## About The Pull Request
I didn't realize that default aggro range for mobs is 9, so tendrils
would try to attack you with their whips and spikes despite you being
completely out of their range, which looks pretty funny.
I've fixed this by separating out aggro ***grab*** range and aggro
sustain ranges, lowering latter to 5 for tendrils, and adding checks for
target distance for both abilities it has. The Thing also had a similar
behavior but used rather jank code for that (which I don't think even
worked), so I've modified it to use the new system as well.
## Why It's Good For The Game
Stationary mobs probably shouldn't try to attack mobs completely out of
their reach
## Changelog
🆑
fix: Tendrils no longer try to attack you when you're out of their reach
code: Cleaned up The Thing's aggro code
/🆑
## About The Pull Request
This Pull Request adds a new logging system that uses a timeline to
track and visualize important events for specific datums.
This is done via a new window in which you can select a datum for
tracking, which adds it to the timeline. If this datum implements the
EVLOGGING macros, it can track important events onto this timeline. As
an example, we can log whenever an AI is deciding to make a new path, if
it decides to generate a new decisionmaking plan, it finishes an action,
or it decides to target someone/something.
We can select these events to see more information, and optionally get a
snapshot of important variables at the time this event was logged (like
the blackboard and current plan for AI controllers).
You can also filter out specific events / track info, which is done via
categories. Each event / piece of track info is given a category and if
you disable a category all events / track info in that category is
hidden. This lets you filter out things you might not care about.
<img width="2346" height="1209" alt="image"
src="https://github.com/user-attachments/assets/0763077c-e349-4c7c-b017-23d29e1d089b"
/>
_whoever thinks we didnt need advanced cleanbot logging is a noob_
In the video below I showcase how this works;
https://file.house/7nsOiqdvmSTxlsk3fs-e8g==.mp4
A cleanbot is roaming the halls, I turn on the event logger, click the
"pick target" button and click on the datum I'd like to track (the
cleanbot). This results in the cleanbot now tracking its events. I spawn
some dirt and the cleanbot decides to clean it, and I go through the
events; You can see theres different events being listed, such as when
the cleanbot starts targetting the dirt, when it cleans plan, when it
makes it JPS path and every time it moves over it.
The macros I've currently implemented are as follows:
**EVLOG_TEXT(DATUM, CATEGORY, INFO)**
Only adds text to the event logger window, no world-visuals
EVLOG_LOCATION(DATUM, CATEGORY, INFO, TURF)
Adds text to the event logger and adds an image to where that turf is.
EVLOG_TURFS(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and adds an image to each turf in the
TURFS list
EVLOG_LINES(DATUM, CATEGORY, INFO, TURF_A, TURF_B)
Adds text to the event logger and adds a line from turf_a to turf_B
EVLOG_PATH(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and visualizes a path from A to B (same
way as the pathfinding debugger, of which I moved the visualization
before to SSPathfinder)
In terms of performance, the logger is a singleton, and events are ONLY
logged if
1. The logger is running
2. The datum has the DF_EVLOGGING flag.
This means most of the time, logging an event is a single var lookup
(Since the runner is off by default). The DF_EVLOGGING flag is off by
default as well and has to be enabled by the event logger, or set
temporarily by a dev in code.
This system can easily be extended with more event types / visualization
types as well. (I'm thinking of datumizing the ones I have now)
The TGUI is still a bit of a mess, I would love some pointers because
I'm not really good at react so I just kind of hit it with a hammer
until it did what I wanted 😎
Also, all of this is based on VisLogging from Unreal Engine, so it will
have some likeness https://unreal-garden.com/tutorials/visual-logger/
## Why It's Good For The Game
This system allows us to debug more complex systems (like basic AI) in
an understandable and clear way. While the implementation cases are not
super common right now, extending this system could make debugging these
systems much more comprehensible, and hopefully lets more developers
help us with improving these systems. (plus, we LOVE timelines)
## Changelog
🆑 CabinetOnFire
refactor: Implements "Event Logging" an improved way for programmers to
debug specific datums.
