Commit Graph

28 Commits

Author SHA1 Message Date
CabinetOnFire 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.
/🆑
2026-04-29 21:59:01 +01:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

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


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

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

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

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

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

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

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

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

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

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
Jacquerel e3dee6810e Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) 2025-06-21 03:21:22 +02:00
John Willard 7b04440de1 Re-adds the Dragoon tomb ruin & Spear (#90781)
## About The Pull Request

It was removed in https://github.com/tgstation/tgstation/pull/27799
because the spear was broken and the Flans' AI sucked with not-great
sprites and was all just one big reference. Original addition:
https://github.com/tgstation/tgstation/pull/22270

This re-adds it, updates the map (now using airless turfs) with extra
ambiance, using ash whelps (lavaland variation of ice whelps) instead of
Flans, re-adds the spear, and adds armor as well this time around.

The spear gives you a jump ability to crash down upon a player below
you, rather than teleporting to wherever you throw the spear at. You
can't attack while mid-air, you can go through tables but not
walls/doors, and you also can't un-dualwield or drop the spear mid-jump.
Landing on a mob deals double damage to them (36 to unarmored people),
while landing on objects deals 150 damage to them (taken from savannah's
jump ability, which was in turn taken from hulk's punching)
It's also got some extra throw force (24 compared to default spear's 20)

The armor has basic security-level armor but covers your whole body.
Does not include space protection, and can be worn by Ian.

Video demonstration


https://github.com/user-attachments/assets/a77c3a0d-17d2-4e8d-88b6-cdbca8b1f2c3

New sprites demonstration

https://github.com/user-attachments/assets/0e465351-5484-406f-8adc-ffa1ac180daf

Armor demonstration

https://github.com/user-attachments/assets/abdfcac6-65bf-443c-bde2-27d157ee3a80

Map

![436285657-104a555f-60dc-46f0-8283-a92db2ca5352](https://github.com/user-attachments/assets/a1677c9a-7157-4562-9703-5ad44c923e8d)

With the changes in https://github.com/tgstation/tgstation/pull/90771 I
had to mess with ash whelp abilities a bit, I decided to make them use
cold fire instead of hardcoding blue color on top of the fire sprites,
and it now acts accordingly too


https://github.com/user-attachments/assets/cfca0d70-d13d-4c73-996d-2d4a7519866d

The jump was taken from Savannah Ivanov, and Goof's bunny jumping.

##### Code bounty by Ezel/Improvedname

## Why It's Good For The Game

This Re-implements a old spear that got removed for its buggyness/bad
mapping and on the authors request as well not wanting to deal with it.

Re-introduces the SkyBulge as a space ruin, referencing Dragoons from
Final Fantasy. this just like any normal spear, but using the savannah
jump mechanic, this allows you to close distances with the spear
avoiding ranged projectiles in the jump, and if you directly land on
your target you will do double the damage.

##### -Ezel/Improvedname

## Changelog

🆑 Ezel/Improvedname, Toriate, JohnFulpWillard
add: Re-added the Dragoon Tomb lair, now has a Skybulge spear and
Drachen armor.
balance: Ice whelps now spit out cold fire.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-05-30 11:36:38 +10:00
Ben10Omintrix abc6cb03eb biotypes 2025-05-09 02:29:46 +03:00
Goat edddfed87e Increase delay on Icewhelp's regular attack (#91041)
## About The Pull Request
Increases `fire_delay` to 0.85 deciseconds (up from 0.75). Increases
`forecast_delay` to 0.6 seconds. (up from 0.5)

## Why It's Good For The Game
Ice whelps are currently awful to fight (Especially with crusher or in
groups and good fucking luck if you're trying to do both). Since their
breath attack will curve to hit its target, even if you react it'll
still be able to hit you if you're too close to it. The delay right now
is frankly way too short. If you shoot them with your PKA/PKC you might
not even notice the shaking/arrow until you're on fire. You have half a
second to notice & properly move from the attack since the fire delay
frankly might as well not exist with how fast it travels. This ONLY
affects the line attack since the AOE fire is actually reactable.
## Changelog
🆑
balance: Ice whelps' fire breath attack has slightly more delay. (0.5 ->
0.6 second startup, 0.75 -> 0.85 decisecond for the speed the fire moves
per tile.)
/🆑
2025-05-08 11:04:24 +03:00
Jacquerel ff3c7dc9ec [no gbp] removes redundant line of code (#91003)
## About The Pull Request

