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121 Commits
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2ede6af8bc |
Fix basic mobs triggering click cooldown erroneously. (#95906)
## About The Pull Request Basic Mobs used to always trigger cooldown on clicks. This resulted in missed attacks causing you to have a delay before you could attack again, this makes it really punishing to play as a basic mob. To resolve this I did a mini-refactor on basic mob's attack chain to allow for the return values to determine whether we go on cooldown or not. Preventing attacks that did nothing (due to not passing checks, or simply not having any behavior) from causing cooldown. This fixes #95605 ## Why It's Good For The Game being able to perform melee with the same rules as /human is only fair ## Changelog 🆑 DresserOnFire fix: Fixes a bug where player-controlled basic mobs would get a cooldown when their attacks miss refactor: basic mob attack chain can now decided whether an attack resulted in a cooldown or not. /🆑 |
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72fe8e00cb |
Dismounting someone from a Pony (or Leapers) requires shoving and is not guaranteed (#95517)
## About The Pull Request Ponies can no longer be one-click dismounted like typical mounts Instead when you shove a pony (or its rider), there is a chance based on multiple factors (is already staggered, has stamina damage, is wounded) that you manage to remove the rider Successfully disarming a rider this way will knock them down for a very short duration This save behavior was applied to the Leaper, though as Leapers cannot be staggered and are significantly larger, the chance of a successful dismount is far lower ## Why It's Good For The Game Being able to be spam clicked to lose your mount is kind of unfortunate However, being completely immune to dismount is also not ideal So as a middle ground, a little stability minigame makes sense to me - it gives both sides agency in avoiding or pursuing a dismount. The rider can keep a distance to recover stability while the attackers can use weapons (even batons or disablers) to make it easier to remove the rider. ## Changelog 🆑 Melbert balance: You can no longer dismount riders from ponies with a single click. Instead, there is a chance to dismount the rider on shoving the pony OR the rider, based on multiple factors (such as stamina + physical damage and stagger) balance: The Leaper mount also has this "disarm to dismount" mechanic, though it is significantly more difficult as they are much sturdier beasts /🆑 |
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da64374423 |
Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request - The `prosthetic replacement` surgical operation has been reverted to be closer to how it used to work: The operation is done targeting the limb that's missing The change was made out of necessity, as surgical state was tied to limbs - you had to operate on the chest to re-attach limbs because there was no limb to operate on. To circumvent that, I have done the unthinkable of adding stumps when you are dismembered. - Missing limbs are now represented as an invisible, un-removable, un-interactable limb. Making this change was not as difficult as originally anticipated, and (at least surface level) seems to have broken very little. Surprisingly little had to change to make this work. Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()` with an optional `include_stumps` argument. Similarly, `get_bodypart()` had an optional `include_stumps` added. This means we ultimately barely needed to change anything, and in fact, some loops/checks were able to be streamlined. ## Why It's Good For The Game - As mentioned, this change was out of necessity and was easily the least intuitive part of the broader changes. Reverting it back to how it used to work should make it far easier for people to pick up on, and means we can cut out a bunch of bespoke instruction sets that I had to include. - The addition of stumps also adds a ton of future potential - code wise it allows for stuff like better damage tracking (we can transfer damage between limb <-> stump rather than limb <-> chest), and feature we can do "fun" stuff like have stumps bleed on dismemberment that you can bandage. ## Changelog 🆑 Melbert del: "Add prosthetic limb" surgical operation has been reverted to be a bit closer to how it used to work - you operate on the missing limb / limb stump, rather than on the chest. refactor: Missing limbs are now represented as limb stumps. In practice this should change nothing (for now), as no features were rewritten to make use of these besides surgery. Please report any oddities with missing limbs, however. /🆑 |
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5602082624 |
Spiders can now be tamed and ridden (#95194)
## About The Pull Request This lets people ride and tame spiders by feeding them mouse, lizard, moth, fly, and worm meat. You can only do this when a spider is a spiderling or young; once it's fully grown, it's no longer possible. This also refactors some tameable code to use `TRAIT_TAMED` instead of setting variables on mobs individually. ## Why It's Good For The Game It looks cool. <img width="1920" height="1080" alt="dreamseeker_97k7fgzdhv" src="https://github.com/user-attachments/assets/87d53102-468d-4dd7-b0a7-004f9a98df17" /> ## Changelog 🆑 add: Spiders can now be tamed and ridden. They eat mouse, lizard, moth, fly, and worm meat and can only be tamed when they are spiderlings or young. code: Refactored tameable code to use TRAIT_TAMED instead of setting individual variables on each mob. /🆑 |
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1c94ccfe69 |