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
Introduces a new targeting priority strategy system for basicmob AIs,
which allows controllers to decide which mob to prioritize over others.
Mining mobs will now focus on the NODE drone unless hit, and will pursue
the attacker for 25 seconds before dropping the aggro. They also get
increased aggro if you've attacked other mobs in their view recently,
and after a few hits will have enough aggro to swap to you from the NODE
drone. Ashwalkers get a reduction in aggro because they live there.
Legion broods and brimdemons will immediately target anyone who attacks
their allies rather than waiting for multiple hits. Broods also now
inherit their parent's targets and retaliation/reinforcements lists.
https://github.com/user-attachments/assets/6baaba8a-8b3c-4b2f-ae8b-842f0b1f2b6d
#### This is a bounty for ArcaneMusic
## Why It's Good For The Game
Makes vent defense mob behavior more predictable and easier for players
to manipulate, allowing them to draw aggro from the NODE drone should
make vents more engaging and less of an AI rng fest
## Changelog
🆑
add: Mining mobs now use priority when choosing their target,
prioritizing NODE drones over miners who haven't attacked them or their
allies
/🆑
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:
ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif
EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over
ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)
## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system
## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable!
add: added evil versions of the ed209s to the syndie uplink
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request

This PR adds 16 more wands to the game, try and guess what they all do!
I finished coding this PR 6 weeks ago but it turns out I had to sprite
16 wands after that before I could PR it.
<details>
**Wand of Animation**- It's like the Staff of Animation but doesn't
recharge itself, obviously.
**Rod of Babel**- Grants victims a new random spoken language and then
removes all of their other languages.
**Shearing Rod**- It renders you bald. If you are covering your hair
with a helmet, it pops the helmet off (possibly its most useful effect).
If you're already bald, your bald head will shine brightly and blind
nearby people.
**Party Wand**- Fires projectiles that are incredibly alcoholic. Two of
them will destroy the livers of most targets and kill them (although it
gives them a good leadup time to get that fixed before dying of alcohol
toxicity), so try one at a time if you're just there to have fun.
**Wand of Ice**- Freezes people temporarily, making them really cold and
unable to move. It also spawns slippery ice on impacted tiles.
**Wand of Chaos**- Forces targets to hallucinate from a curated list of
hallucinations. It looks and is named sort of like the Staff of Chaos
just in the hopes that people are more likely to believe that the wizard
did actually just instantly kill them, set them on fire, or turn them
into a demon. Even if it doesn't, a lot of these cause you to stop
moving or be temporarily knocked down or in some other way disoriented.
**Lifting Rod**- Removes gravity from a target for two minutes, which
funcionally immobilises them if they're in the middle of a room or you
can use on yourself to cross big pits.
**Rod of Compassion**- Heals you and your target a little bit, and also
gives you both Pacifism for 30 seconds. This gives you time to talk out
your problems, or deliver a monologue.
**Wand of Snacking**- Turns things into pizza. If fired at a mob, will
put some pizza in their hands and force them to start eating it.
Unlikely to be deadly, but it might spawn mouldy pizza, a food they are
allergic to, ethereal battery acid pizza, or pizza which dismembers you.
**Pestilent Wand**- Confers a transmissible plague which causes you to
periodically cough out vermin of various degrees of danger and hostility
depending on disease level, treated via traditional methods of exorcism.
**Wand of Pratfalls**- Slips and pies the target as well as creating
small amounts of lube foam.
**Wand of Rebellion**- Removes a limb from the target, then animates
that limb. Stop hitting yourself.
**Rod of Repulsion**- Throws things you shoot away from you.
**Switching Rod**- Swap places with the hit atom, as with the spell
Swap.
**Restraining Rod**- Summons a tentacle from the ground to grasp the
target, immobilising them for 20 seconds or until someone helps them.
**Wand of Zapping**- Briefly locks up the target's nerves with lightning
(it's secretly a classic ss13 taser).
</details>
They are available to wizards via the new option "Wand Assortment
(Bargain Bin)" which only costs a single spellbook point, but gives you
an assortment of 6 wands picked at random from this list of new wands
and some of the existing ones.
