and then someone else changed it to be
far more disruptive and annoying without adjusting the weight, so I feel
like I have the right to reign it back in a little bit.

This aims to retain some of the charm intended behind the original trait
while maintaining some of the changes made to it.

## Changelog

🆑 Melbert
add: Bot Language station trait split into two: One that affects bots
(retains the old weight and cost) and one that affects machine (half
weight, double the cost)
del: Bot Language station trait and (new) Machine Language station trait
no longer affect newly created machines or bots, just those present at
game start
del: Machine Language station trait cannot affect the Automated
Announcer in telecomms
/🆑
2024-07-10 12:44:39 -07:00
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
san7890andGitHub a85aabc97a Fixes non-sensical attack messages for certain mobs (#84195)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/34697715/4d56fc5f-b50c-45ac-9be4-da86929fbb96)

There's a really long standing tradition in the code (at least 13 years
old) that every mob should, at a base, be attacked in the chest.
However, this can cause some strangeness for mobs that don't have chests
(bots). Basically, what we do is we override this message so that bots
don't get hit in the chest, because this proc will always require a zone
input (and default input is the chest (and disentangling that will take
more time that what I can afford)) so let's just hide the message to the
user.

this is also a nice thing to just have in general because a hook into
the strike zone portion of the item attack message can have some pretty
nice effects (e.g. what if you want to add on a descriptor of the head,
or say eye for a creature that only has a eye for a head, or whatever).
2024-06-24 16:02:47 -05:00
AfevisandGitHub 295a1b28ab Fixes basic bots being targeted by turrets (#83777)
turret faction got removed by accident.

fixes #83747

🆑 ShizCalev
fix: Basic bots are now in the proper faction and will no longer be
targeted by turrets.
/🆑
2024-06-08 19:23:37 -04:00
Ben10OmintrixandGitHub 55c41fb9ad basic honkbots (#81920)
## About The Pull Request
this refactors honkbots into basic mobs. its mostly a faithful 1:1
refactor but i couldnt keep my hands to myselves so i gave them some new
behaviors.

honkbots now love playing with clowns, they will go seek out for clowns
and celebrate around them. also, if the honkbot finds a banana peel or a
slippery item near it, it will actively drag people onto them

honkbots will now go out of theirway to mess with secbots and annoy them

## Why It's Good For The Game
refactors hinkbots into basic bots and also undoes some of the silliness
i did in the previous basic bot prs. i also added lazylist support to
remove_thing_from_list.

## Changelog
🆑
refactor: honkbots are now basic mobs, please report any bugs
add: honkbots will try to slip people on banana peels
/🆑
2024-06-05 10:17:34 -04:00
Ben10OmintrixandGitHub 5154ef4df1 [no gbp] actually fixes bot access (#82809)
## About The Pull Request
real fix to bots having AA. also i forgot to address simple bots in my
previous attempt so this fixes them too

## Why It's Good For The Game
fixes bots having AA 

## Changelog
🆑
fix: all bots have their normal accesses restored
/🆑
2024-04-25 12:28:29 +01:00
JeremiahandGitHub 8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00
Ben10OmintrixandGitHub 3f569b6864 fixes bots having all access (#82678)
## About The Pull Request
a recent change to silicon access meant all bots, simple and basic had
all access from roundstart

## Why It's Good For The Game
fixes bots having all access
Fixes https://github.com/tgstation/tgstation/issues/82671

## Changelog
🆑
fix: basic bots no longer start with all access
/🆑
2024-04-16 18:15:20 +02:00
GhomandGitHub 95b7fa1fb7 Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.

This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.

## Why It's Good For The Game
More unit tests to make sure things are done correctly.

## Changelog

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
2024-03-27 16:01:56 -06:00
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
LemonInTheDarkandGitHub ef714c1c34 Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request

I was looking at screenshots of the game and realized we had a lot of
light sources that were really... flat.

Medium intensity, not colored at all, cringe.

So I went over all the uses of overlay styled lighting (since I've done
matrix lighting already) and gave them more unique features. Colors that
match the sprite they're used with, intensity to produce vibes, that
sort of thing.

