Commit Graph
51 Commits
Author SHA1 Message Date
JacquerelandGitHub faf2000100 Rust doesn't apply effects to people who aren't touching it (#94733)
## About The Pull Request

Heretic rusted tiles do not apply any effects to things which are
jaunting or inside vents.
They also don't apply any _negative_ effects to things that are flying
(but they do apply positive ones, just because flight is a cool thing to
have earned and it would be sad to lose your bonuses because you have
wings).

I also renamed the element so that it isn't named after the rust passive
(in fact, the rust heretics with that passive don't use the element) and
simply describes what it does, and removed a subtype in favour of just
passing in some arguments.

I also added a trait which bypasses the negative effects of standing in
rust, in case an admin creates a non-heretic creature and gives it rust
healing. They shouldn't have _both_ healing _and_ gain disgust and minor
damage from starting in rust (possibly the heretical harvester was being
effected by this?)

Finally I adjusted the `rust_heretic_act` and `rust_turf` procs to
remove a footgun I saw a developer fall into recently where they didn't
realise that the generically named "rust turf" proc actually assumes a
wizard did it, now if we add anything else that wants to non-magically
rust a turf then it will work the way you expect.
As a side effect this changes the two item sources of rust that heretics
get to actually use rust resistance rather than rusting every turf, I
set them to effect all inorganic turfs as a default.
And finally I noticed that rust heretic ascension was passing
"RUST_RESISTANCE_ABSOLUTE" as a value into its proc which reads `Should
not be rustable. EVER.` in its comment, which smelled like a bug. So I
changed it to just "things which should be rustable ever".

## Why It's Good For The Game

It is the logical way you would expect these things to work;
Heretics crawling in vents or (for instance) using space crawl should
not be healed for touching rust that they aren't touching, as they are
not readily accessible to other players. The idea of the rust healing is
that it's a tradeoff for exposing yourself in a visible "territory", so
you shouldn't be able to avoid it by being in that territory but
untouchable and invisible.
Similarly, players who have gained the ability to fly would not expect
to get sick from flying over rusty flooring. They're out of range.

## Changelog

🆑
balance: Eldritch rusted tiles don't apply their effects to anyone who
is jaunted or in vents, and don't apply negative effects to people who
are flying.
balance: Heretic items which apply rust (grenades and eldritch reagent)
check the rust resistance level of the turf rather than always rusting
it.
fix: Rust Heretics ascending don't rust unrustable turfs, like space
tiles.
/🆑
2026-01-15 12:43:39 +00:00
SyncIt21andGitHub 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
MrMelbertandGitHub 0c3b1b8364 Removes Plasmeme innate damage vulnerability, replaces it with demolition vulnerability (#94328)
## About The Pull Request

Splinter of #94324

Plasmamen no longer take 1.5x brute and burn damgae
Plasmamen are now affected by demolition modifier, meaning they take
less damage from sharp objects and more damage from blunt objects

Skeletons and golems are also affected by demolition modifier

## Why It's Good For The Game

As a part of #94324 I was making `MINERAL` mobs affected by demo mod
But I realized this would absolutely murder the heck out of Plasmamen!
1.5x brute + another 1.25x brute from blunt objects!
But then I realized "wait that kinda makes sense... a lot *more* sense
than the arbitrary damage modifier"
So here we are

Plasmemes are as vulnerable to being smashed to bits as before, but can
now boast a minor resistance to being stabbed due to their lack of
fleshy bits

This feels a bit more appropriate to their skeletal nature without
completely removing that aspect of their character. It also gives them a
very minor upside (they need it)

## Changelog

🆑 Melbert
balance: Plasmamen no longer take flat 1.5x brute and burn damage
balance: Plasmamen are now affected by weapon demolition modifier,
meaning blunt attacks deal more damage but slashing or piercing deal
less damage
balance: Skeletons and Golems are also affected by weapon demolition
modifier, as well as any mineral type mobs (of which none currently
exist)
/🆑
2025-12-19 18:47:55 +00:00
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
EnterTheJakeandGitHub a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00
SmArtKarandGitHub 5f3c85eee0 Unifies mob, megafauna and boss crusher loot and achievements (#93068) 2025-09-30 17:24:34 +10:00
JacquerelandGitHub e3dee6810e Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) 2025-06-21 03:21:22 +02:00
JacquerelandGitHub d19b8de989 Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request

This PR enables most mobs to take stamina damage, become slowed as a
result of taking stamina damage.
It also gives most mobs CANSTUN which not only allows them to enter
stamcrit from taking stamina damage but also makes them vulnerable to
mechanics like stun batons.

Mobs which already took stamina damage (Spiders and Space Dragons) still
work the same way.
Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts,
and most kinds of mob closely associated with antagonists still don't
take stamina damage.

## Why It's Good For The Game

A new player armed with a disabler will probably try and use it on
aggressive animals and be disappointed, but I don't think there is any
_reason_ for them to be disappointed when it's already something they
are doing merely to delay being attacked rather than to kill the target.
It's not intuitive for these mechanics not to function against simple
mobs when they do against humans, _especially_ the kinds of mobs which
look like humans, and there isn't any technical reason why it _couldn't_
work against most mobs which it looks like they should work against.

While this reduces the threat level of some mobs against Security
players I think the greater interaction with the sandbox is beneficial.
I'm hopeful it doesn't have that much effect on many of the most common
places you encounter dangerous mobs like Space Ruins or Gateways as they
are also places where you can't reliably recharge your energy-based
stamina weapons as most that don't require energy do require getting
into melee and endangering yourself.

## Changelog

🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
2025-05-11 05:05:53 +10:00
SmArtKarandGitHub df0a339e45 Changes heretic monster check to rely on traits instead of antag datums (#89703)
## About The Pull Request

Doesn't affect anything besides fixing the armsy issue and making
mindless heretic summons also count as, well, summons.
Closes #89696

## Changelog
🆑
fix: Armsy (aka Lord Of The Night (aka flesh snek (aka heretic
ascention))) no longer affects itself with its own spells
/🆑
2025-02-27 16:39:34 +01:00
3a92370673 Fixes a lot of procs not checking the return value of Life() when they should (#89542)
## About The Pull Request


![firefox_iLQqvDAiws](https://github.com/user-attachments/assets/d88c71ae-2f23-4799-865b-4b355c5bfe83)

Goal of this PR was to fix this annoying CI runtime that most likely
occurs on a Life() tick that happens on a dead or deleted mob. Ending up
finding more issues than I set out to fix.

The short of it is: the base call of `Life()` actually has a return
value of `1` if the mob is alive, or `null` if the mob is dead or
qdeleted. There are many procs which should be stopping operations once
the mob is either qdeleted or dead, but many procs were not even
checking the return value of `..()`.

This fixes that.

Note: For some procs, it _DOES_ actually matter to differentiate between
being qdeleted and being dead... `handle_organs()` comes to mind iirc.
So I was careful to respect that. That is why some are checking for `!.`
while others are checking for `QDELETED(src)`

## Why It's Good For The Game

Less spurious runtimes.

## Changelog

Not player facing

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-02-20 18:20:46 +01:00
JacquerelandGitHub f1d3994c95 Apply AI Controller Admin Verb (#89375)
## About The Pull Request

Melbert asked me to make this and I thought it'd be relatively easy and
plausibly useful so I did.

This PR adds a feature to the VV menu for mobs which allows you to apply
and configure an AI controller from a list of templates.
It's not as versatile as coding one would be, but it should be able to
accomodate a lot of generic scenarios.