If you buy two or more sets of wands (and are wearing the wand belt from
the first one) then instead of spawning wands in a belt it will spawn
them in a bandolier, which fits into your backpack or can be worn on a
suit slot.
Wand bandoliers in a suit slot will automatically replace an empty wand
you try to fire with a wand that still has ammo in it.
Several of these wands' projectiles are now also possibilities from
firing the Staff of Chaos (making it more chaotic) and some of them also
have their own Magicarp types.
Also I made it so that if you animate an animating weapon then it
focuses on animating more things instead of shooting its animating bolts
at mobs that are already animate. I could do this for more specialty
wands too at some point (door wand projectiles don't exactly hurt
anyone) but if I do that it'll probably be in a different PR.
## Why It's Good For The Game
A good number of these wands come from a downstream antagonist that's
essentially a lower-threat wizard. I thought these were all fun or funny
effects to have in the game upstream but also not ones that people would
typically want to buy as a dedicated spell (or alternately, that would
be pretty good as a dedicated spell but quite boring), so instead
they're limited use spells that you get in bulk for cheap.
I didn't think we'd really want to bulk up the spellbook with several
different kinds of themed bundle though (and frankly, they don't share
themes), so it's a blind box instead.
The bandolier was added to compensate people for buying random wands
multiple times, so they can have more of a wand-based playstyle.
Now you can spend all of your points on 60 wands (maybe more if you take
the gambling trait...) and be a sort of wizard cowboy, or split them
among your apprentices, or just leave them everywhere like candy and see
whether the crew fuck things up for themselves with their new power I
guess.
## Changelog
🆑
add: Adds 16 more wizard wands to the game, which wizards can buy
cheaply but randomly, or are available via Summon Magic.
add: If a wizard buys more than one set of wands they will receive a
"Wand Bandolier" holster which fits in the backpack or, if worn in the
suit slot, will automatically exchange an expended wand for a full one.
balance: Staffs (and wands) of animation that are animated will try to
animate other objects instead of firing at living mobs, which are
already animated.
balance: Animating a wand of nothing will turn it into a wand of
animation (and animate it).
balance: The staff of chaos can now do more things.
balance: Magicarp now additionally come in Babbling, Frigid, Quantum,
and Weightless varieties. Collect them all!
/🆑
## About The Pull Request
this refactors `GLOB.hostile_machines` into
`GLOB.hostile_machines_by_z`, which is a per-z list, and mobs targeting
hostile machines (mechas, turrets) will only check those on the same
Z-level.
## Why It's Good For The Game
better performance
## Changelog
🆑
refactor: Refactored how mobs target turrets and mechs, which should
hopefully be more performant.
/🆑
## About The Pull Request
makes sure slimes and other animals immediately cease attacking their
tamers
## Why It's Good For The Game
makes sure slimes and other animals immediately cease attacking their
tamers
## Changelog
🆑
fix: makes sure slimes and other animals immediately cease attacking
their tamers
/🆑
## About The Pull Request
Opportunistic melee behavior did not check for target's existence unlike
its parent, which means it could runtime if the target got destroyed
before the behavior ran
## Changelog
🆑
fix: Fixes runtimes caused by opportunistic melee AI behaviors
/🆑
## About The Pull Request
Now: AI will break chairs they're buckled in
After PR: Ai will prefer to resist out of chairs if possible
Fixes#94222 , partially
Really I think this shouldn't be a subtree, orrrrr if it is it should be
enabled by combat.
It's weird that buckling a pet into a pet bed encourages them to get up
ASAP.
If a mob is completely docile or otherwise not trying to act, they
shouldn't freak out and break whatever they're sat in.
Alternatively pets need a behavior for seeking out a bed (but that's
more effort)
## Changelog
🆑 Melbert
fix: AI mobs will prefer to resist out of simple buckles (like being sat
in a chair or bed) rather than try to break the chair.
/🆑
## About The Pull Request
Two main things.