This does nothing and shouldn't be there

## Changelog

Not player facing
2025-05-05 12:33:36 -07:00
Jacquerel 52ed369990 Improve Ice Whelp behaviour (#90771)
## 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


![dreamseeker_cANE799XYB](https://github.com/user-attachments/assets/bd10926f-d136-40dd-8d21-8a8e9c14bafa)

![dreamseeker_O8hjbivgT0](https://github.com/user-attachments/assets/21f78e1b-727b-438a-b013-a6f9d8c210f8)

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
/🆑
2025-05-04 14:41:50 -07:00
Jacquerel 809eab4258 Replace basic mob attack telegraph with slower reaction times (#90585)
## 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
/🆑
2025-04-16 18:03:17 -07:00
MrMelbert 4407d1174a Space Carps & Dragons now speak Carptongue instead of Common. Space Dragons also speak Draconic. (#89034)
## About The Pull Request


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

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

## Why It's Good For The Game

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

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

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

So I thought "Why not add a Fish language" 

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

## Changelog

🆑 Melbert
add: Adds Carptongue language, spoken by Space Carps.
del: Space Carps no longer speak or understand Common. Special carps
like Cayenne and Lia can still understand common.
add: Space Dragons can speak Draconic and Carptongue.
del: Space Dragons no longer speak Common. They can still understand it.
add: Ash Drakes and Ice Whelps now speak Draconic. 
del: Ash Drakes and Ice Whelps no longer speak Common. They can still
understand it.
add: Fire Sharks now speak Carptongue.
del: Fire Sharks no longer speak Common. They can still understand it. 
add: Fish and Carp Infusion now grant Carptongue, letting you speak to
(and understand) Space Carps.
add: Sleeping Carp grants you Carptongue, but as most human tongues
can't speak it, you'll only be able to understand Space Carps unless you
steal a fish tongue.
/🆑
2025-01-16 11:56:43 +11:00
GoblinBackwards 6585612413 Fixes invisible atmos fires (#88155) 2024-11-24 20:44:31 +01:00
carlarctg dd37b953fe Melee cooldown on actions is defined as 0, not overriden everywhere (#87599)
## About The Pull Request

Actions have null melee cooldown by default. The code checks if so, and
gives the action the same melee cd as the action's cd. This means you
can't take any melee action for that duration.

Since this is dumb as shit, 95% of actions in the game override it. But
some don't, which leads to all sorts of 'janky' feeling combat, most
noticeably being that of venus man eaters, which literally cannot attack
until their tangle action is off cooldown. There's some others like it -
legion skull throws for example.

This simply makes it so that the cooldown is, by default, zero, and can
be overriden to null on types which lets it copy the cooldown, if the
coder so chooses.

As a necessary byproduct this affects... pretty much every action in the
game. I found-and-replaced all usages of melee cd = 0 because that's now
redundant, but it's not so easy to check for every action which doesn't
override the value - this means this will likely have some side-effects
on some abilities that aren't meant to be immediately followed up with a
melee attack, but I couldn't find any.

i cant believe there were 3 gorillion actions overridding melee cd to
zero thats embarrassing.
## Why It's Good For The Game

if every subtype overrides a timer variable to the same value then just
maybe the value should be default.

Fixes ALL action melee jank. Perhaps too well!
## Changelog
🆑
refactor: Actions will no longer by default apply a melee cooldown equal
to action cooldown.
fix: Fixed various abilities causing melee jank, most noticeably venus
man eaters
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-11-01 13:07:02 +01:00
Ben10Omintrix 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
🆑
/🆑
2024-10-15 21:58:20 +02:00
Ben10Omintrix 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>
2024-10-03 03:44:41 +02:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

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

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

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

-- instrumental --

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

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

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

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

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

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

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

- [ ] attributions

## Why It's Good For The Game

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

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
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  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
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- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
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- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
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(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
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(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
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(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
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(SKIPPED)
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- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
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- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
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  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
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  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
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(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
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(SKIPPED)
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(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
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(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
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  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
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(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
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(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
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  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
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- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