Some examples of basic stuff you can set it up to do:
- Give Ian a machine gun he will fire at nearby people while staying
within a specified min/max range.
- Have Poly fire brimstone beams on cooldown at whoever is nearby
(although she won't bother trying to line up cardinally).
- Assign a gorilla to be someone's personal bodyguard which will follow
them around and attack anyone who hurts them.

I have also made an executive decision to remove the restriction that
basic ai controllers can only be placed on basic mobs.
We've removed _most_ non-basic simple mobs from the game, and also have
more recently updated most AI behaviours to work agnostically of whether
they are assigned to a basic mob or not... which means that they'll
largely work on carbons.

Coincidentally, this feature makes sure to ask if you want an AI
controller to remain active on a mob which already has a client.
Assigning an active AI controller to a live player which forces their
character to automatically attempt to run away from whoever the last
person to attack them was is ~~not recommended behaviour because it's
largely untested~~ highly recommended behaviour because I think it's
very funny (makes it very hard to play though).

I'm gonna do another PR some time which cleans up `random_speech` so
it's configurable and then let you slap that on whoever as well.

## Why It's Good For The Game

Enables a greater level of admin abuse.

## Changelog

🆑
admin: Added easier tooling for admins to add or change the AI
controllers on mobs
/🆑
2025-02-12 17:09:48 -07:00
StaringGasMaskandGitHub bae82830f2 Fixes a few bugs with stargazer targeting and attacks (#89068)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Fixes #89060 and a few other inconsistencies that I think aren't
reported yet. In particular, these are:
- Ordering the Stargazer to attack a window, machinery, and essentially
anything that isn't a wall or person will result in refusal. This
behavior was different.
- The spell to remotely command the Stargazer doesn't work.
- The shift-hover radial menu is weirdly offset.

I'm still trying to figure out what makes the mob not attack windows
unlike before, so I'll set it as a draft until I fix it.

## Why It's Good For The Game

Summoning an elder god bound to your will would be even better if it was
actually bound to your will.

## Changelog

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observed by players or admins you should add a changelog. If your change
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
fix: The Stargazer, a cosmic heretic's ascension, can be properly
commanded once more.
code: Basic mob pets can now target objects, or objects and walls by
using two new targeting strategies.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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2025-01-23 23:07:59 +02:00
MrMelbertandGitHub 4407d1174a Space Carps & Dragons now speak Carptongue instead of Common. Space Dragons also speak Draconic. (#89034)
## About The Pull Request


![image](https://github.com/user-attachments/assets/df57849b-c465-465a-9f8b-fc6550183794)

- Space Carps and Space Dragons no longer speak Common.
- Space Carps and Space Dragons now speak Carptongue, a language native
to Space Carps.
- Space Dragons also speak Draconic. 
- Space Dragons can still understand common, they just can't speak it. 
- Space Craps cannot understand common, unless they're a special carp
(Cayenne, Lia, Magicarps, those spawned from plushies)
- Ash Drakes and Ice Whelps also no longer speak Common, and instead
speak Draconic. They can still understand common.
- Carp Infusion now lets you speak and understand Carptongue.
- Fish Infusion now lets you speak and understand Carptongue.
- Fire Sharks now speak Carptongue instead of Common. They can still
understand common (to receive directions).

## Why It's Good For The Game

#89032 made me think "hey why CAN carps speak Common?" 

So I thought "What if the Space Dragon spoke Draconic instead since it's
a big lizard"

But naturally the Space Dragon still needs to communicate verbally to
its carps and, well, carps aren't really lizards so they shouldn't get
Draconic right?

So I thought "Why not add a Fish language" 

Now, various aquatic space creatures have a language that they can speak
between one another in privacy, while the Space Dragon can still
communicate to the crew for gimmicks via the curator (or draconic if
they want to speak to lizards)

## Changelog

🆑 Melbert
add: Adds Carptongue language, spoken by Space Carps.
del: Space Carps no longer speak or understand Common. Special carps
like Cayenne and Lia can still understand common.
add: Space Dragons can speak Draconic and Carptongue.
del: Space Dragons no longer speak Common. They can still understand it.
add: Ash Drakes and Ice Whelps now speak Draconic. 
del: Ash Drakes and Ice Whelps no longer speak Common. They can still
understand it.
add: Fire Sharks now speak Carptongue.
del: Fire Sharks no longer speak Common. They can still understand it. 
add: Fish and Carp Infusion now grant Carptongue, letting you speak to
(and understand) Space Carps.
add: Sleeping Carp grants you Carptongue, but as most human tongues
can't speak it, you'll only be able to understand Space Carps unless you
steal a fish tongue.
/🆑
2025-01-16 11:56:43 +11:00
4d84d0de9b Rift Fishing (#88619)
## About The Pull Request

Adds rift fishing to the game.


![image](https://github.com/user-attachments/assets/044304ca-e7a0-45e9-baaf-b445328d3982)

Drained and undrained influences can be fished in, the latter only by
heretics. Fishing in an undrained influence shows a bobber floating over
nothing to other people, so don't be stupid!

The loot pool includes the following:

- Knowledge. Great for heretics, bad for crew. Only actually gives
knowledge if fished up in an unopened rift, opening it.
One of each heretic potion type.
- A wild Fire Shark, hostile to all.
- One of each heretic potion, and two flasks of eldritch essence.
- Several new fish:

![image](https://github.com/user-attachments/assets/259bd1ee-3b1e-47db-bcfd-c23b7908f66f)
In order:
1. Chrystarfish
Cosmostarfishe that snuck into the bluespace compartment of a shuttle
engine. Teleports around when eaten. Can be cut into bluespace crystals.
Very pointy.
2. Flumpulus
Probably not an actual fish. Contains flumpuline, which is in many ways
an upgrade to oculine. Except for it occasionally popping your eyes out
and replacing them with fungus. It also gets flattened if you land on
it, cushioning your fall.

![image](https://github.com/user-attachments/assets/02b398b0-22ac-4002-a828-cb73281ecef6)

3. Gullion
This fish can be cut into two diamonds, and needs no mate to reproduce,
making it an excellent way to replenish the station's diamond supply!
However, it needs silicon in the fish tank to survive.
4. Walro-Dolphish
Weird, amphibious creature. Amazing weapon - high damage, strong
piercing wounds, decent block chances. However, it will bite you if you
hold it for too long, so be careful!

More fish are planned to be added. The PR was split in two to reduce
review complexity as the latter half of the fish were increasingly
convoluted.

Any fishing rod will do for fishing, but heretics are now able to infuse
their fishing rod with a grasp:

![image](https://github.com/user-attachments/assets/37cfb7da-9269-4db7-b05f-4bbf4a6957f2)

Infusing the rod will temporarily improve its fishing modifier and give
it a unique trait that lets heretics gather 2 influence, rather than 1,
from a fished-up rift.

If crew fish up a glimpse of the Mansus, they will recieve the same
effects as if they examined the rift, and a curse hand will shoot out at
them.

influences cannot be bombed for fish.
## Why It's Good For The Game

Rifts are _extremely_ close to basically just being eldritch pools of
liquid that some heretic spilled over the station. It's always stuck out
like a sore thumb that we can't fish in them, but now we _can_. (Also,
someone needs to PR fishing in a bucket for clowns and mimes.)