Maintenance Pill Rebalance / Random reagent spawning refactor (XENOMICROBE MAINTPILLS!!) (#95320)
## About The Pull Request Refactors random reagent spawning to be divided into bitflags. This mean you can now decide from which random sources a reagent is allowed to spawn. Rejoice, now maintenance pills can have fun reagents without having to deal with the balance implications of a botanist producing 1000u of it! **SO NOW MAINTPILLS CAN HAVE CYBORG NANITES AND XENOMORPH MICROBES!! REJOICE, MY ABOMINATIONS!!!** Code stuff: CAN_SYNTH is now only for copying reagents, which is what it was originally intended for. A new randomized_spawns var has been added to reagents that decided where it can spawn. I've also changed some unsanitary reagent spawners to obey the spawn flags. This was the beebox kit (which could spawn literally every reagent in the game, including adminordrazine) and traitor bees, which now can't spawn the two spider toxins and gatfruit toxin (why do we even have gatfruit toxin?? shit does nothing). Balance overview: - Beeboxes no longer spawn everything - Traitor bees no longer spawn venom, viper venom and gatfruit toxin - Maintenance pills now spawn cyborg nanites and xenomorph microbes When I say maintpills, I mean REAL maintpills. The ones of which only a few spawn per round in maintenance, and not the fake ones that feature creepers added to cargo, blackmarket and that got mapped in ## Why It's Good For The Game We're limited to which reagents we can spawn randomly because sources like strange seeds, geysers and fake maintpills are infinitely reproducible, and can be used to get an infinite amount of every random spawnable reagent in every round (to be fair this is quite labor intensive, but never underestimate autism). Only about 3-6 maintenance pills spawn per round and there's about 700 spawnable reagents. There's simply no way to force the odds to get the reagent you want. I think the crew can have a little maintxenomicrobes and a little maintpill borgnanites As to why these two specifically: borgnanites are already only randomly obtainable, are cured easily and the effects of it are just one more cyborg player. It's a fun story, and not particularly disruptive to the round Xenomicrobes are admin only, so I would not be lessening any other features. Otherwise it's pretty much gonna cause an incident in-game when this happens, but who cares!!! I can make maintpills secretely reroll if the reagents are extracted instead of eaten to keep these always contained to the person eating them, but our playerbase so prefers eating over grinding that I think it's fine I have not included inverse reagents, blob spores etc because I respect them as their own features. I would however like to add some new, wacky maintpill reagents that can lead to some fun stories. ## Changelog 🆑 fix: Fixes beebox and traitor bees not obeying the reagent blacklist balance: Maintenance pills (the achievement variety that only spawns in maint) can now generate with xenomorph microbes and cyborg nanites /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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75128145da |
Revert part of #95140 (/mob/living/basic/bee/toxin can generate any toxin reagent) (#95179)
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7fc9561175 |
Adds pigs and goats to cytology (#95151)
## About The Pull Request Does what it says on the tag. Lets you vat-grow goats with a sample of their cells and a couple reagents. These cells can be found in both living goats and maintenance sludge, similar to cows and chickens. ## Why It's Good For The Game Goats are a common animal and there's no real reason not to have them be grown by cytology. Additionally, #95022 gave me the idea of fighting kudzu with an endless army of goats and I was pretty disappointed to find out you couldn't do it. ## Changelog 🆑 add: Pigs and goats can now be grown in a cytology vat /🆑 |
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54bd569d58 |
Removes rng fail from cyto (#95140)
## About The Pull Request Cytology samples no longer have an RNG chance to fail from other mid-grown samples present The two cell lines that used failure for unique events had them reworked slightly - Clown cell lines: Now get boosted by mutagen, but using mutagen has a chance of spawning a mutant clown instead. - Queen bee cell line: Every other successful growth will spawn a swarm of bees instead of a queen bee. Also, grown bees can mutate into random toxin bees. ## Why It's Good For The Game Collecting the necessary reagents and samples to grow something in cyology can take you between thirty minutes to a full hour of your round And if you're unlucky, your hard grown mob can just get nuked, wasting all the reagents you collected! That's VERY unfun. You are *supposed* to mitigate it by using suppressants and whatnot, but sometimes you get samples like this which are nigh impossible to mix successfully <img width="603" height="396" alt="image" src="https://github.com/user-attachments/assets/34b422a3-9788-4efb-ac93-ce66bd80a0e9" /> Thus, in the interest of making cytology less of a time waste, I think removing RNG failures is a step in the right direction The minigame still exists - you still need to outpace the other samples to grow successfully. You just no longer get owned for not managing to get enough random suppressants and boosters. ## Changelog 🆑 Melbert del: Cytology creations no longer have a random chance to fail if another sample in the vat has growth process. All growth is still reset on any successful creation. As growth failure has been removed, some cell lines that had unique fail interactions have been altered. add: Clown cell lines are now all boosted by supplying mutagen. However, using mutagen may cause a mutant clown to spawn. (Before, failure caused a mutant clown to spawn.) add: Queen bee lines now alternate between spawning a queen bee and a swarm of bees. (Before, failure caused a swarm of bees to spawn.) add: Cytology created bees have a rare chance of having a random toxin. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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f58b8511f0 |
Refactors effect_system (#94999)
