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115 Commits
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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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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468b351b86 |
Axes grind & juice vars into procs (#94592)
## About The Pull Request Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath) are only used when grinding & juicing after which the atom is deleted. This means if that object is not processed these vars occupy memory & don't do anything. Now these values are only generated on demand by calling their respective procs. Considering how these vars are on the obj level the memory savings are quite significant ## Changelog 🆑 refactor: grinding & juicing have been refactored to occupy low memory. Report bugs on github code: improved grinding & juicing code /🆑 |
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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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5f3c85eee0 | Unifies mob, megafauna and boss crusher loot and achievements (#93068) | ||
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9ebd7c3cf1 |
fixes mouse stored inside holder when killed (#92232)
## About The Pull Request Makes mice go where they were when you kill them, rather than being stored inside whatever mob was holding them. Mice on your shoulder fall off, instead. Also fixes unrelated runtime happening in parallel ## Why It's Good For The Game fixes #91057 ## Changelog 🆑 fix: mice stored on your person will no longer disappear when killed /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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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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eb69c087f1 |
Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request * When gibbing mobs, spawned gib type is now based on mob's biotypes if they're not a carbon, or their chest (or first) bodypart if they are, rather than requiring a proc override for every single mob. This means that a few robotic mobs no longer drop meaty gibs, and that gibbing androids now produces cyborg gibs instead of a meaty surprise, plus they should no longer runtime when trying to gib a robot. Gibs also are now spawned around the gibber and streak outwards instead of magically teleporting a few tiles away, for some visual flair. * Fixed meat not overriding blood DNA on blood_walk component which made xeno and lizard meat leave behind orange trails instead of proper lime/dark green blood colors (due to them keeping human meat DNA). * Brightened up the gibber blood overlay I've missed, so it should be consistent with old blood colors now. * Also cleaned up the gibspawner code. ## Why It's Good For The Game Biotype/chest changes should make devs lives easier and gameplay a bit more consistent, and streaking just makes the process look slightly better. ## Changelog 🆑 add: Androids and fully augmented humans now drop robotic gibs instead of meat add: Improved gibber VFX fix: Fixed gibber overlays being darker than intended fix: Fixed xenomorph and lizard meat leaving orange trails behind code: Improved gibs and gibspawner code /🆑 |
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0b683d175b |
Adds the bloodroach (#91383)
## About The Pull Request Adds bloodroaches.  These are cockroaches that have gorged themselves on blood in maintenance. They're very gross!  Splatting one causes an explosion of blood all around the death perimeter, splashing both turfs and mobs with blood. They have a 1% chance of spawning in place of normal roaches. They also spawn in: - Abandoned crates, replacing the 30 roaches with 30 bloodroaches. - As backup anomalous crystal possession targets. - Grimy fridges Added a trait given to things killed by pest spray, used to check on death explosion for bloodroaches. Changed roach spawns in maps to use mob spawners, so I can replace them with bloodroaches 1% of the time. ## Why It's Good For The Game Splatting a random roach in maintenance that explodes into blood sounds hilarious. It also adds janitorial depth by requiring pest spray to carefully eliminate these pests ## Changelog 🆑 add: Added bloodroaches, a rare variant of cockroaches that explode into a shower of blood when squashed. /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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96976c0b9a |
Regal Rat cleanup & minor changes (#91012)
## About The Pull Request Since #90505 added another entry to it the Regal Rat Riot ability, which turns maintenance creatures into versions loyal to the rat, has become sort of unmanageable (and to be honest it was a bit gross to start with). Instead of having a big if/else list (which was making the same range check multiple times...) that sets stats on a bunch of mobs, I delegated it to the mobs themselves and instead of changing some stats of the existing mobs we just turn them into a new mob which can be spawned or placed separately by mappers or admins if they want. Other stuff I changed: Riot (the ability which transforms mobs into minions) no longer spawns a mouse if it fails to find anything. Instead you have a chance to fish mice out of disposals bins while digging out trash and items. Domain is now a toggle which activates itself every 6 seconds rather than a button you manually click every 6 seconds. Riot makes a visual effect when used. Rare Pepe randomisation is done via a random spawner instead of the mob modifying a bunch of its own properties in Initialise. A bunch of mobs now automatically follow you after being tamed. I wrote this assuming I was