Fishing in a rift is just one of those things you see some random,
innocent assistant do while doing an errand, passively enhancing the
round with the sheer ridiculousness of it. Coming back, it's likely
you'll see them running from a wild Fire Shark they unwisely dug up from
messing with eldritch influences.

For Heretics, this is for the most part actively a worse alternative
than just doing things normally. But sometimes you don't want to be
optimal. Infusing their fishing rod is almost entirely an amusing twist
on the blade infusion that blade path has, and they can even infuse
other people's rods - make fish not war.

Ghommie gave me the fish sprites, and I interpreted them the silliest
and most interesting ways I could think of.
> Chrystarfish

Bluespace's technobabble has finally reached fish. Much like the
Gullion, the intention here was primarily some additional, risky way to
procure some amount of bluespace crystals and dust that doesn't depend
on Mining to do their job, either for the station or for your own stupid
plans. (Obviously mining is still the best way to get it, but it's not
healthy for the game for them to be the ONLY way to do so!)

>Flumpulus


![image](https://static.wikia.nocookie.net/oots/images/3/38/OOTS0074.jpeg/revision/latest?cb=20150609013601)

Imagine taking a pill of 'Super oculine!' and suddenly your eyes pop out
and are replaced with fungeyes. 10/10

>Gullion

Diamonds are extremely scarce on the station and the only way to get
more is by mining. I thought adding some rare, restricted way of getting
more would be fun for the game, and encourage fish breeding.
Parthenogenesis may be a bit much admittedly, but let's just see what
happens

> Walro-Dolphish

The name for this thing kinda sucks. I like the idea of an amphibious
fish-weapon like the pikes that actually kinda just hates being wielded
around like a stick. It's also piercing to differentiate.


![image](https://github.com/user-attachments/assets/a1cb58fb-af16-4f9c-9675-aaaa15172674)
## Changelog
🆑
Carlarc, Ghommie
add: Adds rift fishing to the game. Includes new wacky fish!
add: Drained and undrained influences can be fished in, the latter only
by heretics. Fishing in an undrained influence shows a bobber floating
over nothing to other people, so don't be stupid!
add: influences cannot be bombed for fish.
add: Heretics can now infuse their fishing rod, and fish for knowledge.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-12-27 11:25:12 +00:00
Ben10OmintrixandGitHub efe62c5a72 Pet Commands QOL . makes pet commands easier to use (#88495)
## About The Pull Request
this PR improves the UX of pet commands a bit. i decided to expand on
their radial menu. You can now hold shift and hover over your pet to
display a menu of commands which you can choose from. alternatively, you
can still type out commands in chat


https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d



## Why It's Good For The Game
makes pet commands easier to give out when you're managing more than 1
pet. also fixes the fishing command not working.

## Changelog
🆑
qol: holding shift and hovering over your pet will display a list of
commands you can click from
fix: fixes the fishing pet command not working
/🆑
2024-12-22 03:05:30 +01:00
fe7c8e1fde Adds some Fish Content (#88213)
## About The Pull Request

Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.

Aquatic mobs can be hooked by fishing rods, even without a jawed fishing
hook installed.

The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.

You can check for a fish's pulse with a stethoscope, which will tell you
its status even without fishing skill.

Refined fish health status checks to be more precise.

Added 'Fishy' Reagent, a version of strange reagent that only works for
fish or aquatic biotype mobs. It's made with omnizine, saltwater, and
carpotoxin or tetrodotoxin.

Added a lifish chemical reaction that creates fish.
## Why It's Good For The Game

Fish content fish content fish content

> Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.

We were really missing this one by now.

> Aquatic mobs can be hooked by fishing rods, even without a jawed
fishing hook installed.

> The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.

I want to reel in fish people. This is going to be hilarious.

> You can check for a fish's pulse with a stethoscope, which will tell
you its status even without fishing skill.

Fish doctor content - also lets you see the exact status of a fish's
health even if you haven't interacted w/ fishing that shift.

> Added 'Fishy' Reagent, a version of strange reagent that only works
for fish or aquatic biotype mobs. It's made with omnizine, saltwater,
and carpotoxin or tetrodotoxin.

A somewhat easier to get version of strange reagent, purely for fish, as
they die very easily and the road to making SR is a large diversion. I
might add this to cargo, maybe?

> Added a lifish chemical reaction that creates fish.

Fish. fish fish fish fish fish.

@Ghommie 
## Changelog
🆑
add: Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.
add: Aquatic mobs can be hooked by fishing rods, even without a jawed
fishing hook installed.
add: The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.
add: You can check for a fish's pulse with a stethoscope, which will
tell you its status even without fishing skill.
qol: Refined fish health status checks to be more precise.
add: Added 'Fishy' Reagent, a version of strange reagent that only works
for fish or aquatic biotype mobs. It's made with omnizine, saltwater,
and carpotoxin or tetrodotoxin.
add: Added a lifish chemical reaction that creates fish.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-29 00:42:04 +01:00
4664b630c5 Living Flesh limbs won't try to grab underfloor objects (#87736)
## About The Pull Request

There were checks in living limbs that were checking the wrong thing, at
least one of which was introduced by a feature change in a PR I merged
but didn't notice.
Notably:
- We were checking if the person with the limb was invisible, not the
thing they were trying to touch.
- We were checking if the person with the limb was anchored, not the
thing they were trying to grab.

Now your arm will no longer reach out and grab wires that are under the
floor.

Additionally to this:
- I made all of the output say "Your left arm" or "Your left leg"
instead of "Your flesh left leg" because it sounded stupid.
- I removed an unused argument from `can_be_pulled` because it was
confusing me when I looked at the proc.
- I reworded some of the user feedback messages because "the thing
pretending to be your left arm feels funny" just isn't very evocative.

The diff is long because I reversed the order of arm/leg operations
because the leg block is much smaller :clueless:

## Why It's Good For The Game

Fixes bug.
I like it more.

## Changelog

🆑
fix: Living Limbs no longer try to grab things that are under the floor.
spellcheck: Living Limb feedback messages now don't redundantly specify
that they are flesh arms.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-08 16:12:48 +01:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Time-GreenandGitHub 68be76e817 Journeying Hitchhikers Shuttle Events + Bugfixes (#86655)
## About The Pull Request

Adds the following new general shuttle events:_
**Hitchhiker**
- 1% chance
- A single assistant in an EVA suit and some PBJs in a suitcase

**Assistant Wave**
- 0.1% chance
- Spawns 10 assistants with internals
- For clarity, they don't get sent to the shuttle, but get launched at
it from space. It's a scuffle of 10 assistants trying to get in without
being spaced or succumbing to the cold/pressure

**Intern Wave**
- Admin only
- Unarmed and armed version
- Spawns centcom interns, with a little announcement to warn they're
coming

I've also fixed projectiles bugging out and admin forced shuttle events
not activating if they were added after the shuttle launched

<details>
  <summary>Admin only events added</summary>
  
**Nukie**
Spawns a single nukie, armed with a shotgun, pistol and edagger.
Basically the deathmatch nukie loadout, you dont want to fight this

**Meaty ores**
Meaty-ores meteors. Have a 4% chance to hit the shuttle, posing a
potential hazard

**3 player controlled fire-sharks**
3 fire sharks controlled by players. Not much to talk about here

**Fireball Wave**
Shoots a wave of fireballs at the shuttle. I think it's cool but
apparently shuttle walls and windows deflect fireballs so it's kind of
moot unless you're outside :/

</details>

## Why It's Good For The Game
The assistant and hitchhiker events are some flavoring that I thought up
a while ago. The Hitchhiker is just intentionally a flavor addition, but
the assistant wave and intern wave can be used by admins to repopulate
or retake the emergency shuttle as well.

