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63 Commits
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1d270f5f27 |
Converts pre-rework generic heretic gear into chaplain clothing and a null rod (#94363)
## About The Pull Request Reused the old pre-rework heretic robe and blade assets as a new set of chaplain gear and null rod option. Replaced the last few existing uses of the now spriteless generic robe: - Deathmatch, changed heretic warrior to use blade robes - Deathmatch, changed ripper to use the new chaplain armour - Tribal mothman legion corpse, changed to use new chaplain armour - Heretic preview and hallucination, changed to use rust robes - Heretic virtual domain, changed to use rust robes <img width="127" height="131" alt="image" src="https://github.com/user-attachments/assets/690e848e-5191-44d4-bd58-5e338fa2aa4e" /> ## Why It's Good For The Game Chaplains are the playground of old magic content assets, where they find a second life as cosplay outfits. Chaplains can already cosplay cultists, it's only fair that they can pretend to be a heretic as well. ## Changelog 🆑 add: Added a new set of chaplain armour based on the generic heretic robes unavailable since the path rework. /🆑 |
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ac6c47f601 |
Several file changes just to make high frequency blade null rods block mechs, mech melee blocking finally implemented (#94089)
## About The Pull Request High frequency blades, both null rod variant and admeme variant, can block mech melee attacks. For the former, that is the only thing it can block. Great if you're fighting a lot of mechs as a chaplain I guess. And you're also really committed to the bit. Weapons that were vibro subtypes are now claymore subtypes. The only difference here is that they now have 30% block instead of 35% AP. Null rod high frequency blades are now two-handed. This mostly determines force changes (10 unwielded, 18 wielded), and mech attack block chances. Mech melee attacks respect block...assuming the blocking source can even block the attack in the first place. Currently, the few sources that can block/avoid mech attacks are; - high frequency blades - energy katanas - Those staff nullrods (its a holy force field, iunno) - wizard modsuit shield (and it will eat literally every single charge it has to do that) - Sleeping Carp evasion (and only at half the possible chance) - CQC defense mode (themed as dodging the attack, and also halved) - probably something I overlooked when I implemented OVERWHELMING_ATTACK originally and have overlooked here as well. Just think 'could this help avoid being hit by a road roller being dropped on you' and go with your gut as to whether or not it is appropriate if you spot something in the wild that seemingly can block a mech. ## Why It's Good For The Game > High Frequency Blade I wanted to elevate the meme and that is as deep as this goes. Also I wanted to make this two-handed, much like the true version. The only thing it is lacking is the cool attack functionality, but I'll be damned if I can get that to work in a sensible fashion for a crew weapon... > Vibro subtype A lot less of these than I thought. And most of them seemed more appropriate as claymore types anyway. > Mech Block I seeded this previously by making mech clamps respect block. I've now come back to fully implement it in order to facilitate MGR memes. For the most part, mechs should still enjoy being largely unblocked by most sources, even from things like operative suit shields, and certainly not from actual shields (which I've stripped the ability to block the attack from entirely) and melee weapons. The sources that can block them do so poorly. Or, in the case of the high frequency blade, very well and that's pretty much the only thing it IS good at blocking. ## Changelog 🆑 balance: High frequency blades (both null rod and admin versions) are able to block melee attacks from mechs. balance: High frequency blade null rods are now two-handed weapons. balance: Mech melee attacks can be blocked or avoided by a few rare sources. /🆑 |
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5765f259ef |
Fixes human skeleton pirates, Refactors ghost spawns (#94138)
## About The Pull Request `create_from_ghost` can be called from stuff like... dynamic executing a ruleset, so putting a sleep/user input within it causes problems So I refactored ghost spawns a fair bit, creating a clear delineation between where you can and can't put user input ## Changelog 🆑 Melbert fix: Pirates will no longer randomly spawn as human fix: Servant Golems have numbered names again refactor: Refactored ghost spawns (like spider eggs or pirate spawners), report any oddities /🆑 |
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d84a87f668 |
Rewrites to fix compiler errors on 516.1670+ (#93801)
## About The Pull Request Fixes all instances of numbers being used as assoc list keys in things that aren't alists, either by turning them into alists or changing the keys to something else. Also adds new macros to support creating global alists, as a few global lists became alists. Most of these are pretty simple and self-explanatory but - The GLOB.huds one necessitated rewriting because code depended on it being a non-assoc list, which it technically was because the defines it used as keys were numbers so BYOND turned it into a regular list, most of this was for loops through all the subtypes of `/datum/atom_hud/data/diagnostic` of which there's only one, so I just changed it to get that type directly by key - NT Frontier used number indexes which it looped through for some reason and also passed to TGUI, changed these to strings and adjusted the TGUI to match, I tested this and it works fine ## Why It's Good For The Game Makes the code compile, I couldn't test everything but I tried to check all usages of affected vars to make sure they wouldn't break from being switched to alists, a TM might be in order just to be sure nothing's fucked ## Changelog 🆑 refactor: rewrote all cases of numbers being used as keys in non-alist associative lists /🆑 |
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d04e942ede |
