* Gondolas are now basic mobs (#83451)
## About The Pull Request
This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.
Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.
## Why It's Good For The Game
The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.
## Changelog
🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑
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Co-authored-by: san7890 <the@san7890.com>
* Well then. Hope it works.
* Ohhh.
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)
## Why It's Good For The Game
Another simple to basic mob refactor.
## Changelog
🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
* Converting crabs to basic mobs
* UpdatePaths
* More path changes
* Update simple_animal_freeze.dm
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Converts Lizards to Basic Mobs (#75515)
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.
one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.
also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
* Converts Lizards to Basic Mobs
* update modular
* TEGU
* me when I update Maps
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Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Initial
* forgor the obj
* Fixes, robo-bags, crusader items, obsolete files gone
* updates the exclamation points because consistency
* Kills Roboclothes module, moves roboclothes to actual subtypes
* Fix worn_icons CI fail
* okay so it WAS used in maps but it was used alongside normal sec packs?
* OOPS typo
* Dogs use the Pet Command system
* modular pets
* modular dogs
* oops
* NO
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Labcoats
* more labcoat
* my brother harassed me to fix the gowns lmao
* im a dumbass also sort stuff and actually add emissives
* damn you interdyne
* Refactors Rabbits to be a Basic Mob (#71205)
## About The Pull Request
Back in #64175, I reworked rabbits such that their base behavior was
just a cute fluffy snuggle monster, and not have the "easter" variant be
the default. Now that we're transitioning everything from simple_animal
to basic, I figured now was the time to shift that over too.
Pretty much everything should be the same as it was before, I even took
some time to add behavior to some elements to allow it to work (let me
know if I should handle it a different way) but rabbits as a
simple_animal and rabbits as a basic mob should now not be very
distinguishable (beyond the fact that they only speak via subtrees).
I also got rid of the single-letter icon_states in the DMI and
accomodated the code to fix because I finally got irritated enough to do
something about that.
## Why It's Good For The Game
Although I didn't really have any pressing urge to add more complex AI
behavior to rabbits than just pretty much re-implementing what they had
as a simple_animal, this is an excellent first-step to allowing much
more extensible behaviors to these fuzzy creatures.
Also, it takes three more mobs off "the frozen list". Whoopie!
## Changelog
🆑
fix: Dead Black Space Rabbits should now properly have a sprite.
/🆑
The UpdatePaths is useless for the maps we have on our repository
(holodecks use a spawner code-side), but I'm going to be nice to
downstreams who need it.
* Refactors Rabbits to be a Basic Mob
* Fixed the CI and the rabbit on VoidRaptor
* Oops, forgot to remove it from here too
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* VoidRaptor Beginnings
* More before breaking
* Ruining it more
* Cargo Sci More
* More Cargo and Med
* Engi and More
* More Deco, Engi
* Update VoidRaptor.dmm
More Touches to All Departments
* More Polish to Each Department
* Configs and More
* Wiring and More
* Catmos and More
* Maintening, Minor Fixes, Engi Remapping and More
* Move
* Expansion
* Sweepy
* Bridge and more Jank
* More Remaps, all feedback handled
* AI Sat, Map Area'd
* A bit more remappings, some piping
* Lil zone and cable fix
* Piping and Remapping
* Derp + Linter
* Linter 2
* Should make CI pass, pff
* Cargo + Pretty
* More Piping
* Zoom Zoom Piping
* deco
* More Area decorating and Finishing
* QM Repath
* Removes the Mapping Helper + A wire
* Tegu, Area, Remapping from Feedback
* Layer Funk and AT clean.
* More Furnishing
* Forgor Quotes
* PAI and pipe jank fix for CI
* More Furnishing
* More Deco and Fixes
* Smidge more Decoration
* Minor Thingamajig
* Some more Medbay
* Lil more additions to med
* Update VoidRaptor.dmm
* Finished Decorating more places
* Janky Jank after update and more decoration
* Arrivals and Dorms changed a lot.
* Premerge
* Sec Makes Me Scream, Also Cargo Furnishing
* Papers, Please.
* More Cargo and fixes for CI
* Morgue and Commissary
* CO Fixed
* Crusher Fix
* Machine Fix
* Neat Cargo Furnishing and Maint
* Missed a pipe.
* Chapel and more sweepy
* Lighting
* NG
* lin
* More Decorating
* Maint Up
* Fix Linter
* Polish
* Let's dance
* Cleaning
* Postersignfix
* Cam and all other fixes
* Modularization, Cleanup and More.
* Beacon and Shuttle Works
* Cruub
* Beep Beep Maintenance
* Drunk and Generic Event
* Event2
* TFix4
* Finished Fix
* Linter Up
* More Review Handling
* Linter fail
* Spring Cleaning
* Big Push Polish Commit
* 2
* Neato
* PreTest Fixes
* Testing Fix
* Post Second Test Craptor
* Modularization and Atmos and Oh My
* Sweep Sweep Sweep
* Lattice Linter Fix
* Golden Feedback, goodbye 100
* Update tgstation.dme
* Undir and more cleanup and decoration
* Update VoidRaptor.dmm
* More Decals and Niceness
* Jolly Fixes 1
* TM Fixes
* Deco and Balance Pass
* Chem and Linter
* Update VoidRaptor.dmm
* Update VoidRaptor.dmm
* Craptor Mini Push
* Pipe fix
* Minor things
* Fixed Light and more
* Light Fix
* Minor Jank
* Window Area
* Prison Attention
* Lizard Nerf
* Sec fix, I am dumb