## Changelog
🆑
add: Adds an assistant and hitchiker shuttle event, replenishing the
crew mid flight!
admin: Adds two intern wave shuttle events
code: You can now supply shuttle events with outfits!
code: You can now shoot projectiles with the shuttle events!
fix: Fixes projectiles bugging out when fired in shuttle transit space
fix: Fixes admin forced shuttle events not activating when added mid
transit
/🆑
2024-10-02 00:24:18 -07:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
tgstation-ci[bot]GitHubtgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>Jordan DominionGhomsan7890MrMelbert
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
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  - [x] #85660 - Reverted in 7db39869d37ff5b39574d88ffc872449ab5b457c
  - [x] #85752 - Reverted in 1f2988028b7cccad121fc658d6547d89453703b7
  - [x] #85592 - Reverted in 263cbcfcb54746a9361369d86b44cc3e2d375199
  - [x] #85580 - Reverted in a92d53624198dce844c108b5dbea09cf2a16cd10
  - [x] #85573 - Reverted in a7d51042355798038ced44f64e987261b85e93bc
  - [x] #85534 - Reverted in 31787e7d1ce4fec2ce20776672099bf35486a296
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  - [x] #85680 - Reverted in 44437ac406c708b9a3ab3b47f4e3c10e77a0b91b
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  - [x] #85593 - Reverted in 9ff5924d3d56fcba3f180fc4b539568fb2013323
  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
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  - [x] #85744 - Reverted in 251578d2868a691981b824a268c540b9c15a424e
  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
  - [x] #85797 - Reverted in a05e36ec4a0129ff6901ea07488120b54a8ee124
  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
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  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
  - [x] #85756 - Reverted in 9c5a7e1a5f895851493e149ccb5cd50e35cd6101
  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
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(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
  - [x] #85906 - Reverted in 82623c2cc0fd9aee3e79c95fe5558146c59bc941
  - [x] #85907 - Reverted in 68b7305f21240ca28c33afc904ee532966b7c4bd
  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
  - [x] #85726 - Reverted in dbd9ec81586c87c1ab2afc43d43c4f020907dc1b
  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
  - [x] #85945 - Reverted in dea9e79a9c298eae05b8d173d8df4a37218e2d9c
  - [x] #84964 - Reverted in 234481fb1d92a266768fcbca49245151236803ed
  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
  - [x] #86011 - Reverted in b14b42e70e2bd21f19d443065b2342e4591c5e05
  - [x] #85820 - Reverted in 26248546b9f7d0fedec52e7b2f7def40d457e29f
  - [x] #86013 - Reverted in e17ac14f53d08be988f0516e7c39d31496a35184
  - [x] #85986 - Reverted in 4021ffea0b1bbb1f6c5b26a296abd5a8bda1d5b3
  - [x] #86019 - Reverted in c0801b3aa5dbdd33ca7c6c81e80c9fa573ada9e1
  - [x] #86010 - Reverted in 10dff005729305b75deaf1c5755a94125fa5141d
  - [x] #86029 - Reverted in 664619213db52930fa22007561dad01fe8bb3de4
  - [x] #86024 - Reverted in e74ea4368cbd2cd085aa6e8bbe83db07800b0bd4
  - [x] #86022 - Reverted in 0b2fc6a1f478c48546b161fd3ddd571f7ed6000f
  - [x] #86015 - Reverted in b99d93592dbf8840a035f22f26b64bcf27c817cb
  - [x] #85415 - Reverted in d6102c7339838675c03eb771d7a3b5a9bea4035d
- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
  - [x] #85890 - Reverted in 4e54f376e07071f84ed283e7468e334aaf6e4e02
  - [x] #86046 - Reverted in 0bbe2c9a048c229d151682e08aca1fa176c3ad91
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
+16 4b4e9dff1d 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>
2024-08-14 09:07:45 +00:00
carlarctgandGitHub 4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

This PR was originally meant as a replacement for the Bloody Bastard
blade, but then I stopped existing for 7 months. Now that I'm here
again, I'm finishing the job once and for all.

### **HERETICS VERSUS CULTISTS**

### Heretics

Heretics can now sacrifice cultists, which will give them one of three
gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
The gifts given are weighted to be spread out equally with each type.
They will also gain one knowledge point.

- The Cursed Blade is a free heretic blade that is more powerful than
the normal heretic blade, including a small block chance. It can also be
used to draw heretic runes off combat mode.
- The Crimson Focus is a necklace that grants focusing and a minor
regeneration effect which also affects nearby heretics, at the cost of
gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
squeezed to heal 50 points of brute/burn damage, injecting yourself with
three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
Water. Yes, this isn't good.
- The Rusted Harvester is a heretic 'monster' summon. It's a normal
Harvester, but instead of Area Conversion and Forcewall, it has
Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
only cultists, with a delay. It has an aura of decay, corroding the
environment and withering enemies near it, but it's VERY fragile.

Rusting cultist item dispensers will now cause them to turn into a
Heretic object. Altars turn into small heretic runes, Archives turn into
Codex Cicatrixi, Forges turn into Mawed Crucibles.

Ideally, Heretics would be able to gain an amount of these new powers
and use them to turn the tide against the cultists, amassing their power
and almost forming a sect of their own in turn which sweeps over and
converts the cult.

### Cultists

When a Cultist sacrifices a heretic, two things will happen:

- A new item will be available for creation at one of the dispensers.
- The Heretic will be trapped inside a powerful Haunted Blade.

`/obj/item/melee/cultblade/haunted`
`	name = "haunted longsword"`
` desc = "An eerie sword with a blade that is less 'black' than it is
'absolute nothingness'. It glows with furious, restrained green
energy."`

This blade will be stronger across-the-board than a normal cult sword,
and will even allow those who wield it to cast one heretic spell from
their previous path. The only downside? The heretic can also cast one
spell. It's up to the trapped spirit if it wants to help you, or be a
nuisance.

The unlocked items are:
- The Cursed Blade, again. For cultists, it can be used to draw runes
twice as fast as usual, and they can even right-click it to teleport to
safety, just like a heretic!
- The Crimson Focus, again. Cultists are twice as fast at carving spells
into their body, and they gain a 5th spellslot as long as they wear the
amulet. It still causes hemophilia and grants weak regeneration.
- The Proteon Orb. This orb will create a gateway to Nar'sie's own
realm, spawning one Proteon every 15 seconds, which ghosts can possess.
The gateways cannot be placed close to one another.

Originally, they were going to be able to create a Harvester Shell, but
there were some concerns of it being too OP.

The true Bastard sword has been fully deleted. The null rod conversion
has been changed to a Bloody Halberd instead.

I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
stats.

### Other

All the items above can be used by both Heretics and Cultists, no matter
how they were first created. Hell, even normal crew can use them! This
is probably not the best idea a lot of the time, though.

There are a lot of other changes in this PR. A loooooot. I will likely
miss some in the changelog, but I'll try to be as thorough as possible.
There's probably also some leftover garbo that I didn't find and clear
out yet.

## Why It's Good For The Game

Cult and Heretics, despite being mortally opposed, have very few
interactions with eachother, especially now that the Blade's gone. The
only thing of note is just the Heretic's unfair complete resistance to
stun hand, which is only marginally better than the alternative. This PR
will reintroduce their animosity, and give both sides a very, very good
reason to fight eachother.