Adds an easy bitrunning domain themed around sacrifing people, also makes digitital beings not care about death (#93546)
## About The Pull Request 1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with killing and sacrificing simulated crew members. The domain has a few ways to conquer it, as you don't need to kill all the simulated crew members and there's some hidden loot to make use of It's an easy domain because - You have quite decent armor, - The mobs are pretty unintelligent, - You can always fall back and heal passively on the rust tiles - There are many ways to tackle it Though it's not a complete pushover, the mobs can still overwhelm you if you're not careful. <img width="440" height="347" alt="image" src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164" /> 2. Virtual beings are given a minor positive moodlet for killing people instead of a negative one ## Why It's Good For The Game 1. I thought it'd be kinda fun if we had antag-themed domains which soft-explains the gameplay loops or mechanics of certain antags, in this case, heretics sacrificing people 2. You don't feel remorse for killing people in video games, right anon? ## Changelog 🆑 Melbert add: Added a new easy difficulty bitrunning domain, "Heretical Hunt" add: Digital mobs receive positive moodlets for killing people rather than negative fix: Madness Mask no longer affects corpses fix: Fixed some heretic runtimes /🆑 |
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0e06e2f48f |
Adds the 'mob_possessor' argument to all the instances of special() (#93410)
## About The Pull Request a spooky special possession pr for october appears~~ (This is just some code cleanup) Before, some procs had the `mob_possessor` arg, and some didn't. Which made it a nightmare to add more positional args to it down the line. This PR just ensures that all positional args are present in all the instances of the proc. ## Why It's Good For The Game Makes this proc chain slightly less of a mess to deal with. ## Changelog N/A |
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cae0e53145 |
spawner legion corpses disappear in storms (#93276)
## About The Pull Request About what it says on the tin. Corpses from spawner legions (e.g. vent legions, tendril legions) have the storm-hating component, which means that when a storm starts the body is deleted. Also makes it so that the `storm_hating` component clears itself when the atom it's attached to is logged into, so skeletons you do decide to brainswap into/bodyjack/etc. won't Thanos snap and turn into dust if you get stormed on. ## Why It's Good For The Game Ashes to ashes, dust to dust. Prevents corpses from piling up that badly. I swear this was a feature but I don't know whatever happened to it. ## Changelog 🆑 qol: The skeletal corpses left from spawner legions (e.g. from ore vent defenses and legion necropolis tendrils) now disappear during ash storms. This does not apply if the body gets brainswapped into. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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7f11e42e07 |
Removes the Void Torch (#92075)
## About The Pull Request Deletes the Void Torch from Cult Mapped in uses have been replaced with similar red torches Deathmatch uses were replaced with red torches as well (did they even have a use in dm?) ## Why It's Good For The Game Void Torch is maybe the # 1 example of bloat that comes to mind when I think of "Cult" - Very few people know that it does anything - Even fewer people know how to use it - Even FEWER people know how to use it effectively - It isn't even uniquely produced, it comes with another object for no reason - In fact, I see people not even *realize* that they get a torch with their veil shifter. In fact in fact, I see more people throw it *away* than use it. I don't really see a reason why it should stick around. A fair argument I could see is "muh sandbox, you're pidgeonholeing cult in to just swords and stun". But if that was the case, then why haven't people been using it? The only sad part to me is torches are cult kino thematically. ## Changelog 🆑 Melbert del: Removes the Void Torch from Cult /🆑 |
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14fb86e3e8 |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. ## Why It's Good For The Game Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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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  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> |
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eb2796831b |
[MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request Currently patches are a subtype of pills, and while they have the ``dissolveable`` var set to FALSE, barely anything checks it (because people don't expect patches to be pills in disguise) so we end up patches being dissolveable and implantable, which is far from ideal. Both have been moved into an ``/obj/item/reagent_containers/applicator`` class, which handles their common logic and helps handling cases where either one fits. As for gameplay changes: * Pills no longer dissolve instantly, instead adding their contents to your stomach after 3 seconds (by default). You can increase the timer by dropping sugar onto them to thicken their coating, 1s per 1u applied, up to a full minute. Coating can also be dissolved with water, similarly -1s per 1u applied. Pills with no coating will work like before. * Patches now only take half as long to apply (1.5s), but also slowly trickle in their reagents instead of instantly applying all of them. This is done via embedding so you could theoretically (if you get lucky) stick a ranged patch at someone, although they are rather quick to rip off. The implementation and idea itself are separate, but the idea for having a visual display has been taken from https://github.com/Monkestation/Monkestation2.0/pull/2558.  * In order to support the new pill mechanics, stomachs have received contents. Pills and items that you accidentally swallow now go into your stomach instead of your chest cavity, and may damage it if they're sharp, requiring having them surgically cut out (cut the stomach open with a scalpel, then cauterize it to mend the incision). Or maybe you can get a bacchus's blessing, or a geneticist hulk to gut punch you, that may also work. Alien devour ability also uses this system now. If you get a critical slashing wound on your chest contents of your cut apart stomach (if a surgeon forgot to mend it, or if you ate too much glass shard for breakfast) may fall out. However, spacemen with the strong stomach trait can eat as much glass cereal as they want. Pill duration can also be chosen in ChemMaster when you have a pill selected, 0 to 30 seconds.  ## Why It's Good For The Game Patches and pills are extremely similar in their implemenation, former being a worse version of sprays and pills, with only change being that pills cannot be applied through helmets while patches and sprays ignore both. This change makes them useful for separate cases, and allows reenactment of some classic... movie, scenes, with the pill change. As for stomach contents, this was probably the sanest way of implementing pill handling, and everything else (item swallowing and cutting stomachs open to remove a cyanide pill someone ate before it dissolves) kind of snowballed from there. I pray to whatever gods that are out there that this won't have some extremely absurd and cursed interactions (it probably will). ## Changelog 🆑 add: Instead of dissolving instantly, pills now activate after 4 seconds. This timer can be increased by using a dropper filled with sugar on them, 1s added per 1u dropped. add: Patches now stick to you and slowly bleed their reagents, instead of being strictly inferior to both pills and sprays. add: Items that you accidentally swallow now go into your stomach contents. refactor: Patches are no longer considered pills by the game refactor: All stomachs now have contents, instead of it being exclusive to aliens. You can cut open a stomach to empty it with a scalpel, and mend an existing incision with a cautery. /🆑 |
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b4e57821d9 |
Updates the Turreted Outpost space ruin (#88957)
## About The Pull Request Updates the Unnamed Turreted Outpost space ruin  Old version:  It has received a slight improvement in loot quality (SC/FISHER disruptor in the armory and a couple of syndicate corpses - one with a neat black ID!), but also an increase in difficulty in form of more turrets with heavier armor, and some locked doors! Get those multitools ready! ## Why It's Good For The Game Its a rather outdated and plain-looking ruin, last updated when its' camera bug got replaced with a floppy disk. This should make it look nicer and more alluring to space explorers. ## Changelog 🆑 map: Updated the Turreted Outpost space ruin /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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9f7d6dea62 |
Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request On a downstream, we have an antagonist, that is a less competent wizards. This antagonist's preview outfit has a beer bottle in their hand, which has caused runtimes, as the bottle did not have any reagents instantiated, and it tried check its length for sloshing. After putting in a check for the `initial` argument of `on_equip`, I have noticed that the problem goes deeper: the various procs that handle putting something in your hand do not pass along if the items is put in your hand as a preview or not. This PR adds a new optional var to these procs, ensuring that unwanted behaviour during previews won't trigger. I also swapped `visualsOnly` to snake case, as it looked inconsistent with the rest of the code style. ## Why It's Good For The Game Making the argument that ensures avoiding side effects during previews work with all kinds of items is good. ## Changelog 🆑 fix: if an outfit puts a reagent container in the preview dummy's hand, it will not try to slosh code: outfits putting items in your hand will respect the visual_only argument /🆑 |
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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832cecdbb1 | New Slime Sprites (#83891) | ||
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b20c982404 |
Converts slimes to basic mobs (#82176)
## About The Pull Request After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. ## Why It's Good For The Game - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 ## Changelog 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 |
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0c89bfde44 |
Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334)