## About The Pull Request This PR refactors ``effect_system``s to be a bit easier to use by getting rid of ``set_up``, allowing ``attach()`` to be chained into ``start()`` and refactoring most direct system usages in our code to use helper procs. ``set_up`` was unnecessary and only existed to allow ``New``'s behavior to be fully overriden, which is not required if we split sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype which houses the effect spreading behavior. This allows us to roll all logic from ``set_up`` into ``New`` and cut down on code complexity. Chaining setup as ``system.attach(src).start()`` also helps a bit in case no helper method exists I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively allow chemical smoke or foam to be spawned easily without having to manually create effect datums and reagent holders. Also turns out we've had some nonfunctional effect systems which either never set themselves up, or never started, so I fixed those while I was at it (mostly by moving them to aforementioned helper procs) ## Why It's Good For The Game Cleaner code, makes it significantly easier for users to work with. Also most of our effect system usage was copypasta which was passing booleans as numbers, while perfectly fine helper procs existed in our code. ## Changelog 🆑 refactor: Refactored sparks, foam, smoke, and other miscellaneous effect systems. refactor: Vapes now have consistent rigging with cigs using the new system. fix: Fixed some effects never working. /🆑 |
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8f1a925afa | More abstract types (#95064) | ||
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68153c2333 | Refactors faction lists to use getters and setters and be cached (#94490) | ||
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31d4eb04f1 |
Fix Stoat Steal Behaviour (and some other AI stuff hopefully) (#94153)
## 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. /🆑 |
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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! /🆑 |
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c7cb0674cc |
Preliminary blood refactor (#93854)
## About The Pull Request Moves all blood handling into procs and adds ways to easily hook into basically every basic blood behavior. This PR is not meant to fix every single case of janky blood logic in the game. The main point and motivation of this PR is to add hooks for blood behaviors. This allows for way more flexibility with blood code. I am not going to fix our 3000 instances of single-letter vars, wacky blood transfers, etc. This is just the groundwork for future PRs to build off of, and by itself, should do very little to change blood behavior. I also added a rigorous set of unit tests for verifying that all of the basic blood volume procs work correctly. ## Why It's Good For The Game Previously, blood was handled via directly reading/writing [var/blood_volume]. This was INCREDIBLY inconsistent and there was no way to hook into it. This PR makes blood handling way more consistent, which is great for all sorts of features. |
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65a2094aa2 |
deer eat "real" grass as well (#93857)
## About The Pull Request Right now they only eat the grass that goes ontop of plating, adds it to the "real" grass ## Why It's Good For The Game immersion or something ## Changelog 🆑 fix: deer now eat* real grass /🆑 |
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c080b83c41 |
Monkey eating glowup (#93759)
## About The Pull Request 1. Monkeys will only seek out food to eat if they are actually hungry, rather than on an arbitrary cooldown. 2. Monkeys will no longer teleport-yoink food out of your hands. Instead, they may get angry at you for stealing their food, and fight you over it. The hungrier the monkey, the more likely they are to fight. 3. Monkeys will discard trash and empty glasses (on the floor) after eating or drinking them. 4. Monkeys can target soup to eat 5. PunPun will no longer seek out drinks if they are hungry. 6. PunPun will now, if the bartender is absent and there are multiple patrons around, attempt to find filled glasses or food to hand out to patrons. 7. Several places that sought edible items no longer include drinking glasses as edible items <img width="656" height="185" alt="image" src="https://github.com/user-attachments/assets/8b3a6ac1-ae2c-41a0-919f-b471ad93bb0f" /> ## Why It's Good For The Game PunPun shouldn't be yoinking glasses out of patron's hands - their intended behavior is to serve drinks not steal them Otherwise, monkey eating was a bit jank due to it being some of our oldest ai code. I largely just brought it up to more modern ai standards. ## Changelog 🆑 Melbert add: If the bartender is absent, PunPun will serve filled drink glasses to patrons that don't have one. add: PunPun will now ignore filled drinks and items being held when looking for stuff to eat. add: Monkeys can eat soup. add: Monkeys will no longer seek out food if they are not hungry. add: Hungry monkeys might fight you over the food you are holding. The hungrier the monkey, the angrier the monkey. fix: Monkeys can no longer teleport items out of your hands to eat. /🆑 |
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337ab7f2c3 |