The Cult will gain a sick sword that keeps the heretic in the game, and
unlike with the original implementation, will recieve a cult-wide bonus
in the form of a powerful, well deserved, and fun new item to summon.

The Heretic will gain powerful trinkets and knowledge from the
sacrifices, incentivizing them to become a terrifying cult-hunter. And
if they do succeed in wiping out the cult, they will have quite the
rewards to help with their ascension.

The crew, while mostly unaffected, will have a damn good reason to not
just Side with the heretic, out of fear of what they may become after
the cult is stomped down. They can also use a few of the items here in
an attempt to get one up on either side, as long as they manage to stay
clear of the side-effects.

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
The haunted longsword creates an aura of darkness (disabled for the
cultist for the image)
Sprites... are not great. Hopefully someone comes by and improves them.

code: Added get_inactive_hand() as an easy shortcut for carbons
code: Wall walker element can now accept a trait for wall-checking
fix: Fixed soulsword component being unable to invoke the post summon
callback
refactor: Turned Heretic rust turf healing into an element, given to
Rust Walkers and Rusted Harvesters
refactor: Converted Limb Amputation from an element to a component

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00
EnterTheJakeandGitHub 154837240d Rust Heretic rework: THE PUKENING. (#83006)
## About The Pull Request
Turf rusting is now based on knowledge instead of RNG; toxic damage on
spells has been replaced with disgust; rust walkers are a bit easier to
summon and show up early in the tree.

Rust ascension spread has been massively increased and immunities while
on Rust have been updated.
## Why It's Good For The Game

This is a massive list of changes, but the tl:dr is Rust heretic design
is pretty barebones and dated in its current state. I'm going to try my
best to explain why that is and why it needs to change.

###  RNG on rusting is bad

**Problem** : quite a lot of turfs cannot be rusted, and reinforced
turfs rusting is tied to RNG, the emergency shuttle floors are also
unrustable, making an ascended heretic not threatening at all to an
escaping crew.

**Solution**: Heretic rusting prowess is now tied to knowledge
progression; reinf wall rusting is no longer tied to RNG; the emergency
shuttle is now rustable if you have accrued enough knowledge.

**Explanation** : I've been adopting the code from a previous PR that
sadly didn't make the light of day.

Link: https://github.com/tgstation/tgstation/pull/65361

The goal is to have Heretic rusting be more consistent, so that if you
ascend the shuttle is no longer a safe refuge.

**Grasp Of Rust**: Basic floors and walls.
**Mark Of Rust**: Reinf floors and walls (takes 3 applications of rust
to fully destroy).
**Toxic Blade** Titanium and Plastitanium( still takes 3 applications of
rust to destroy).
**Ascension**: almost everything save for admin walls, glass, and
silver.

### A territorial antagonist with no tools to defend its turf

**Problem**: Rust heretic is forced into a territorial playstyle, but
it's heavily diminished by rusted turfs not having any negative effect
on the crew whatsoever, Toxic damage on plume and blade is also kind of
bad and has no synergy with the rest of the kit.

Lastly, while fitting to the theme of Rust; mark detonation destroying
clothes and items can end up being more harmful to the heretic, as
destroying a secoff's flashbang will result in you getting stunned and
killed.

**Solution**: Rusted floors are no longer safe for the crew; walking
over Rust will add a small buildup of disgust, silicons will receive
ticking damage, Toxic damage on Rust skills has been replaced with
disgust buildup and a chem purge effect to prevent the crew from
cheesing the debuff with sol dry.

**Explaination** "The goal behind this change is to prevent the crew to
just be able to walk willy nilly into an eldritchly decayed area without
repercussions, plus I feel like disgust is a fitting debuff for Rusties
for a number of reasons.

1) Lore wise, your goal is to turn the entire station into a garbage
dump.

2) It fits for fighting a territorial antagonist, it's not immediately
threatening on its own, but if you overstay your welcome, it has dire
consequences.

3) We don't really do much with disgust as a status effect, far as i
know, this'll be the first iteration of it being used for an antagonist
toolset.

4) It gives reason to the crew to act hostile towards the Heretic, as
you are essentially making their work area inhabitable.

I've also Slightly increased the healing on leeching walk and gave it
some minor temperature regulation (you won't be able to outtemp space
cold).

### Rust Walkers 

**Problem**: Rust walkers might as well not exist in their current
state; they are one of the latest heretic unlocks, and the recipe for
summoning one is INSANE now that you cannot decapitate mobs anymore.

**Solution**: Rust walkers pop up a bit earlier in the tree; the ritual
to summon them has more reasonable reagents (wires, pools of vomit, iron
sheets) and they have increased health.

**Explanation**: : There is not a lot to add to this. without walkers,
Rust heretics are fairly slow at spreading rust, by making rust walkers
have reasonable summoning reagents, we ease that problem; lastly i've
slightly bumped their hp, as i felt 75 hp was a bit low.

### Underwhelming ascension

**Problem**: The spread rate from the ascension is downright ATROCIOUS
in its current state, i actually ran multiple tests on different maps,
on Metastation it can take up to 40 minutes for the rust to spread to
the entire station, considering an ascended heretic results in an
immediate shuttle call, it's unecceptable in its current form.

Solution: Rust spread is now a hybridization between old ascension and
Wizard tranformation ritual.

**Explanation**: The spread rate in its current form is painstakingly
slow and has a tendency to reach one corner of the map and compound on
itself, i've borrowed the code from the wizard final ritual
"transformation" and gave it my own spin so that given enough time it
will cover the station more or less evenly, it can now spread through
all z levels.

Video example: https://www.youtube.com/watch?v=jZ5zMrNM6Jw

I've also updated the immunities you gain on ascension to ignore
slowdown and stasis from Cryogelidia.

The whole point of rust ascension is to become immune to crowd control,
i've seen far too many ascended heretics die to a single bola or cryo
syringe, that's pretty lame so i fixed that.

Lastly, aggressive spread has had its radius reduced in exchange for the
spread being consistent now; cooldown is also halved when you ascend, to
better help the heretic go on the offensive.
2024-05-16 18:53:05 +00:00
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
29590d467c Throwing a bee at someone injects reagents (#80354)
## About The Pull Request

Throwing a bee at someone injects that bee's reagents.
This has a larger code footprint than you might expect because venom
injection is done via an element which in turn gives a callback to a
component.
While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into
`COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from
`COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be
cancelled after the signal is sent.

I also added an inject check onto the venomous element for mob attacks,
so thick clothing can now protect you from venom injection.
I elected that Giant Spiders have big enough fangs to ignore this such
that this isn't a major balance change, as do moonicorns (that horn is
massive), Fire Sharks, and Clowns (no idea how they are applying chems
at all to be honest).

## Why It's Good For The Game

I thought about someone throwing a bee at someone like a little dart and
thought "hee hee"

## Changelog

🆑
add: If you throw a bee at someone it will hit them sting-first and
inject that bee's reagent
balance: Thick clothing can now protect you from the venom of bees,
snakes, frogs, and (small) spiders
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-12-17 01:10:06 +01:00
LemonInTheDarkandGitHub f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](https://github.com/tgstation/tgstation/commit/a604c7b1c8d74cd27af4d806d85892c1f7e35ba8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](https://github.com/tgstation/tgstation/commit/25489337392f708cb337fbf05a2329eacdfc5346)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](https://github.com/tgstation/tgstation/commit/beec4c00e01d34a04fba7c2bb98a9b70d27ead82)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)

[f02ad13](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
distributivgesetzandGitHub 274eb2a52e Removes Clone Damage (#80109)
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request process. -->

## 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

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## 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.