going to add it to the rioted mobs but then didn't end up doing that because you might want them to immediately attack someone. My rule of thumb is that if I think you'd want the mob to attack someone the moment it is befriended I didn't add this and if you wouldn't I did. I changed some of the regal rat minion names, and some of them can now spawn from gold slime which couldn't before. ## Why It's Good For The Game This proc sucked and now it's nicer. As for the other changes; - A tamed mob immediately following you is nice feedback and saves you a click as it's likely to be your first action. Also removes some admin panel shitcode I added. - I changed Domain to a toggle because you generally want to use it on cooldown and someone suggested it on this PR and it sounded like a good idea. - I saw someone in Discord complaining that the previous flow of recruiting rats by hitting Riot with nothing around to summon one, waiting, hitting it again to convert one rat, and waiting again was tedious and annoying which I agree with. This method improves the quality of life by separating these two actions but _also_ as a side effect reduces a regal rat's ability to secretly stockpile 50 rats in a hidden maintenance room because most disposal bins are in slightly more visible areas, they'll actually need to go and make a mess somewhere someone can see them. ## Changelog 🆑 balance: Regal Rats can now grab mice out of disposal bins, and no longer spawn them with the Riot ability. balance: The Riot ability no longer needs to be used once for each slightly different kind of mob in your radius. balance: The Regal Rat Domain ability is now toggled on and off. balance: Several kinds of mob will immediately start following you once tamed. balance: Rats, hostile frogs, and evil snails can be created via gold slime reaction. /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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5c08ae27ed | Adds "deep water" that you can drown in (#90587) | ||
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2c7cedcbf1 |
Mice can play synthesisers (#90610)
## About The Pull Request  This PR allows mice to play synthesisers, which they will prioritise over running away from people if they see one (but eating cheese is more important than that). ## Why It's Good For The Game  ## Changelog 🆑 add: Mice can play synthesisers /🆑 |
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4972c88044 | Partially reverts #87936; the mech PKA AOE only harms mining mobs, reduces the damage and increases the attack cooldown (#89619) | ||
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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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fe7c8e1fde |
Adds some Fish Content (#88213)
## About The Pull Request Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire sharks. Aquatic mobs can be hooked by fishing rods, even without a jawed fishing hook installed. The carp and fish infusion sets now give the infusee the aquatic biotype. Added support for infusions adding a biotype. You can check for a fish's pulse with a stethoscope, which will tell you its status even without fishing skill. Refined fish health status checks to be more precise. Added 'Fishy' Reagent, a version of strange reagent that only works for fish or aquatic biotype mobs. It's made with omnizine, saltwater, and carpotoxin or tetrodotoxin. Added a lifish chemical reaction that creates fish. ## Why It's Good For The Game Fish content fish content fish content > Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire sharks. We were really missing this one by now. > Aquatic mobs can be hooked by fishing rods, even without a jawed fishing hook installed. > The carp and fish infusion sets now give the infusee the aquatic biotype. Added support for infusions adding a biotype. I want to reel in fish people. This is going to be hilarious. > You can check for a fish's pulse with a stethoscope, which will tell you its status even without fishing skill. Fish doctor content - also lets you see the exact status of a fish's health even if you haven't interacted w/ fishing that shift. > Added 'Fishy' Reagent, a version of strange reagent that only works for fish or aquatic biotype mobs. It's made with omnizine, saltwater, and carpotoxin or tetrodotoxin. A somewhat easier to get version of strange reagent, purely for fish, as they die very easily and the road to making SR is a large diversion. I might add this to cargo, maybe? > Added a lifish chemical reaction that creates fish. Fish. fish fish fish fish fish. @Ghommie ## Changelog 🆑 add: Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire sharks. add: Aquatic mobs can be hooked by fishing rods, even without a jawed fishing hook installed. add: The carp and fish infusion sets now give the infusee the aquatic biotype. Added support for infusions adding a biotype. add: You can check for a fish's pulse with a stethoscope, which will tell you its status even without fishing skill. qol: Refined fish health status checks to be more precise. add: Added 'Fishy' Reagent, a version of strange reagent that only works for fish or aquatic biotype mobs. It's made with omnizine, saltwater, and carpotoxin or tetrodotoxin. add: Added a lifish chemical reaction that creates fish. /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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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34a15c690c |
Bring your pet to work day! (#86879)