Refactors status effects to be based on subsystem ticks, among a few other minor status effect fixes/refactors (#93694)
## About The Pull Request Refactors status effects to track their durations and tick intervals using counters. In effect, [var/duration] now directly refers to how many deciseconds are left on the status effect. I've also moved the old [var/tick_interval] [world.time] implementation to a tick-based [var/time_until_next_tick] counter. There are a couple, less noteworthy changes in here as well. The main one is that there was an unused bit of bloat code for setting tick intervals based on a random lower and upper threshold, but that can be done in tick() now so it's completely redundant, and I thus removed it entirely. That makes parts of [proc/process] much easier to read. I added/modified some unit tests (which I expect to fail) to verify that [var/duration] and [var/tick_interval] are both multiples of the subsystem wait assigned to the status effect. If the programmer wants a duration of 2.5 seconds, they expect it to work that way, but it won't because SSfastprocess only ticks once every 0.2 seconds, which 2.5 is not a multiple of. This becomes way more apparent when a status effect is set to use SSprocessing. The final, perhaps most important unit test I've added, is one that verifies that the overall tick count and overall accumulated [seconds_between_ticks] are equal to "[var/duration] / [var/tick_interval]" and "[var/duration]" respectively. ## Why It's Good For The Game The main thing this PR fixes is timing inconsistencies. Before this PR, durations and tick intervals were tracked using world.time, while the [proc/tick] call timing was dependent on the wait time of the subsystem the status effect was processing on. Thing is, SSfastprocess and SSprocessing rarely run completely in one tick during real gameplay. This led to a continuous desync where status effects were consistently inconsistent in their overall tick count. This is a big problem as [seconds_between_ticks] is constant and thus doesn't account for this difference in tick count. As an example, Changeling's Fleshmend has a duration of 10 seconds, a tick interval of 1 second and a healing rate of 4 brute per tick. Previously, if the server was lagging even slightly and it only ticked 8 times over the course of 10 seconds, you would heal 32 health rather than the 40 that a full Fleshmend would give you. The total effect potency of a status effect being reliant on server lag is incredibly stupid, especially for status effects that have an associated cost. (like the aforementioned Fleshmend) As for the refactors, they make status effect code easier to read and debug. Unit tests also make verifying things are working as intended much easier. ## Changelog 🆑 fix: Status effects now tick consistently, with Fleshmend and such giving a consistent total healing amount. Report any oddities. refactor: Status effect code is now easier to read and makes more sense. Again, report any oddities, the changes are major. /🆑 |
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1c6c506936 | Raptor Rework - Ranching and Companionship (#93564) | ||
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613581897e |
/obj/item/clothing/head/mob_holder -> /obj/item/mob_holder (#91893)
## About The Pull Request title ## Why It's Good For The Game it inherits a lot of behavior from clothing which leads to lots of bugs when it isn't actually clothes, for example: shredded overlays. this should be better. probably fixes a bunch of bugs ## Changelog 🆑 code: mob holders are no longer subtypes of clothes, report any issues /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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379e2a0ee0 |
Refactor: Moves throwing and giving items from /mob/living/carbon to /mob/living (#91049)
## About The Pull Request Given the existence of basic mobs with hand slots, it feels like throwing and giving items shouldn't be something exclusive to carbon mobs, so I've pulled things around to make this happen. The only basic mobs with hands at time of writing are gorillas and dextrous holoparasites, but the inability to throw things when you're a gorilla just doesn't seem right to me. Some more details about what I've done here: - Made the dextrous component optionally enable throwing for the mob it's added to. - Moved offer/give item functionality to /mob/living (I can't see any reason why only carbon mobs should have this option) - Moved throwing and give item hotkeys from carbon to "human" (where all the other /mob/living hotkeys go) and, as a result, removed carbon hotkeys (nothing is left in them). - Moved throwing code and item offering code to its own file because living.dm is 3000+ lines long and should probably be broken up some day (I'm not brave enough for that) - Cleaned up an unused global signal that hasn't been used since dogs got moved to basic mobs. - Other miscellaneous cleanup where I noticed it. - In terms of testing: Tested using gorillas (only checked the dextrous holoparasite to confirm the button and hotkeys worked). Things that were working: - Can throw items if the mob is set up to allow it. - Can give items as a gorilla to a human, as a human to a gorilla, and as a human to a human. - Can give a high five to a gorilla (and the gorilla can receive it). Gorillas can't give a high five back, though (they don't have the emote), this already ballooned in scope, someone else can make that happen. - There are an alarmingly high amount of niche emote-into-item-into-giving behaviours I suspect half the playerbase or more aren't even aware of (does anyone offer their hand to someone to get them up off of the ground?) and I don't know if I broke any of them with this, but the fact high fives work gives me some hope they're probably still fine. ## Why It's Good For The Game Lets gorillas and dextrous holoparasites throw things and give things, but most importantly sets up more framework for any future dextrous basic mobs to also be able to do this. There's no real reason to keep this functionality confined to carbon mobs when dextrous basic mobs are a thing. ## Changelog 🆑 add: Gorillas can now throw things and offer items to players. refactor: Moved throwing and offering item code to be based on living mobs, not just carbon mobs. /🆑 --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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. /🆑 |
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22995fe811 |