<!-- Argue for the merits of your changes and how they benefit the game,
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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
distributivgesetzandGitHub d0438b31bd Replaces cosmic heretic clone damage with organ damage (#80051)
## About The Pull Request

This PR replaces clone damage dealt by the cosmic blade with damage to a
random organ (8, 12, 14 respectively). To compensate for this, burn
damage will now deal 5-14-28, which is slightly weaker immediate damage
than before (6-16-32).

Someone suggested that blades should remove blood from the victim,
however I felt like that was too punishing considering the speed of
blood regeneration.

Feel free to share suggestions in the comments, if you know of a better
idea. Main point of this PR is to get rid of clone damage sources.
## Why It's Good For The Game

These are the last sources of clone damage in the game. We don't need it
anymore.
## Changelog
🆑
balance: Clone damage dealt by the cosmic blade has been replaced with
organ damage and increased burn damage. Clone damage dealt by the cosmic
beam has been removed. The star gazer now deals burn damage instead of
clone damage.
fix: The health of mobs combo'd by a cosmic blade will now update
correctly.
/🆑
2023-12-03 04:41:32 +01:00
BloopandGitHub e1b958c41f Removes final remnants of 'targetted' (#79626)
## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑
2023-11-11 07:46:02 -05:00
9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

[Implements the backend required to make targeting datums
global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00
san7890andGitHub e03822fe1d Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) (#79389)
## About The Pull Request

The way we add multiple actions has been very unstandardized, with
several implementations of this code doing certain things wrongly (i.e.
not nullchecking `ai_controller`), so let's do something in the vein of
#74037 and just make one nice big ol' proc that catches a lot of these
cases. There are still a few things that simply can't be done here, but
this gets the most generic "give my mob some actions and also maybe tell
the AI about it" stuff done.

This is only useful in cases where we don't ever need to reference the
ability ever again when it's added. In an ideal world we would never
need to reference the ability again and it would all be self-contained,
but this is not an ideal world. However, a lot of the latticework has
been built around certain implementations of this behavior making
refactoring it just a bit easier.

I also did a lot of auditing on `Destroy()` stuff, because
`/datum/action`s listen to signals when their parent is `qdel`ing, so we
don't need to neither hold nor clear references on our mob's
`Destroy()`. This was all cleaned up now because even if we couldn't use
`grant_multiple_actions()` (the new proc I add in this PR), it's just
not useful at all and will further hinder efforts to implement this new
proc.

Also also, I noticed in some places (such as megafauna) that we were
initializing a lot of datum actions _in nullspace_. We didn't pass the
`src` argument to `New()`. I quickly fixed that, as well as got rid of
the useless types we had going on.

Also also also, I added a define macro to handle some of the cases that
melbert was speaking about in his review down below. All you need to do
is invoke the define on the typepath, and you should be good to go from
there. There's probably a better way to do it, lmk though. we do the
whole `do while` thing in order to prevent code leakages.

## Why It's Good For The Game

* Very easy to change the implementation. In case we need to do
something different in how we add actions or anything like that, we can
simply just edit instances where this proc is located.
* Standardizes addition behavior. There's a lot of cases like the
aforementioned not-null-checking `ai_controller` that we really need to
look out for, so having it all in one accessible proc ensures standard
behavior.
* Reduces copy-pasta. A lot of mobs had their own individual
implementation of this, so let's just clean up all those lines of code.
## Changelog
🆑
refactor: The way mobs get specialized actions (like revenants shocking
lights or regal rats summoning rats to their side when you slap them)
have been modified, please report any bugs.
/🆑

This doesn't touch the following case FTR:
* Instances where we need to do work on the `/datum/action` after we
`Grant()` it, like if we were to edit some variable on the action or if
we need to call procs on said action. I don't like how the current code
is so reliant on storing a variable to it, but that's a windmill to
attack another time.
2023-11-03 04:02:26 +00:00
lizardqueenlexiandGitHub 0c17553a96 Basic Constructs: Artificer (#79015)
## About The Pull Request

Really getting into the meat of the constructs now. Artificers have
become basic mobs.

On the whole, this was a pretty rote conversion, with no significant
gameplay changes other than the switch to using healing hands rather
than a unique heal ability. The player experience as an artificer is
more or less identical.

The _interesting_ part comes with the AI for the seldom-used "hostile"
variant. Hostile artificers, being squishy and laughably weak, are now a
dedicated "medic" role for constructs. They will perform triage, always
seeking the most wounded construct (or shade!) to give healing to. They
will not attack at all, but they _will_ flee with great speed if
attacked and not busy healing. If they are healing another construct,
they will remain even if they are beaten to death.

I've added some more AI functionality that may come in handy in the
future, and done some refactoring to keep things from getting out of
hand:
- A planning subtree for finding targets that will always select the
most heavily wounded living target that the mob can see (or rather, the
one with the least health). Useful again for medical triage, or for
making a particularly cruel mob that always attacks whoever is easiest
to kill. I plan to use this for NPC wraith constructs when I convert
them.
- Targeting datums can now check a blackboard key to see if they should
only target wounded mobs. This is particularly useful for "medic" type
mobs such as this one.
- I've refactored the "minimum stat" behavior of targeting datums to be
stored in a blackboard key. This removes the need to have unique
subtypes for each different minimum stat we might want. Which... for the
most part, weren't even used, leading to proliferation of several
completely identical targeting datums in a bunch of different files.
Hopefully this change will make things cleaner.

In addition, this PR fixes a pair of bugs from #78807 that I didn't
catch:
- Healing constructs can now actually heal shades. Turns out I forgot to
add the correct biotype.
- Healing hands, when set to print the target's remaining health, no
longer does so as a visible message.

The one thing I didn't do that I kind of wanted to is make NPC
artificers heal themselves when wounded and not busy doing something
else, but it ended up being kind of annoying to make a mob willingly
target itself. NPC artificers never had this behavior before, so I
consider it okay, but maybe I'll circle back to it later.
## Why It's Good For The Game

Another basic conversion, another 5 items off the checklist. Very little
should change in-game, though I think the new NPC AI could make for
interesting challenges in ruins or bitrunning or something.
## Changelog
🆑
refactor: Artificer constructs have been converted to the basic mob
framework. This should change very little about them, but please report
any bugs. NPC artificers are now smarter, and will focus on healing
nearby wounded constructs - if you see them, take them out first!
/🆑
2023-10-19 23:03:27 -06:00
370a38165e new syndicate item - bee smoker (#78988)
## About The Pull Request
this adds a new item for traitor botanists they can buy for 4 tc. it
releases smoke which hypnotizes bees to follow ur every command, it can
be used on a single bee or it can be used on a hive to hypnotize all the
bees who live there. u can command the bees to enter or exit their
beehive, and u can also command them to spiral around u where they will
follow u and swirl around u to confuse whichever opponent u are
fighting, and u can also command them to attack people. the bee smoker
comes with some fuel but u can recharge it by putting cannabis into it.
the stronger the weed the more fuel it will provide


https://github.com/tgstation/tgstation/assets/138636438/18c9a350-8e24-4c49-abfa-dffb7622502f


## Why It's Good For The Game
adds a traitor item which gives a new gameplay alternative for botanist
and pacifist players. also i noticed the pet targetting datum was using
some copy paste code so i made it a subtpye of the basic targetting
datum

## Changelog
🆑
add: added a new syndicate item - the bee smoker
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-10-19 21:01:31 -06:00
lizardqueenlexiandGitHub fc3e267c57 Heretic summon name fixes (#79055)
## About The Pull Request

Fixes #79049.