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

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

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

## Path To Merge

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

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

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

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

## What does it look like?


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

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

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

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

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

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

## Credits

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

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

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

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

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

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

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

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

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

</details>

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

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

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

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

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

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
LemonInTheDark 1e78db8471 Refactors how basic ais do their success/failures (#82643) 2024-04-22 05:23:04 -07:00
LemonInTheDark 9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

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

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

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

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

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

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

## Why It's Good For The Game

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

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00
san7890 e03822fe1d Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) (#79389)
## About The Pull Request

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

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

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

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

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

## Why It's Good For The Game

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

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

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

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

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

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

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

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

Another basic conversion, another 5 items off the checklist. Very little
should change in-game, though I think the new NPC AI could make for
interesting challenges in ruins or bitrunning or something.
## Changelog
🆑
refactor: Artificer constructs have been converted to the basic mob
framework. This should change very little about them, but please report
any bugs. NPC artificers are now smarter, and will focus on healing
nearby wounded constructs - if you see them, take them out first!
/🆑
2023-10-19 23:03:27 -06:00
Jacquerel cf5c1fa08c Basic Space Dragon (#78979) 2023-10-14 15:53:28 -07:00
Tim d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
Jacquerel 517d33e6f0 Basic blob mobs (#78520)
## About The Pull Request

I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.

I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.

This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.

Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.

## Changelog

🆑
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-09-26 15:28:26 -06:00
Jacquerel b2ecd81be4 Basic Mob Brimdemon (#78424)
## About The Pull Request

Fixes #71330

The brimdemon was basically already perfect (well, it has a novel means
of attacking) so I didn't get too fancy with this one, it's _largely_
just a straightforward conversion.
Following this change it's a little slower to back off, but better at
lining up with people in order to blast them. Additionally, its beam is
now a mob ability so you can give it to other mobs if you so desire.

Because I can't help doing a _little_ tinkering, Brimdemons now explode
2.5 seconds after they die, after a brief warning animation.

## Why It's Good For The Game

Simple mobs must die

## Changelog

🆑
add: Brimdemon corpses release an explosion shortly after death, just to
keep you on your toes.
refactor: Brimdemons now use the basic mob framework which (should)
improve their pathfinding somewhat. Please bug report any unusual
behaviour.
admin: The brimdemon's beam ability can be given to any mob, for your
Binding of Isaac event
/🆑
2023-09-22 19:12:43 -06:00
Jacquerel 257923e090 Synchronise AI and Player basic mob melee behaviours (#78337)
## About The Pull Request

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
balance: Player-controlled basic mobs attack as fast as those mobs can
when controlled by the AI
balance: Player-controlled Faithless can paralyse people they attack,
like the AI does
balance: Player-controlled Star Gazers (if an admin felt like making
one) apply the star mark on attack and deal damage to everything around
them, like the AI does
/🆑
2023-09-18 18:10:05 +02:00
Jacquerel 04d4e001f1 Don't sleep in ability.Activate() when breathing fire (#77673)
## About The Pull Request

The global proc `dragon_fire_line` sleeps, and was being called inside
`ability.Activate`
This made the CI fail on a different PR because the mob stopped existing
between activating the ability and triggering its cooldown, which should
not regularly be possible.

The ice whelp refactor author noticed this when using it in a loop but I
guess didn't think about the other implications 😅

## Why It's Good For The Game

Fixes a bug.

## Changelog

Not player facing
2023-08-19 18:57:50 +00:00
SMOSMOSMOSMOSMO 15c3cd2c97 basic ice whelps (#77493)
## About The Pull Request
i have refactored ice whelps into basic mobs. They are now the artistic
sort as theyll mark their territory by seeking out icy rocks and carve
out statues of theirselves using their claws to serve as a warning to
players/animals that this is dragon turf and theyll also go out of their
way to burn any trees in vicinity just for the hell of it. they are now
gruesome cannibals if they find a corpse of one of their kin near them
theyll go eat it for nurishment. AS for combat, they have a new ability
which allows them to release fire in all directions however theyll only
use this ability once their enraged meter is full. to make it fair ive
given them a new component which allows them to telegraph abilities and
only do them after a delay so players can react in time for it.

## Why It's Good For The Game
basic mob refactor

## Changelog
🆑
refactor: ice whelps have been refactored to basic mobs
add: ice whelps have a new dangerous ability which theyll use once their
enraged meter is full
/🆑
2023-08-14 12:39:30 -06:00