Add syndicate horse to uplink: THE RETURN (#90517)
## About The Pull Request Adds a syndicate horse box to uplink for 10 TK. The box has a horse cube, a mind potion (grants syndie radio and maint tunnels access) that only works on this type of horse, and an apple to tame the horse. The horse has 300 hp, 10 damage and 100% armor penetration, is protected from pressure and lack of oxygen, but cannot move on space tiles, it gets stuck instantly when it steps on a space tile and you can only pull it back out. (I do not know why, honestly). ## Why It's Good For The Game Adds a good movement tool to the uplink. The horse partially protects against ranged attacks and can be accidentally hit by a melee attack. Also, it will be a good friend for killing people! Funny, isn't it? ## Changelog 🆑 Saukykouko add: Added pony to the uplink! /🆑 |
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da31ea158c |
The edible component now uses DUPE_SOURCE mode (#89687)
## About The Pull Request The edible component now uses DUPE_SOURCE mode, which is needed to avoid conflicts between sources. This includes some other tidbits from my refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of the fact it doesn't only contain flags anymore even before this PR), meat materials giving protein and fat reagents to affected atoms instead of generic nutriment and oil, and the pizza material no longer containing meat, because margherita pizza, which the material is extracted from, doesn't contain meat either. The pepperonis were magically conjured space bs. ## Why It's Good For The Game There are multiple sources of the edible component and we don't want issues with that. Also atomizing stuff from my refactor. ## Changelog 🆑 balance: objects made out of meat are no longer classified as gross food on top of being raw and meaty, and actually contain protein and fat instead of standard nutriment and oil. balance: the pizza material stacks, crafted with margherita pizza and rollig pin mind you, no longer magically contain pepperoni. /🆑 |
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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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940e2d31cf |
tgstation is back online and you are a horrible goose (#89204)
## About The Pull Request Converts geese to basic mobs. Nobody else did this one because two separate other developers have said they started and then examining what the goose does made them feel mildly ill, but I am stronger. I will admit though I wasn't 100% committed to making it work exactly the same way, I rewrote the entire system to use interfaces I like more (read: I put all this shit in a status effect which means any mob can be given the ability to vomit out everything in its contents) and if that means the behaviour is only "inspired by" that didn't bother me that much. **Geese:** - Wander randomly around. - Peck people who attack them. - Occasionally start pecking other nearby animals for absolutely no reason. - Eat any food they randomly wander within one tile of, but don't seek it out further than that. - Eat anything made of plastic that they randomly wander within one tile of. - Choke to death over 30 seconds if they eat anything made of plastic. - Vomit out whatever it was that they choked on when they die. - Honk (this is new). The more famous subtype of goose is Birdboat. Birdboat is a unique goose present on several maps with some additional behaviour. **Birdboat:** - Is chill and doesn't start pecking people for no reason. - Is occasionally possessed by ghosts. - Builds up an internal vomit-meter as he eats things. Moving around and just sort of generally hanging will start rolling dice to find out when Birdboat's tummy gets upset. - May start vomiting instead of choking to death on plastic, thereby saving his own life. - Vomits out everything that he just ate while running around, making a mess of the floor. - Starts eating everything he just vomited out again. Unlike regular geese who just eat your food and it's gone, Birdboat's miraculous digestion preserves all of the food he eats so if he consumes the entire kitchen counter it will eventually come back out again the way it went in. Although you might not want to eat it any more. The precise way in which this manifests may be slightly different, but largely this is also what these animals did before. Other stuff: I noticed a bunch of find/set behaviours were not setting a search range? I think that means they were never finding anything? I did not actually test any of them to see if they were broken, but it's possible that a bunch of broken AI behaviours like "climbing trees" may now actually start triggering because they have a search radius greater than an orange of 0. I added "keep this in contents instead of deleting it" as a parameter for generic eating and slapped it on the goldgrub, as it is used in two places and may end up being used in more. ## Why It's Good For The Game This kills off the last user of the `retaliate` subtype and makes our list so so much closer to finish. It's like... a couple of bots, a handful of oddballs (I'll probably handle these soon), and then just the mining bosses and minibosses to go. If you give a human the vomit goose ability (now that I made it work on any mob) they will eject all their organs and body parts via the mouth until they die, if you don't do the brain or heart first you can vomit your own head off. ## Changelog 🆑 refactor: Geese have been moved to the basic mob subsystem, please report any unusual behaviour. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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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 /🆑 |
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028244ef03 |
