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Commits
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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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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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6a34515318 |
Fix: Minebot command text for activating lights (#90799)
## About The Pull Request Due to the wrong path being specified, if you try to order the minebot to turn on its lights, it'll talk about dumping ore instead. The actual functionality is fine, but the feedback isn't. This fixes that. ## Why It's Good For The Game The current bug just makes things confusing. Fewer sources of confusion in this game is better. ## Changelog 🆑 fix: Made it so minebot commands don't talk about dumping ore when you're toggling the lights. /🆑 |
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f205e48ef5 |
[no gbp] fixes being able to tell animals to commit atrocious acts (#88754)
## About The Pull Request closes #88743 . the issue is while they'd ignore ur command since its impossible, the emote would still appear, which i now realize was a mistake ## Why It's Good For The Game fixes being able to tell animals to commit atrocious acts ## Changelog 🆑 fix: radial pet commanding emotes will now not appear if the command is impossible to execute /🆑 |
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91719a400a |
516 Compile Compatibility (#88611)
Renames all uses of caller, as they (currently) shadow the new byond var and will in future error Ups our "wan if compiled after" experiement compile version to 516 Adds an alternate 516 unit test |
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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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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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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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bab0287356 |
Mining headset upgrade - Callouts and volume boosters (#85008)
## About The Pull Request  Shift + middle clicking while wearing a mining headset will open a callout radial, after moving your mouse over one of the options a callout emote will appear where you pointed (No need to click on the radial button). Callouts have a 3 second cooldown to prevent spam and glow in the dark due to how dark lavaland is (normal point emotes do not) There are 6 options: pointing, danger, attack, mine, defend and reposition. Your callouts are colored in your runechat color. This is done via a component so later if needed it could be added to other headsets/mobs/items. Callouts also can initiate basic mob orders, being a better way to command your minebots in combat. Additionally, they also boost your speech back to normal levels in low-pressure environments, ensuring that your runechat is still nice and readable. ## Why It's Good For The Game This would make coop mining much more enjoyable, as stopping to type mid-fight is more often than not a death sentence on lavaland. With arcmining's vents cooperating is actually beneficial, and I feel like we should incentivize miners to do it more often by providing them with tools for it. ## Changelog 🆑 add: Mining headsets now allow you to make callouts via pointing. You can use them to communicate with fellow miners or order your army of bots and raptors! add: Mining headsets keep your voice loud and clear in low-pressure environments (not vacuum!) /🆑 |
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3093328757 |
Minebots will no longer attempt to stop you from committing suicide by killing you (#83919)
## About The Pull Request The `/datum/pet_command/protect_owner` behaviour did not have any validation for if the person who attacked you was yourself. The three mobs which used this behaviour would sometimes be capable of seeing you accidentally slap yourself with a burrito and decide that this meant that you needed to be protected from this hideous and violent aggressor (yourself), and would then start trying to kill you. If you had multiple minebots they would then start attacking each other in a fit of jealous and protective rage, which I think was quite funny but isn't supposed to be how the game works. |
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1e78db8471 | Refactors how basic ais do their success/failures (#82643) | ||
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411d4269b3 |
[nogbp] fixes minebots bombing each other (#82655)
## About The Pull Request minebots will no longer be able to explode each other through landmines. also fixes regenerative shield overlays appearing pitch black in lower z levels. ## Why It's Good For The Game fixes #82396 ## Changelog 🆑 fix: minebots no longer bomb each other (and other miners) through landmines fix: minebot shields will no longer lose color in lower z levels /🆑 |
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55267e1334 |
minebot buff (#82001)