Multiple instances of use of a proc in AI controllers seemingly assuming
the default behaviour will work for them, but what ends up happening is
`search_tactic` gets redefined and redefined with no defaut search range
parameter, so nothing ends up passed to the `search_tactic` child procs,
so they all call `oview` with `null` and this... somehow doesn't
runtime? Has behaviour that works some of the time??? I hate this
fucking language. Anyway.
Stoat steal items behaviour was completely broken and apparently was not
tested once since it was merged in. I've made the corrections I can, but
I haven't figured out why stoat AI never enters idle, so we have a
behaviour that leads to the stoat running up to an item, grabbing it,
and then just staying there, unmoving. I've sunk too many hours into
this, I'm just going to call it fixed and let someone else figure out
what exciting additions there need to be to a behaviour that was never
functional in the first place.
## Why It's Good For The Game
i don't know man i just want the pain to stop
okay, generally speaking, when people write AI behaviours, they want
those AI behaviours to do something and not just silently fail for six
months or longer
## Changelog
🆑
fix: Stoats have a chance to try and grab items like they always should
have.
/🆑
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147
full credit to @Kapu1178 for the juice
instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
## About The Pull Request
tamed pets would not let previous grudges go so theyd attack one another
even after theyve both been tamed by the same owner. this fixes that
## Why It's Good For The Game
fixes tamed pets sometimes attacking one another
## Changelog
🆑
fix: fixes tamed pets sometimes attacking one another
/🆑
## About The Pull Request
tamed pets would not let previous grudges go so theyd attack one another
even after theyve both been tamed by the same owner. this fixes that
## Why It's Good For The Game
fixes tamed pets sometimes attacking one another
## Changelog
🆑
fix: fixes tamed pets sometimes attacking one another
/🆑
## About The Pull Request
adds stoats to the game!

these are relatively friendly animals u can find in maints. they'll hunt
down mice and other smaller vermin (making them a janitor's best friend)
,and are nimble enough to crawl through pipes. They also love stealing
things as they will drag random objects they find lying around them.
additionally, you may find disposal bins that are shaking, this means
there's a stoat inside rummaging it for food. clicking eject or throwing
anything in the bin will cause the stoat to immediately jump out scared.
u can also tame them by feeding them eggs or dead mice.
## Why It's Good For The Game
further expands the mob pool of maints, establishing some sort of
ecosystem.
## Changelog
🆑
add: added stoats to the game
/🆑
## About The Pull Request
adds stoats to the game!

these are relatively friendly animals u can find in maints. they'll hunt
down mice and other smaller vermin (making them a janitor's best friend)
,and are nimble enough to crawl through pipes. They also love stealing
things as they will drag random objects they find lying around them.
additionally, you may find disposal bins that are shaking, this means
there's a stoat inside rummaging it for food. clicking eject or throwing
anything in the bin will cause the stoat to immediately jump out scared.
u can also tame them by feeding them eggs or dead mice.
## Why It's Good For The Game
further expands the mob pool of maints, establishing some sort of
ecosystem.
## Changelog
🆑
add: added stoats to the game
/🆑
## About The Pull Request
Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.
Other stuff I changed:
Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.
Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.
Riot makes a visual effect when used.
Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.
A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.
I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.
## Why It's Good For The Game
This proc sucked and now it's nicer.
As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.
## Changelog
🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
## About The Pull Request
Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.
Other stuff I changed:
Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.
Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.
Riot makes a visual effect when used.
Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.
A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.
I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.
## Why It's Good For The Game
This proc sucked and now it's nicer.
As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.
## Changelog
🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
## About The Pull Request
adds snails to the game

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.
you can also pick them up and put them on your head.
finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.
## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
## About The Pull Request
Fixes#90767
This PR redesigns ice whelps somewhat
As before they have two fire breath attacks, one of which is a line and
one of which is a point blank AOE
Unlike before, the aspect of forecasting that the attack is coming is
now part of the ability and not a component only used by ice whelps (I
didn't like the component) and comes with visuals


Also unlike before, the line breath is longer and comes out faster
(because it's frankly pretty trivial to avoid) and the point blank
effect has been upgraded to effect every tile in a circular area within
3 spaces of the drake
The drake will now use the "every nearby tile" attack if you are close
by when its abilities come off cooldown, and the longer ranged one if
you're not
## Why It's Good For The Game
This fixes Ice Drakes using their breath attack literally once and never
again and might make them slightly more interesting to fight
Their slow speed and inaccurate targeting I think still means that
they're not very threatening on their own, but that'd need a more
substantial redesign to fix
## Changelog
🆑
balance: Ice Whelps now switch between their breath attacks depending on
the situation
fix: Ice Whelps will use their breath attacks more than once per
encounter
/🆑
## About The Pull Request
adds snails to the game

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.
you can also pick them up and put them on your head.
finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.
## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
## About The Pull Request
Fixes#90767
This PR redesigns ice whelps somewhat
As before they have two fire breath attacks, one of which is a line and
one of which is a point blank AOE
Unlike before, the aspect of forecasting that the attack is coming is
now part of the ability and not a component only used by ice whelps (I
didn't like the component) and comes with visuals


Also unlike before, the line breath is longer and comes out faster
(because it's frankly pretty trivial to avoid) and the point blank
effect has been upgraded to effect every tile in a circular area within
3 spaces of the drake
The drake will now use the "every nearby tile" attack if you are close
by when its abilities come off cooldown, and the longer ranged one if
you're not
## Why It's Good For The Game
This fixes Ice Drakes using their breath attack literally once and never
again and might make them slightly more interesting to fight
Their slow speed and inaccurate targeting I think still means that
they're not very threatening on their own, but that'd need a more
substantial redesign to fix
## Changelog
🆑
balance: Ice Whelps now switch between their breath attacks depending on
the situation
fix: Ice Whelps will use their breath attacks more than once per
encounter
/🆑
## About The Pull Request
This PR removes the `basic_mob_attack_telegraph` component from all mobs
which were using it and instead implements an attack delay directly into
the basic melee AI behaviour.
This delay simulates "moving your mouse into position", human reaction
times, and the fact that the previous implentation of simple mobs would
only try to melee attack on a predictable timer you could "juke" around.
The way that this delay works is that it starts as soon as the mob
enters melee range and resets if you are ever out of the mob's reach, so
there will be no delay if you are foolish enough (or unfortunately
preventing from doing otherwise) to continue standing next to a mob but
there is enough of a one to duck in and out of melee range with a
goliath while using a crusher without getting hit, although trying to
run past one usually won't work.
This delay defaults to 0.3 seconds which in my testing experience was
roughly enough to dip in and out of range without getting hit but not
enough to run all the way past a mob without getting hit. It can be
overriden via the blackboard, although currently no mob does this.
I _was_ testing this locally with no latency though so I guess we'll
listen out to see if miners start yelling.
## Why It's Good For The Game
The visible attack broadcast is very cool but its visibility made melee
combat with any mob that had it significantly easier to such a degree
that any mob with it on could not really be expected to do melee damage
to any character that wasn't suffering some kind of immobilisation
effect which was never really the intention.
Removing it also removes any additional handicap that was applied to
sapient versions of these mobs, which was never really necessary or
intended in the first place.
I did not remove the component entirely from the game for two reasons:
- Out of the hope that there is some use for it somewhere, because I
think it's cool, but more importantly:
- Because it's still being used by simple mob megafauna as a workaround
for a bug we couldn't figure out.
## Changelog
🆑
balance: Most mobs will now hesitate for a moment before attacking
rather than instantly hitting anything that enters melee range, to
better simulate human behaviour. Please report if this delay seems too
short, or too long.
balance: Most mobs which telegraphed their basic attacks on you now will
not do that
/🆑
## About The Pull Request
This PR removes the `basic_mob_attack_telegraph` component from all mobs
which were using it and instead implements an attack delay directly into
the basic melee AI behaviour.
This delay simulates "moving your mouse into position", human reaction
times, and the fact that the previous implentation of simple mobs would
only try to melee attack on a predictable timer you could "juke" around.