u can now hand-feed animals. like cats and raptors (#88173)
## About The Pull Request this PR does 2 things, firstly it allows u to directly feed animals from ur hand instead of having to drop it on the floor and relying on their AI to go eat it. So you can now directly feed ore to raptors or wheat to cows by simply clicking on them with the item. secondly, it links the tameable component and the eating element together, as now the former relies on signals sent by the latter. ## Why It's Good For The Game Small QOL for pet owners when it comes to feeding their animals. ## Changelog 🆑 qol: u can now directly feed animals from ur hands, like raptors or cats, by clicking on them with their preferred food. balance: u can now heal ur raptors mid or post battles by hand feeding them ores /🆑 |
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0b0114cb39 | gives some more very common behaviors a slight cooldown (#88066) | ||
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f38061b728 |
[NO GBP] Syndicate Biodome Fixes (#87792)
## About The Pull Request Fixed cheesing by monkeyification by changing the gorillas factions to hostile. Tweaked the loot to be consistent and nerfed slightly (Makarovs instead of APS) Also changed one of the observation cells to a cytology room with a clown glutton   ## Why It's Good For The Game It fixes stuff and prevents cheese. ## Changelog 🆑 fix: Syndicate Biodome fixes /🆑 |
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922203edb9 |
Adds Allergic reactions to a few things (Bee stings, Beer) (#87392)
## About The Pull Request The following effects will trigger allergic reactions for the "Food Allergy" quirk - For Alcohol allergies: - Drinking any ethanol (beer, wine, etc) - For Bug allergies: - Drinking ants - Getting stung by a bee - Getting bit by a (giant) ant - Getting bit by a (giant) spider - For Sugar allergies: - Drinking Sugar Other notes - Any mob undergoing surgery will benefit from ethanol speeding it up, rather than just carbons ## Why It's Good For The Game I saw a random discord comment that said "Bee stings should trigger bug allergies" and I thought it was funny, so I added it, then I thought I could add similar triggers to a few other things. Important to note for the reagent based effects, they only trigger on ingestion. And on top of that, it's a % chance to trigger, scaling with the amount you drink at once. So you can sneak a sip of alcohol if you want to roll the dice (I figure if I made syringes kill you, I'd have to up the point reward, which I don't want to bother with) ## Changelog 🆑 Melbert add: Drinking any ethanol (beer, wine, etc) will trigger alcohol allergies add: Drinking ants will trigger Bug allergies add: Getting stung by a bee, or bitten by a (giant) ant or (giant) spider, will trigger bug allergies add: Drinking plain sugar or caramel will trigger sugar allergies qol: Ethanol can speed up the surgeries of any mob type applied to, rather than solely humans. /🆑 |
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a15700fe14 |
fixes paraplegics appearing horizontal when riding animals (#87358)
## About The Pull Request paraplegics were becoming horizontal upon riding some animals like wolves, goldgrubs or raptors. ## Why It's Good For The Game closes #83342 ## Changelog 🆑 fix: fixes paraplegics appearing horizontal when riding animals /🆑 |
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068346d750 |
[NO GBP] Fixing a small, tiny issue with mob resizing on init (#87021)
## About The Pull Request The way `current_size` works is that it's multiplied by whatever argument it's used on `update_transform`, so if we have an initial current_size of 0.9 for a mob, we end up multipling that by itself and end up with the wrong value of 0.81 for a mob that's has been resized to be 10% shorter and thinner. ## Why It's Good For The Game Mistakes were made. ## Changelog /🆑 fix: Miss Tiggles is no longer spawned by gold sime cores. 🆑 |
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2438ff0213 |
removes alot of click-related self registering signals on basic mobs (#87220)
## About The Pull Request there was no real benefit of using signals over proc overrides for many of these cases. ## Why It's Good For The Game registering signals on self when we can just override the proc is un-necessary, im responsible for most of these so im just confronting the sins of my past ## Changelog 🆑 /🆑 |
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a99a1e6383 |
slightly redoes how animals hunt for food (#87166)
## About The Pull Request before, if u wanted to make ur animal hunt for food, u had to give them the find food subtree, the attacking subtree, and had to edit their targeting stratedgy to include items. this makes it so u only have to give them just 1 subtree which will handle everything it needs to. also makes it alot more customizable, u can now set a hunger cooldown for ur animals, and cute emotes for them to play after eating food ## Why It's Good For The Game makes it more convenient for future devs to include food hunting behaviors to their animals, while also making it more customizable ## Changelog 🆑 code: animals' food hunting behavior has been refactored, please report any bugs /🆑 |
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a3a91f4d03 |