## About The Pull Request this pr buffs non-sentient minebots a bit to make them more helpful with the new arcmining changes. Minebots now have a better overall AI, they will maintain distance from enemies and shoot while running. they will also plant landmines while theyre running away from enemies. these landmines are carefully programmed by the bot not to trigger when any of its miner friends step on it. u no longer need to feed minebots an ore to get them to listen to you, as they now automatically listen to any miners around. minebots can now repair damaged node drones  they also have a new autodefend feature, which makes them automatically attack any mob that attacks its miner friends or the drone. They also have some new upgrades! First is the regenerative shield, this shield allows minebots to tank a limited amount of hits before breaking. minebots will then need to wait sometime before the shield re-activates. Second is the rocket launcher remote control, this allows players to direct minebots to fire anti-fauna missiles at their target https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294 Also minebots are now highly customizable, you can rename them, change their colors, or program their AI through their new user interface  ## Why It's Good For The Game Improves minebot AI a bit, and makes it a more viable option for mining solo players ## Changelog 🆑 balance: minebots have been buffed and have recieved new upgrades /🆑 |
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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> |
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370a38165e |
new syndicate item - bee smoker (#78988)
## About The Pull Request this adds a new item for traitor botanists they can buy for 4 tc. it releases smoke which hypnotizes bees to follow ur every command, it can be used on a single bee or it can be used on a hive to hypnotize all the bees who live there. u can command the bees to enter or exit their beehive, and u can also command them to spiral around u where they will follow u and swirl around u to confuse whichever opponent u are fighting, and u can also command them to attack people. the bee smoker comes with some fuel but u can recharge it by putting cannabis into it. the stronger the weed the more fuel it will provide https://github.com/tgstation/tgstation/assets/138636438/18c9a350-8e24-4c49-abfa-dffb7622502f ## Why It's Good For The Game adds a traitor item which gives a new gameplay alternative for botanist and pacifist players. also i noticed the pet targetting datum was using some copy paste code so i made it a subtpye of the basic targetting datum ## Changelog 🆑 add: added a new syndicate item - the bee smoker /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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0f5d14e68b |
Mook village and basic mook refactor (#78789)
## About The Pull Request refactors mooks into basic mooks and re-adds them to the game ## Why It's Good For The Game this refactors mooks into basic mobs and re adds them to the game. mooks are now a part of lavaland. they come as a part of a random ruin which consist of a entire village of friendly mooks. Mooks will aid players but they will still attack ashwalkers because of some troubled history between them.  mooks are a very diseased specie. nanotrasen discovered a small tribe of mooks and cut a deal with their tribal chief to aid ss13 miners in exchange for medical supplies. tribal chief in his decked out home  male mooks go out and mine and haul ore off back to their village. they will deposit ores into a stand which is managed by another mook. they will all return to their village to rest once a lavastorm comes.  players can use this stand to withdraw any ore they like  female mooks will stay behind in the village to guard it from ashwalkers. they will also heal male mooks when they come back from a long day of work. the tribal chief is a bum and chooses not to go out and mine. he will stay behind in the village and issue commands to his people rather than work the village also has its own bard! he follows player visitors and plays nice music for them while they are in the village (although he is not very talented).  he is still a warrior at heart tho so he will be smashing his guitar over ashwalker skull  ## Changelog 🆑 refactor: mooks are now basic mobs. please report any bugs feature: added mook village to lavaland ruins! /🆑 |
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a65d88dd03 |
basic mobs ranged attacks can check for friendly fire (#78451)
## About The Pull Request basic mobs can check for friends in the way before firing a attack. if they find someone in the way they will try to adjust their position so their friends dont get hit by the projectiles ## Why It's Good For The Game nice optional feature people can put on the monsters they create ## Changelog 🆑 add: added ranged attack friendly fire checks for basic mobs. minebots and hivebots will now try to avoid shooting their friends /🆑 |
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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 /🆑 |
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4aa50ea5c2 |
minebots basic bots (#78032)
## About The Pull Request Transforms the minebots into basic robots. You can now command these minebots to extract minerals for you. To activate automated mining mode, simply instruct them with the command "mine." They will then proceed to autonomously mine walls and gather ores. If you wish to make the bot deposit all the collected ores, use the command "drop." Alternatively, you can leave it in collection mode, and it will gather all the ores you mine. Additionally, the bot now responds to several more commands; you can instruct it to follow you, toggle its lights on or off by saying "lights." In attack mode, it refrains from mining or collecting ores but will engage in combat alongside you. If it detects you as deceased or unconscious, it will alert all miners, request assistance, and relay your coordinates via the mining communication channel. to power it on u will need to feed it any type of ore first so it may listen to ur commands ## Why It's Good For The Game makes the non sapiant minebots more useful ## Changelog 🆑 refactor: the minebots have been refactored please report any bugs add: minebots can now mine walls and collect ores automatically and they will alert everyone if they find u dead /🆑 |