It's kinda impossible to go one by one cause there's a LOT.

I may have gone a bit overboard with a few, I'm messing around with some
things like giving bots colors based off their department, etc. We'll
see how this all turns out.

Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a
bit too present to me so I dropped the alpha down from like 200 to 120
at max (so it's roughly half of the mask's alpha so it's less
overwhelming

## Why It's Good For The Game

Lighting should be impactful, subtle and colorful

<details>
<summary>
Old Lights
</summary>


![dreamseeker_QJ5bFZxd63](https://github.com/tgstation/tgstation/assets/58055496/8ae74a95-32cb-473f-830a-ab4e1073a581)

![dreamseeker_DPVgI8wOoN](https://github.com/tgstation/tgstation/assets/58055496/149095af-a08a-4038-bf18-9e3401327452)

![dreamseeker_pyEmTAb37x](https://github.com/tgstation/tgstation/assets/58055496/6dbb6cf8-2ed7-4bc0-9d19-c64849088a33)

![dreamseeker_aDfvnea6YD](https://github.com/tgstation/tgstation/assets/58055496/4ed983e1-6be3-4513-ba3b-cecde08ccd38)

![dreamseeker_RnkQSwmxmc](https://github.com/tgstation/tgstation/assets/58055496/63e0210e-e1b1-42f0-be64-53d67c43f689)

![dreamseeker_G8NSC3lzAk](https://github.com/tgstation/tgstation/assets/58055496/93001925-904d-4061-8874-1d17bb225a90)

![dreamseeker_yASfxtbHDR](https://github.com/tgstation/tgstation/assets/58055496/ce0ae9ad-9067-44e0-9491-3ef331bbbb84)

![dreamseeker_4ecBbG5urI](https://github.com/tgstation/tgstation/assets/58055496/ce82f471-15c7-40ce-bc08-be4f5dc8a3b7)

![dreamseeker_udYlv8uAce](https://github.com/tgstation/tgstation/assets/58055496/c516a278-852b-44b8-ba7c-1203cea3f845)

![dreamseeker_bc2120Fnmr](https://github.com/tgstation/tgstation/assets/58055496/87a1429a-2329-4dd5-8c7b-ff44f54a08bb)

</details>

<details>
<summary>
New Lights
</summary>


![dreamseeker_0H11TyhGgx](https://github.com/tgstation/tgstation/assets/58055496/75b68a25-055e-488c-af82-b062dbe7413e)

![dreamseeker_2B9AENHsfl](https://github.com/tgstation/tgstation/assets/58055496/b52d441c-6ed3-495b-9ebd-9b0c9f924f30)

![dreamseeker_3vOVRRMTSP](https://github.com/tgstation/tgstation/assets/58055496/b265578f-34cc-4a0a-80ea-3237fb83df33)

![dreamseeker_5bTLup65rx](https://github.com/tgstation/tgstation/assets/58055496/6fcd3dc0-5927-458a-9f77-5582ad57a954)

![dreamseeker_iZzxZv4nfW](https://github.com/tgstation/tgstation/assets/58055496/67c3af13-2305-4130-936b-19ded08ccc4e)

![dreamseeker_Lhe9TSA0Av](https://github.com/tgstation/tgstation/assets/58055496/a5310e58-0ff1-45ac-bb81-b4a0212eb0ce)

![dreamseeker_ngQJUv0tV4](https://github.com/tgstation/tgstation/assets/58055496/c3d7423a-ab32-4401-9ffa-c4c3b7811334)

![dreamseeker_PL0z6sU7by](https://github.com/tgstation/tgstation/assets/58055496/2947d828-3aee-48c2-903f-2bf0db9077d2)

![dreamseeker_xineFZDzPA](https://github.com/tgstation/tgstation/assets/58055496/095ff8b0-51cf-4f7c-a2ee-752d9d7e87bd)

![dreamseeker_zpXxbZZakS](https://github.com/tgstation/tgstation/assets/58055496/c4200d35-a2fa-4c3f-8e88-1fd87f44cd46)