pet emotes, pet bonus adjustment (#87126)
## About The Pull Request - pet bonus element now works by getting an emote fed into it. - all pets who had pet bonus emotes now have it as a proper emote they can use if controlled by a player. ## Why It's Good For The Game - standardises pet bonus so it's easier to give more behaviors to petting, like sounds :3 - allows basic mobs controlled by players to use the emote at will, which will allow them to react to situations more with emotes. ## Changelog 🆑 grungussuss add: a lot of basic mobs and pets got new emotes refactor: emotes triggered by petting pets work differently now, please report any oddities with these behaviors. sound: new emotes for basic mobs got sounds /🆑 |
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c26ea16c4f |
Fix dead bees not being their proper bee self (#87150)
## About The Pull Request Fixes #87147 Whomever refactored bees null'd the beegent before spawning the corpse, and we pass the bee by ref into corpse init to grab beegent ## Changelog 🆑 Melbert fix: Dead bees maintain their color and reagents /🆑 |
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6897f33767 |
AI controllers interactions refactor (#86492)
## About The Pull Request refactors all behaviors to work through clicking. also removes some now redundant behaviors. in the future ill try to generalize more of these behaviors ## Why It's Good For The Game makes AI controllers work through clicks which may help with swing combat implementation ## Changelog 🆑 refactor: basic mob AI interactions has been refactored. please report any bugs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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 /🆑 |
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cd8359ca45 |
Lesser gorillas (And gutlunchers' grubs) now use the current_size variable instead of directly scaling the transform matrix (#86656)
## About The Pull Request Yeah, as I suspected, lab gorillas from the Self-Gorillafication Nerf weren't the only mobs to be resized without the `current_size` var or the `update_transform` proc. The other one that does this (at least on init) is, drum roll, yet another gorilla subtype. Wow, the apple doesn't fall far from the tree. EDIT: I was wrong... there's another mob who does this too. ## Why It's Good For The Game For those of you who care but don't know what the difference is: the transform matrix of an object works around the center of the icon, which means that if you multiply the transform matrix a 32x32 icon by 0.5, the icon will then appear roughly 8 px above the lower edge of the turf. For most objects, we don't care about it, but for mobs, this is a small visual issue because the lower end of the icon should be aligned with the floor (or the shadow in the case of the wallening for non-floating mobs). This where the `update_transform` comes handy, since it offsets the icon by that amount to compensate for the scaled transform matrix. Alas, the transform matrix is used for a lot of things and it's perhaps impossible to have the CI look into it. ## Changelog It's a very subtle nit, people won't notice. |
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e1704d95c0 |
Self-Gorillafication Nerf (#86588)
## About The Pull Request So, I buffed gorillas a while back for traitors to get more mileage out of them, and outside of needing to adjust that one wizard spell I've been overall pleased with the results. However, while I knew that Geneticists were capable of turning themselves into gorillas without the magilitis injector, I thought it came with great difficulty but hoo boy I was wrong. Turns out, its quite easy to turn yourself into a gorilla with the three roundstart genetics setups you start with, and all you need a little bit of toxin-healing chems (which don't really have a downside and can stack!) or a medibot to pull it off. People have been using this to validhunt as the newly buffed gorillas as early as 7 minutes or less into the round, which I think sucks! So I'm here to change it. If you become a gorilla from genetics, you become a new subtype with nerfed stats. The stats are as follows: 180 health (from 220) Melee damage 15-18 (from 25-30) Obj Damage 25 (from 40) Speed 0.1 (from -0.1) Paralyze chance 0 (from 20) No limb ripping ## Why It's Good For The Game It's very easy to become a gorilla right now with little to no effort and to great effect, seeing as gorillas are pretty strong now. This brings crew gorillas back in line to before gorillas got buffed for traitor usage, which should ideally make this more balanced overall. ## Changelog 🆑 balance: Gorillas made from giving monkeys genetic damage are weaker than their normal counterparts. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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008876823c |
Adds two new BR maps, basic mobs, BR tweaks & fixes (#85292)