## About The Pull Request Adds a new neutral station trait where people are able to bring their personal pets to show off to the rest of the crew (or to donate to the chef). Before joining, players will be able to customize their pets https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a u can set their name, gender, pet carrier color, and teach them give them a unique dance sequence trick. if players dont wish to opt in, they also have the choice not to ## Why It's Good For The Game adds a new station trait which people can RP around, whether its by competitively comparing pets, or resolving conflicts around pets being killed/kidnapped. Ive also GAGsified pet carriers, so people can now have the option to recolor those too ## Changelog 🆑 add: adds a new station trait, "bring your pet to work" day /🆑 |
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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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0f504d3420 |
Minor rewording in mouse description (#86729)
## About The Pull Request Description states they eat uninsulated cable. This has been changed to say they love eating *insulated* electrical cables. ## Why It's Good For The Game All cables in the game are insulated, so this keeps things consistant. It's also more realistic, mice don't bite into electrical cables to get at the wires inside - they do it because gnawing the soft rubber or plastic insulation sharpens and maintains their teeth. ## Changelog 🆑 spellcheck: Mice now love the taste of insulated electrical cables, not uninsulated ones. /🆑 |
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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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828d807464 |
Canonise passive carp (#85939)
## About The Pull Request The other day someone posted a story on the tgstation forums about being spawned as a sentient "passive carp" from slime gold cores and then biting someone to death which mildly annoyed me because "passive carp" is a mob which exists purely for a shuttle event, to make them less dangerous when passing through the area. And _also_ because once sapient the passive carp was, of course, not passive at all. If it was a passive carp they wouldn't have had to appeal a note, because they wouldn't have been able to bite that guy. There were two solutions for this. The obvious one is "remove this mob from the gold slime core pool". The one I chose instead was "give this mob more divergent behaviour". Now instead of "passive carp" it is called a "false carp", which is a carp-like creature that is incapable of harming humans (it has the pacifist trait and does no damage). It is spawned from the _friendly_ gold core reaction instead of the hostile one. It will be chill until someone attacks it or it sees someone attack another false carp, then all of them will run away from that person. Additionally I fixed a bug where its teeth reappeared in some animation states. And another bug where crab AI just didn't work. ## Why It's Good For The Game If you see a mob called "passive carp" it should do what it says in the name. ## Changelog 🆑 balance: Pacifist carp can now be spawned from the friendly gold core reaction, and no longer appear from the hostile one. fix: The teeth of toothless carp will not occasionally reappear fix: Crabs will now run from attackers larger than them and attack things smaller than them, as intended. /🆑 |
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2016156d6f |
Shift certain flying mob positions upon death (#85942)
## About The Pull Request Chasing more side effects of offsetting mobs and giving them shadows.  Some mobs are "flying" while they are alive, but not while they are dead. Some mobs (like Watchers) offset their death sprites in the dmi to make it look like they have dropped to the ground, others do not bother. For the ones which don't, we want to shift them down ourselves so it doesn't look like the corpse is levitating. I'm willing to accept better suggestions for how to implement this but this seemed like the most obvious. ## Why It's Good For The Game No more levitating corpses ## Changelog 🆑 fix: Carp, bat, parrot, and dragon corpses no longer float in the air. /🆑 |
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8a1d5d95ba |
Grounds cockroaches (#85931)
## About The Pull Request  Moves the cockroach shadow to be right under it ## Why It's Good For The Game While technically cockroaches _can_ fly, they don't in our game. Cockroaches are the ultimate survivor organism and have even managed to evade the 12 pixel offset all other creatures are labouring under. ## Changelog 🆑 fix: Whatever the roaches were getting into which made them hover above the ground seems to have worn off. /🆑 |
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144b085a6a |
Adjust shadow position for secbots and mice (#85870)
## About The Pull Request Fixes #85802  Secbots were sort of awkwardly above their shadow, mice I noticed someone complaining that they had human-sized shadows and I guess I just forgot about them when I was auditing shadow positions on mobs. Edit: also the bigger secbots  ## Why It's Good For The Game Looks nicer. ## Changelog 🆑 fix: Beepsky and Mice have more appropriately positioned shadows. /🆑 |
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aa26e9fc69 |
Crabs and lobstrosities now pack a boatload of puns. (#85440)
## About The Pull Request Whale whale whale, It wasn't shrimple, I had to spend severals minutes swimming around to find sea-related punss to use for this PR. I'm otterly and clampletely exhausted. Soooo, exactly what it reads on the title, however it also applies to the lobster foam helmet, which is contraband from the Autrodrobe. ## Why It's Good For The Game I thought it'd been interesting to shove a bunch of puns into crustacean mobs. To make them a little bit more unique, and see how many puns I could find or come up with. ## Changelog 🆑 add: Crabs and lobstrosities (as well as the lobster foam helmet and the fishing hat) now pack a boatload of fish puns. /🆑 |
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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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2535df375d |
Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog 🆑 add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /🆑 |
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27b39da169 |
You can now put dead mice into mortars/grinders properly (#85159)
## About The Pull Request Closes #85143 Blocking interactions unless you can dip is a pretty bad idea, and leaving the line in wouldn't make much sense anymore. ## Changelog 🆑 fix: You can now put dead mice into mortars/grinders properly /🆑 |
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c8b0857d85 |
[no gbp] fixes mothroach glutton (#84921)
## About The Pull Request mothroaches were eating their holder object so theyd constantly crawl out of bags ## Why It's Good For The Game closes #84825 ## Changelog 🆑 fix: mothroaches will no longer be crawling out of bags every minute /🆑 |
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dee9e88b58 |
You can now microwave pets (#83887)
## About The Pull Request Mob placeholders could be microwaved prior, but it wouldn't do anything besides spit out the placeholder on the ground Now they get electrocuted, and if this kills them it gibs them, making a mess. This works for spacemen if they're varedited to be able to be held too, so go wild microwaving the clown or something I guess. https://github.com/tgstation/tgstation/assets/51932756/f4fdcb6b-54aa-4872-992d-78706dc9568f ## Why It's Good For The Game Uhhh.... It adds a lot of potential comedy into the sandbox by allowing shocking events like stuffing ian into the deepfryer, putting him into a burger and then microwaving his body out of said burger to the horror of all who witness such an act of profane cookery ## Changelog 🆑 add: You can now microwave station pets that you can pick up, with predictable outcomes /🆑 |
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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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9b0649c752 |
mothroaches in the wardrobe (#83695)
## About The Pull Request there is a very small chance vendrobes will have mothroaches inside. this will become apparent as the clothes you buy will come out slightly damaged and eaten. hitting the vendrobe with a weapon (or throwing the weapon at it) will cause the mothroaches to come out and scatter everywhere. mothroaches will now also seek out clothes to eat them ## Why It's Good For The Game gives more character and depth to mothroach AI ## Changelog 🆑 add: vendrobes may have mothroaches inside them add: mothroaches will now seek out clothes to eat them /🆑 |
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c433813503 |
Makes that one random frog in the freezing cold plasma facility more atmospherically resistant (#83928)
## About The Pull Request Makes the random frog in the icemoon plasma facility more atmospherically resistant so that it survives in its environment. ## Why It's Good For The Game Please stop failing my PRs by dying in the cold, Peter. ## Changelog 🆑 fix: Peter Jr. is capable of surviving in the environment they spawn in. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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417f64628e |
cockroaches adapt to icebox atmos (#82325)
## About The Pull Request  on any zlevel with an ice related ztrait they will turn significantly more cold resistant ## Why It's Good For The Game fixes #82312 ## Changelog 🆑 fix:cockroaches adapt to icebox atmos, this is a fix because this prevents CI failures /🆑 |
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95b7fa1fb7 |
Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. ## Why It's Good For The Game More unit tests to make sure things are done correctly. ## Changelog 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 |
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7e907771fb |
Deathmatch modifiers (#81673)
## About The Pull Request This PR adds the base to simple modifiers that the host can select to make the minigame ~~worse~~ more entertaining for everyone. Here's the screenshot of the UI (without a few modifiers I added later):  ## Why It's Good For The Game I've seen this minigame is frankly popular lately, so I thought I could contribute to it. ## Changelog 🆑 add: Added 20+ modifiers to the deathmatch minigame, which can be enabled by the host. /🆑 |
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fbe6e2ebba |
museum away mission (#81208)
## About The Pull Request adds a new gateway map, the Nanotrasen Museum it is filled with """"Mannequins"""" and Common Core lore im not putting the preview here because you really should explore it yourself but if youre that curious i think the Checks tab in mapdiffbot would have it this gateway map contains no combat unless you count falling into chasms because you did not carry a light or going into the boarded room with no loot or any incentive with obvious signs that there is the sole enemy on the map in there the loot is the lore ok thanks also makes mines detonate if theyre detonated by a non-mob im pretty sure this couldnt have been intentional trams stop chasms and also the relevant items <details> <summary>on second thought if you want spoilers check this</summary>  </details> ## Why It's Good For The Game more gateway maps = good ## Changelog 🆑 add: nanotrasen museum gateway map /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e65397bb7c |
Adds a smaller size targeting strategy, makes crabs use them (#80246)