The ghost poll for heretic summons used the `real_name` field to display
the mob's name. However, for some reason, a couple of the heretic
summons have jokey nicknames as their real names ("Ashy" for ash
walkers, "Rusty" for rust walkers). I've opted to take the simple option
of making the ghost text just use the `name` field instead - it's used
for the admin logs around summoning, so it should be fine for the poll
too.

Also, I've capitalized "Fire Shark" and set its real name to also be
"Fire Shark". For consistency.

Finally, I've made heretic summon names not proper nouns, so examining
them will display "That's a Rust Walker" rather than "That's Rust
Walker". The Lord of the Night did not receive this treatment due to
being a unique thing.
## Why It's Good For The Game

It's good when ghosts know what they're actually signing up to be.

Most heretic summons aren't unique entities, so it makes sense for them
to not be proper nouns.
## Changelog
🆑
fix: Heretic summons should now display the correct name when polling
ghosts to play as them.
/🆑
2023-10-18 23:12:19 -06:00
JacquerelandGitHub 443a40ebbd [no gbp] Don't give every heretic mob mirror walk (#78949)
## About The Pull Request

Fixes #78942

Don't give every heretic mob mirror walk
Also restores their spaceproofing.

The causes of this were respectively:
- I didn't type out the full typepath.
- I forgot.

## Changelog

🆑
fix: "Mirror Walk" is once more the domain of the Maid in the Mirror
rather than "every heretic summon"
fix: Heretic mobs can once again survive space
/🆑
2023-10-13 11:42:23 -06:00
JacquerelandGitHub 504e6acfa3 Basic Mob Gorillas (#78918)
## About The Pull Request

Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.

IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.

When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.

I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),

And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.

## Why It's Good For The Game

https://www.youtube.com/watch?v=npuuTBlEb1U

## Changelog

🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
2023-10-11 16:58:29 -06:00
5e2c8459dd Basic Heretic Mobs: The Rest of Them (#78757)
## About The Pull Request

Raw Prophet and Armsy had fun stuff going on and merited their own PRs,
but the rest of these guys are basically just statblocks with abilities
so I converted them all at once.

Rust Walkers are present in a ruin and so have new AI which will
actually use their abilities. They rust the area around where they spawn
and throw their rust blast at people.

I also gave Flesh Stalkers AI even though nobody has put them in a map
because I thought it would be cool. This adds an AI behaviour where if
they're not doing anything else they will turn into an animal and chill
until someone's been around them for a bit, before attacking. They will
also use EMP almost immediately upon performing their ambush, which
kills the lights in that room. Spooky!
To support this I needed to make some changes to let AI continue
processing and targetting correctly while shapeshifted.

I didn't give Maids or Ash Spirits AI because they'd be really boring.

Other changes:
I made the maid in the mirror flicker when it takes examine damage
because the `visible_message` says it does but despite having the power,
nobody made it actually flicker...

## Why It's Good For The Game

No more simple mob heretic summons.

## Changelog

🆑
refactor: Rust Walkers, Ash Spirits, Flesh Stalkers, and The Maid in the
Mirror now use the basic mob framework. Please report any unusual
behaviour.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-10-06 16:06:22 -06:00
JacquerelandGitHub 3ed187e86b Basic Mob Flesh Worm (#78744)
## About The Pull Request

Fixes #68614

Converts the Flesh Worm (Armsy) into a Basic Mob.
Most of its behaviour has been moved into a component which we can use
to make arbitrary mobs into linked lists of mobs.
To accomplish this I added a signal which is sent when you call any
`adjustXLoss` proc, let me know if my implementation is "calling the
same signal from several places" by a backdoor, I wanted to avoid
registering to 6 signals but I'll change it if I must.

While I was here I killed the unused "lesser" variant because we stopped
using it. Resultingly, Ascended Armsy doesn't need to distinguish itself
by inflating the sprite, so it doesn't. This means that now flesh worms
are using their sprites as intended to be displayed, but if people
really miss all of its segments being poorly scaled by the byond engine
then I guess I can restore it.

## Why It's Good For The Game


![dreamseeker_p8vOpZGXII](https://github.com/tgstation/tgstation/assets/7483112/3389d3a9-16cd-4e1e-938e-dfa18d0da0af)

## Changelog

🆑
refactor: Flesh Worms are now basic mobs. Please report any unexpected
behaviour.
sprite: Flesh Worms are a little bit slimmer.
/🆑
2023-10-05 13:20:16 -06:00
JacquerelandGitHub c78211835d Basic Mob Raw Prophet (#78733)
## About The Pull Request

Might as well start on these now, should be easy enough.
The Raw Prophet actually comes with a couple of new components.

The `wheel` element is sort of like the `waddling` element in that you
give it to any movable atom to have it move like a raw prophet.

![dreamseeker_3qacWEKYQQ](https://github.com/tgstation/tgstation/assets/7483112/d5e1b0b9-79f7-4272-9c88-a21fee049e5f)
Whee!

The focused attacker component can be attached to any mob or item and
causes it to escalate its damage every time you attack the same target.
I'll be honest I consistently forget that the Raw Prophet does this.

The ones in the Ruin have the blinding gaze attack inherited from
Watchers instead of the point-target Blind spell in order to ensure that
you can actually "dodge" it.
I tried to make it jaunt if it got stuck but ran into too many problems.
Another time.

## Why It's Good For The Game

I do this to relax now.

## Changelog

🆑
refactor: Raw Prophets now use the basic mob framework. Please report
any unusual behaviour.
/🆑
2023-10-03 14:26:50 -06:00
JacquerelandGitHub 2dda1bb23b [no gbp] Reduces click cooldown of more primarily player-controlled mobs (#78686)
## About The Pull Request

Fixes #78679
We made a change to synchronise mob attack speed when controlled by
players and when controlled by AI but this ended up reducing the attack
speed of a few mobs which are primarily controlled by players. This
wasn't meant to be a balance change, so we should revert it for those
mobs.
People can use it as a balance lever later if they want (preferably
after Swing Combat is merged).

## Changelog

🆑
fix: Spiders, Morphs, Fire Sharks, and Regal Rats no longer have a
reduced click speed.
/🆑
2023-10-01 23:53:05 -06:00
JacquerelandGitHub 257923e090 Synchronise AI and Player basic mob melee behaviours (#78337)
## About The Pull Request

I like for things that mobs do to be consistent regardless of whether
they are controlled by a player or by the AI.
One big offender of this is the melee behaviour cooldown. Basic mobs
piloted by AI have arbitrary melee attack cooldowns which are not
reflected when they are controlled by players who can generally attack
much faster (but in _two_ instances, slower).
To remedy this I added `melee_attack_cooldown` as a var on
`living/basic` (sinful) and the ai now uses NextMove to not click too
often, meaning that players can only bite things as often as the AI can
and also that if you VV the cooldown it can speed the AI up (or slow it
down) as well as a player.
This also gets rid of a lot of subtypes of that datum, as we mostly made
them to change the cooldown.