## About The Pull Request Title. Adds two new maps: - Grasslands Hunt (peaceful) - Meta Central (easy) These maps add a new basic revolutionary mob and significantly upgrades the ai of basic deer. This fixes an issue where modular maps were not correctly spawning mobs or adding them to the "mutable candidates" for antagonists. There's also some balance changes to bitrunning vendor prices, which are generally now lower. This change is unrelated to the PR as a whole so I'm okay with removing it if there's concern ### photos <details> <summary>expand</summary>   </details> ### todo - [x] Fix the revolutionary death anim - [x] Make deer run when injured ## Why It's Good For The Game New maps as a general positive for bitrunning Bug fixes Makes vendor choices for bitrunning-exclusive items generally less of a chore to get ## Changelog jlsnow301, MMMiracles, KikoWen0, Ben10Omintrix 🆑 add: Added two new bitrunning maps: Grasslands Hunt and Meta Central. add: Deer are now more complex animals, granting them enhanced ability to run amok and chew your favorite plants. balance: Reduced the cost of most BR vendor items. fix: Fixes an issue where modular virtual domains spawned less mobs than intended. fix: These modular spawns are now valid mutation targets to become an antagonist. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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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?       ## 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> |
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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.  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 |
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225b64077c |
Gorillas have big fingers (#83999)
## About The Pull Request Gives gorillas the big fingers trait ## Why It's Good For The Game because gorillas have big fingers this doesnt actually have a lot of effects because Gorillas already can't use guns for unrelated reasons, but as gorillas have hands it might come up some day as we expand the number of items which interact with this trait currently this stops gorillas from using stun batons, and laser pointers gorillas dont need to use stun batons because they can just beat you to death with their fists ## Changelog 🆑 balance: Gorillas have big fingers, which mostly just prevents them from using laser pointers and stun batons /🆑 |
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c9986346e4 |
Ian and Runtime can lick your wounds (#83746)
## About The Pull Request As I turned this into a trait the other day I thought I might as well go all the way. This PR allows basic mobs to perform wound handling steps if not in combat mode. This chiefly means that: - cats and dogs can lick your wounds clean (they have the "wound licker" trait) - gorillas can set a dislocated limb (they have hands) - dextrous holoparasites can pluck the eyeballs out of someone's crushed head (they also have hands) Wolves have the wound licker trait but can't lick your wounds because for some reason they can't drag humans and I couldn't be bothered to figure out why that was set up that way. Also it would look stupid because it would still do the attack forecast animation. In order to facilitate being able to set bones, gorillas need to be able to aggressively grab you. While I was there I set it to allow them to strangle people to death because... well they're gorillas. It's probably slower than they could punch you to death, so I don't see the harm. ## Why It's Good For The Game If felinids can lick your wounds to heal them why can't an ordinary cat? An ordinary cat won't _often_ do this and I have not placed any such behaviour into their AI tree, but a sapient Ian or Runtime might provide extremely minor assistance in medbay. Also Cargorilla setting your dislocated limbs seems very funny and like something it should be allowed to do. ## Changelog 🆑 add: Cats and Dogs can lick slashing wounds clean. add: Basic Mobs with hands can relocate dislocated bones, and pluck eyeballs out of pulped skulls. balance: Gorillas can strangle people. /🆑 |
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28791c0a5f |
Bodybuilders can see each others' power levels. (#83088)
## About The Pull Request Once you gain a level in Athletics you will gain the ability to evaluate the relative muscularity (in terms of unarmed combat) of your fellow crewmates by examining them. Various factors influence this; - The damage dealt by your limbs. - Your experience in the fitness skill. - Various quirks, genetic mutations, and brain traumas. In order to make this not an antagonist check, Changelings will now also be able to copy your athletics skill level when they steal your DNA. This is... admittedly a little weird, but this is a consequence of using "skills" to represent a physical attribute I guess. ## Why It's Good For The Game During the social experiment we sometimes call "April Fools Day" it became apparent to me that our playerbase liked to watch a number go up, a quality marked especially in those players who liked to have their characters hang out in the gym. Many of them made their characters repeatedly hang out in the gym and work out even though doing this had no effect at all on the number they were supposedly increasing. I would like to give this joy back to them. <sub><sup>Additionally I have heard that the ability to retain players by stimulating their desire to see numbers increase is good for our annual retention metrics.</sub></sup> Ultimately this is a very silly feature but I think that there often _can be_ a comparative aspect to bodybuilding and letting players be competitive in terms of looking at each other's completely meaningless numbers gives them something to base a story around. Also I mostly only make silly features. ## Changelog 🆑 add: People who spend time improving their bodies are able to evaluate the relative physical strength of those they examine as a kind of "power level". add: Changeling transformation copies the target's athletics skill level. /🆑 |
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1e78db8471 | Refactors how basic ais do their success/failures (#82643) |