The way that this delay works is that it starts as soon as the mob
enters melee range and resets if you are ever out of the mob's reach, so
there will be no delay if you are foolish enough (or unfortunately
preventing from doing otherwise) to continue standing next to a mob but
there is enough of a one to duck in and out of melee range with a
goliath while using a crusher without getting hit, although trying to
run past one usually won't work.
This delay defaults to 0.3 seconds which in my testing experience was
roughly enough to dip in and out of range without getting hit but not
enough to run all the way past a mob without getting hit. It can be
overriden via the blackboard, although currently no mob does this.
I _was_ testing this locally with no latency though so I guess we'll
listen out to see if miners start yelling.
## Why It's Good For The Game
The visible attack broadcast is very cool but its visibility made melee
combat with any mob that had it significantly easier to such a degree
that any mob with it on could not really be expected to do melee damage
to any character that wasn't suffering some kind of immobilisation
effect which was never really the intention.
Removing it also removes any additional handicap that was applied to
sapient versions of these mobs, which was never really necessary or
intended in the first place.
I did not remove the component entirely from the game for two reasons:
- Out of the hope that there is some use for it somewhere, because I
think it's cool, but more importantly:
- Because it's still being used by simple mob megafauna as a workaround
for a bug we couldn't figure out.
## Changelog
🆑
balance: Most mobs will now hesitate for a moment before attacking
rather than instantly hitting anything that enters melee range, to
better simulate human behaviour. Please report if this delay seems too
short, or too long.
balance: Most mobs which telegraphed their basic attacks on you now will
not do that
/🆑
## About The Pull Request
I saw some admins complaining that the prompts for these input fields
were not very clear so I made them clearer.
## Why It's Good For The Game
Makes it more obvious what the thing you are doing will actually do.
## Changelog
🆑
spellcheck: Makes some VV input prompts clearer to read and use
/🆑
## About The Pull Request
Separate verb and PR from #89375 because this is something you'd apply
on top of a mob with existing behaviour, or one you've used the other
verb on.
This will probably conflict with my other PR but that's my problem.
This adds a shortcut for making mobs say/emote stuff randomly on a timer
from a list of things you have specified.
Doing this via VV is possible but sufficiently complicated that I don't
think anyone would ever bother.
As with the other PR you can optionally do this to mobs who already have
a client if you want them to randomly burp every so often or something.
I briefly flirted with the idea of replacing all
`/datum/ai_planning_subtree/random_speech` subtypes with blackboard ones
but... I think probably actually we save some memory _and_ sanity by not
doing that.
A bunch of mobs on totally different typepaths use the `/insect` subtype
for instance, and I don't think it would be an improvement to paste the
same four vars into all of their blackboards.
## Why It's Good For The Game
This one is frankly more niche than the other PR probably but it is
plausibly useful if you are setting up some kind of VV creature.
## 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
/🆑
## About The Pull Request
I saw some admins complaining that the prompts for these input fields
were not very clear so I made them clearer.
## Why It's Good For The Game
Makes it more obvious what the thing you are doing will actually do.
## Changelog
🆑
spellcheck: Makes some VV input prompts clearer to read and use
/🆑
## About The Pull Request
Separate verb and PR from #89375 because this is something you'd apply
on top of a mob with existing behaviour, or one you've used the other
verb on.
This will probably conflict with my other PR but that's my problem.
This adds a shortcut for making mobs say/emote stuff randomly on a timer
from a list of things you have specified.
Doing this via VV is possible but sufficiently complicated that I don't
think anyone would ever bother.
As with the other PR you can optionally do this to mobs who already have
a client if you want them to randomly burp every so often or something.
I briefly flirted with the idea of replacing all
`/datum/ai_planning_subtree/random_speech` subtypes with blackboard ones
but... I think probably actually we save some memory _and_ sanity by not
doing that.
A bunch of mobs on totally different typepaths use the `/insect` subtype
for instance, and I don't think it would be an improvement to paste the
same four vars into all of their blackboards.
## Why It's Good For The Game
This one is frankly more niche than the other PR probably but it is
plausibly useful if you are setting up some kind of VV creature.