I also hunted down a few places where there was behaviour placed inside
an AI behaviour which wasn't easily replicable by a player piloting the
same mob, preferably a player should be able to do everything that the
AI can.
Fixing this was largely a simple case of moving code from
`ai_behaviour/melee_attack/perform` to `basic/mob_subtype/melee_attack`
and also adding an element for one thing shared by three different mobs.

Strictly speaking I didn't need the element that much because a player
is perfectly capable of clicking on something they attack to drag it,
but it's nice for it to be automatic?

## Why It's Good For The Game

If you see a mob do something then you should also be able to do it.
Mobs shouldn't have significantly different capabilities when controlled
by a player (aside from usually being smarter).

## Changelog

🆑
balance: Player-controlled basic mobs attack as fast as those mobs can
when controlled by the AI
balance: Player-controlled Faithless can paralyse people they attack,
like the AI does
balance: Player-controlled Star Gazers (if an admin felt like making
one) apply the star mark on attack and deal damage to everything around
them, like the AI does
/🆑
2023-09-18 18:10:05 +02:00
Sealed101andGitHub 5e9e45f1b6 Polymorph belt blacklists several biotypes instead of allowing only organics (#78229)
## About The Pull Request

Title; this makes the belt able to morph into _more_ mobs, but _less
problematic/abusable_ mobs hopefully. It still only functions on
basic/simple_animals, however.

~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them
completely. Though catching a sentient ling slug and morphing everyone
into it is funny, it's only funny the first 5 times someone does it.
(disclaimer: this is an approximation, i did not actually see a
polymorph belt in-game because i currently play miner and like 10 games
a week tops)
Arguably, this isn't ideal, but it's the closest we get unless we rename
`MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to
bioflag for mobs we don't want **fun** things happen to.~~
`MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that.
I think the alternative methow could use whatever the gold cores use to
determine what to spawn but that would shift the mobs available for the
belt even more and I can't be assed to figure out how _much_ of a shift
that would be. Dragons or slimes or lavaland mobs would be out, for
example. Don't really vibe with that.

Fixes headslug's description bit that discerns a sentient slug from an
AI one showing up on a dead slug. It can't move while it's dead, no
matter its mind/AI.

Also adds simple dmdoc comments to the defines to help discern a few of
them more easily. Non-quip text suggestions welcome.

## Why It's Good For The Game
- Resolves #77756
- Resolves #78227

More mobs available for the funny belt but less _fun_ mobs should allow
for more stable use of the damn thing. Arguably, some of the mobs that
have been found to be incompatible with the belt are simply lacking a
`MOB_ORGANIC` flag, some of them with no apparent reason. However,
blacklisting potentially problematic biotypes should be easier to design
the unwanted mobs around.
Also consistency, less all-ling stations, code clarity. Whatever.

## Changelog

🆑
balance: polymorph belt now blacklists mobs that are undead, humanoid,
robotic or spiritual (in nature, not religiously), as well as megafauna
balance: however, this means that it works with more mobs that it should
logically work with, like slimes/bugs/lightgeists etc
fix: fixed headslug shenanigans with the polymorph belt hopefully for
good this time
fix: fixed headslug description mentioning its movement despite the slug
being dead
/🆑
2023-09-10 21:09:01 +02:00
ComxyandGitHub 39142d2728 [NO GBP] Star Gazer Fixes (#78003)
## About The Pull Request
Star Gazer can be buckled which stops the Star Gazer from being able to
move which isn't supposed to happen. Also removes Star Gazer alpha
pixels which where created because it used to have a limited amount of
health, but now it isn't needed and seems like it will only be in the
way.
## Why It's Good For The Game
Improvements.
## Changelog
🆑
fix: Fixes Star Gazer getting buckled
image: Removes Star Gazer alpha pixels
/🆑
2023-08-30 16:03:52 +02:00
e02595078c Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon (#77306)
## About The Pull Request

Instead of a supernatural phobia, sacrificed people will now get a
HERESY phobia, which specifically targets heretic stuff, instead of all
of magic. Other heretics, however, do not get this, but instead get
knowledge points sapped from them, as their mind is ruined in a
different way than normal people. This comes with different flavour text
and a harsher but shorter lasting mood debuff. Also fixes some
"knowlege" code typos and places the star gazer and fire shark all in
under heretic_summon
## Why It's Good For The Game

Heretics, Wizards, Chaplains and Cultists will now be able to keep
playing the game after getting sacrificed without overdosing on
psicodine, while still retaining the phobia's original design purpose.
placing the fire shark and star gazer under the same type also is useful
as they share a lot of values. typos bad.
## Changelog
🆑
add: Sacrificed heretic targets will now receive a phobia of heresy
instead of a phobia of the supernatural. Sacrificed heretics will not
get this phobia, but will lose knowledge points instead.
/🆑
Huge thanks to Helg2 for doing the original PR and helping me with this
one, couldn't be done without them

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-08-21 02:11:36 +02:00
GhomandGitHub 6f862d107f Adds a unit test to stop elements from using identical lists for their arguments. (#76322)
## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.
2023-07-27 16:04:16 -07:00
Ben10OmintrixandGitHub 46e819297a transform the paper wizard from a simple to a basic (#76688)
## About The Pull Request
i transfered paper wizard from simple to a basic and i also gaved him
new fetures he can go and do. now when he will go and walked when he
walks there will be a paper effects when he goes to walk. also he will
he will now go to look for paperes on the floor and then he will write
stuff inside the paper, so a player can maybe distracted the wizard with
a paper because the wizard will stop atacked him for a bit until he
finished writted stuff inside the paper. i follow the instrucions in the
learn-ai md to maked this to a new ai subtree behavier.

## Why It's Good For The Game
the paper wizard is now a basic so he is a better ai and he also have
more feture to gaved him depth mechanics

## Changelog
🆑
refactor: paper wizard have been refactored, please report any
bugs/unintended behavior
refactor: refacted the datum/elememt/trial to an bespoken element
add: paper wizard now have effects when he walking and he will now go
and look for paperes and write stuff in them
/🆑
2023-07-14 16:33:53 +01:00
ComxyandGitHub 61795ee325 Cosmic Ascension Balance Patch (#74715)
## About The Pull Request
Now the stargazer does more damage to people in the area and prioritizes
mobs attacking them instead of random circuit bots 7 tiles away. It will
also slowly heal you. Makes some abilities create more carpet fields
when ascending. Increases combo times when ascending. Also makes the
Star Gazer die only when the owner dies. Star Gazer will explode when it
does die. Star Gazer has a damage aura that does heal the owner.
## Why It's Good For The Game
I have seen a lot of people complaining that the cosmic ascension isn't
good and not worth getting so I thought I would make it a little better.
## Changelog
🆑
balance: Star Gazer now explodes when it dies.
balance: Star Gazer will only die when the owner dies.
balance: Star Gazer will attack the most recent enemy that attacked him
when on autopilot.
balance: Star Gazer has an aura that slowly damages people and heals the
owner.
balance: Cosmic Ascension now buffs some spells.
/🆑
2023-04-27 19:11:13 +01:00
MrMelbertandGitHub ed2f04f486 Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)
## About The Pull Request

Replaces weakref usage in AI blackboards with deleting signals

All blackboard var setting must go through setters rather than directly

## Why It's Good For The Game

This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards

(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)

I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also
maybe `@LemonInTheDark` if they're interested

## Changelog

🆑 Melbert
refactor: Mob ai refactored once again
/🆑
2023-04-23 17:07:17 -06:00
orangesandGitHub 4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00