## About The Pull Request The PR that added crabs said crabs are now small creatures, and will hunt tiny creatures. However, their targeting strategy was `our_our_smaller`, so a group of crabs ended up eating each other. This PR creates a new targeting strategy, and applies it to the crab AI. ## Why It's Good For The Game Puts an end to crabbibalism. ## Changelog 🆑 fix: Crabs will properly only target Tiny creatures /🆑 |
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e8259f1819 |
improve find_and_set/in_list behavior (#79614)
## About The Pull Request improves the find_and_set behavior a bit. this is after and before observing 5 gorillas for 10 minutes   ## Why It's Good For The Game improves the find_and_set/in_list behavior ## Changelog 🆑 not player facing /🆑 |
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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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6454b5ec9b |
Automatic fire for mobs (#79502)
This adds a component you can slap onto mobs with ranged attacks which lets them fire repeatedly with the mouse held down. I applied it to a couple of existing mobs, to be honest we don't currently have any which _need_ this but I will add it to the Ranged Holoparasite (which really does need it) depending on which PR gets merged first. |
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42c8e1adf9 |
new wizard ability and basic leaper refactor (#79237)
## About The Pull Request refactors leapers into basic mobs and adds a new ability for wizards. for 2 points wizards can buy their own leaper pet. they will get a contract which lets them pick their pet's name and color  after they sign the contract they will get a frog statue which is used to contain the leaper. players can use this statue to release or recall the leaper into the statue. when its in the statue it will slowly regain health or even revive from the dead, but if it gets gibbed then the statue will be useless. also adds a new ai behavior for leapers which lets them go swim in water (and splash around) for a period of time. i gave this behavior to frogs and crabs too when riding the leaper, the players will get access to all its abilities, it now has new abilities, it can create frog minions that suicide bomb the enemies and it can also create a shower of poisonous structures. https://github.com/tgstation/tgstation/assets/138636438/931aa7b4-09f0-493f-bdb6-f3bdd0915b22 also when riding the leaper, players can point at walls near it so it will destroy it. alternatively players can give commands to their leapers to use abilities and to follow them if they are not riding it. wizards cant be force dismounted from their frogs, and only wizards can ride the frogs. this also removes leapers from cytology as they now are much more dangerous and have a new home ## Why It's Good For The Game refactors leapers into basic mobs, and gives more gameplay opportunities for wizards ## Changelog 🆑 refactor: leapers have been refactored into basic mobs please report any bugs add: wizards can now summon a leaper pet removal: removes leapers from cytology /🆑 |
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9e6cbf2538 |
Basic skeletons (#79206)
## About The Pull Request Turns skeletons (the simple animal version) into basic mobs. This was another incredibly simple conversion, since skeletons don't really do anything but walk at you and beat you to death. Because I thought it was funny, though, skeletons will now seek out cartons of milk and drink them. Real milk will heal them for a significant amount, but soymilk, being false milk, will deal them grievous injury instead! Skeletons beware... I didn't add any other sorts of milk due to limited ability with existing AI behaviors to identify milk containers (they actually only look for the carton items). Other than that, I've done some flavor adjustment for skeletons' attacks - their effects and sounds will now suit the weapon they're actually holding - for example, skeleton templars now actually use their swords instead of slashing you with their horrible fingers. Along with this I gave the basic skeletons a normal slashing sound, instead of the weird, impactless hallucination sound they used to use for some reason. I never liked that sound. Finally, I've reflavored the spear-wielding skeleton mobs to "undead settlers", following the naming of the corpses dropped by snow legions as of #76898, rather than being named after an offensive term for Inuit people. These skeletons do, after all, appear in settlements on alien worlds. To enable the flavor of milk drinking, I expanded the `basic_eating` component to allow drinking rather than eating flavor, with a different sound and its own set of verbs. This deletes whatever they drink from, but c'est la vie. ## Why It's Good For The Game Ticks 6 more entries off the simple animal freeze. While skeletons are still extremely simple, being largely-identical mobs that only exist to beat you to death, being basic mobs should make them slightly better at this job. Also, again, I think it's really funny that you can distract skeleton mobs with milk, or even hurt them. ## Changelog 🆑 refactor: Hostile skeleton NPCs now use the basic mob framework. They're a little smarter, and they also have a slightly improved set of attack effects and sounds. They love to drink milk, but will be harmed greatly if any heartless spaceman tricks them into drinking soymilk instead. Please report any bugs. /🆑 |
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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> |