</details>

## Changelog
🆑
add: Tweaked the saturation, color and intensity of a bunch of lights
/🆑
2024-03-09 23:57:19 +00:00
9ac81e1a64 New station trait job: Human AI (#81681)
## About The Pull Request

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

### The machine remote

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

### Video (Low quality to fit Github)


https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

## Why It's Good For The Game

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

## Changelog

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-09 23:48:39 +01:00
LemonInTheDarkandGitHub 70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00
GhomandGitHub 9435242acb No runtimes when passing down an empty list to set_access() (#80925)
## About The Pull Request
Emptying the access list of an ID is a totally legit thing to do, so
let's stop throwing errors because vibebots have no access at all.

## Why It's Good For The Game
Fewer runtimes.

## Changelog
Nothing changes.
2024-01-16 09:04:57 +01:00
Ben10OmintrixandGitHub 4476689439 hygeienbots basic bots (#80435)
## About The Pull Request
turns hygenic bots into basic bots. also now PAIs and people can play as
hygeinebots. and they can wear hats

## Why It's Good For The Game
transforms hyginebots into basic bots. their old AI used to handle all
the logic. i moved some of the logic to the mob itself so players can
also clean (or burn) things. also this pr will add pathing limits to
bots, in the case the jps movement thinks it can reach something, but
actually cant, in which case the bot will give up the chase

## Changelog
🆑
refactor: hygeinebots are now basic bots. please report all the bugs
fix: fixes hygenebots not being able to patrol
add: hygeinebots can now be controlled by Players
/🆑
2023-12-30 20:24:36 -08:00
Ben10OmintrixandGitHub 13e27c36a6 basic bot path huds and medbot research (#80277)
## About The Pull Request
this pr integrates the bot path huds to ai controllers and move loops to
allow basic bots to display their paths in the hud.
also closes #80280 and closes #80330

## Why It's Good For The Game
basic bots now can display their path on huds

## Changelog
🆑
add: basic bots can now display their paths on huds
fix: medbots can research healing again
/🆑
2023-12-27 12:57:35 +01:00
MrMelbertandGitHub d8fc888957 Gibbing bots no longer spawn bloody gibs (#80498)
## About The Pull Request

It spawns robot gibs instead. 

## Changelog

🆑 Melbert
fix: Gibbing a bot will no longer spawn bloody gibs.
/🆑
2023-12-22 20:41:23 +01:00
Ben10OmintrixandGitHub 40f3926de8 [no gbp] some few bot fixes (#80208)
## About The Pull Request
i forgto to set this in my last prs closes #80204 
also closes #80252

## Why It's Good For The Game
ais can summon bots 

## Changelog
🆑
fix: AIs can summon bots again
fix: cleanbots can clean floors directly underneath them and prioritize
floors nearest to them
fix: medbots drop empty medkits now
/🆑
2023-12-11 20:00:08 -07:00
MrMelbertandGitHub 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
Ben10OmintrixandGitHub af67bd7490 basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches

## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor

## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
2023-12-08 16:26:10 -07:00
a97daec876 [no gbp] some medbot fixes (#80150)
## About The Pull Request
medbots now drop hats when tipped closes #80134 
medbots now drop their items when they explode 
player controlled bots now have their normal speed back 

## Why It's Good For The Game
they will now correctly drop their hats when tipped

## Changelog
🆑
fix: medbots now drop hats when tipped and drop their items when they
explode
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-06 18:05:44 -07:00
distributivgesetzandGitHub 274eb2a52e Removes Clone Damage (#80109)
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## About The Pull Request

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

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## Why It's Good For The Game

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

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## Changelog

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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

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2023-12-04 14:42:43 -08:00
Ben10OmintrixandGitHub a3c24dd74e Basic bots (medibots) (#79955)
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months

medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!

![chickembot](https://github.com/tgstation/tgstation/assets/138636438/09d4519d-0a34-4b7f-898b-260f894bfdce)

![hatbot](https://github.com/tgstation/tgstation/assets/138636438/088e0618-108d-4fb4-a29b-771cfa027fb3)


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑
2023-12-01 22:49:18 -07:00