## About The Pull Request Updates the Wendigo Cave ruin on Ice Box and it's domain to be more detailed, without changing the shape of the arena too much. Also fixes the Wendigo attacking corpses,   And the domain!  ## Why It's Good For The Game Makes the Wendigo arena and the surrounding area more varied visually, as well as stopping the Wendigo from attacking the decorative corpses used in the domain. (Previous Arena for reference)  ## Changelog 🆑 qol: Wendigo Cave ruin gets an aesthetic refresh fix: Wendigos (Wendigi?) no longer attack corpses /🆑 |
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54ab1e3936 |
Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> closes #53931, #70916, #53931 ## About The Pull Request Organs were previously stored in nullspace. Now they are stored in their prospective bodyparts. Bodyparts are now stored in the mob. I've also had to refactor a lot of code concerning organ movement. Previously, organs were only moved into bodyparts once the bodyparts were removed. To accomodate this change, two major distinctions have been made: **Bodypart removal/insertion** Called only when an organ is taken out of a bodypart. Bodypart overlays, damage modifiers or other changes that should affect a bodypart itself goes here. **Mob insertion/removal** Called when an organ is removed from a mob. This can either be directly, by taking the organ out of a mob, or by removing the bodypart that contains the organ. This lets you add and remove organ effects safely without having to worry about the bodypart. Now that we controle the movement of bodyparts and organs, we can fuck around with them more. Summoning someones head or chest or heart will actually kill them now (and quite violently I must say (chest summoning gibs lol)). https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e I´ve also added a unit test that violently tears apart and reconstructs a person in different ways to see if they get put toghether the right way This will definitely need a testmerge. I've done a lot of testing to make sure interactions work, but more niche stuff or my own incompetence can always slip through. ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> A lot of organ work is quite restricted. You can't C4 someones heart, you cant summon their organs and a lot of exceptions have to be made to keep organs in nullspace. This lets organs (and bodyparts) play more nicely with the rest of the game. This also makes it a lot easier to move away from extorgans since a lot of their unique movement code has been removed and or generalized. I don't like making PRs of this size (I'm so sorry reviewers), but I was in a unique position to replace the entire system in a way I couldn't have done conveniently in multiple PRs ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Your organs are now inside your body. Please report any issues with bodypart and organ movement, including exotic organ, on github and scream at me fix: Cases of unexpected organ movement, such as teleporting bodyparts and organs with spells, now invokes a proper reaction (usually violent death) runtime: Fixes HARS runtiming on activation/deactivation fix: Fixes lag when species swapping /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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4b4ada0339 |
Slime type datum, and cleans up slime related code (#79852)
## About The Pull Request I have decided to help out with basic mobbing slimes, and found out, that this code is ancient and crusty. So I have decided to refactor and tweak things bit but but, until the moment I will hit AI related stuff. I might have gone a bit overboard, and performed a melange of fixes. I have done the following in order: - Slime colour, core type and mutation list are now held by a single `slime_type datum`. This means the slime's core is no longer spawned using text operations on the slime's colour, and the slime's mutation is no longer a single large switch statement that returns an exactly four element length array. Icons are still based on the slime's colour define, but that is now more changeable. - Autodocced all the slime procs and vars I could find, while also renamed them to be more descriptive. Also made Booleans actual booleans. Also added code to confused code segments. For example, did you know that slimes would forgive all its stacks of Feeling Very Attack Right Now, if it has exactly one level of Discipline? I didn't, and I almost turned the 1 in the check into a TRUE before I had a second look. - Added defines to the slime hunger checks - Cleaned up a lot of single letter vars in all code that referenced the now changed variables. - Large amount of if-chain pyramids have been turned into early returns. More readable. - Made the xenobiology camera shortcuts and actions always do the same thing, though the action buttons still loop through all of the conents. In addition, after seeing a comment lamenting about varied load orders, I have made autolinking the monkey recycler is now done in LateInitialize, which didn't exist when it was made. - I have included an UpdatePath that changes the colours of premapped slimes, but I did not do anything for the other values. - I noticed slimes were unable to attack pacifist humans, due to trait checking the human instead of the attacking slime. This has been fixed. - The slime scanner has an examine block, and it now describes your slimes' "mutation attempt chance", instead of like, performing math in case the slime's current colour is one of the mutations, or hiding it if it has none. This value is needed to breed rainbow slimes. This has been an extremely large scrubbing. I am willing to try rip it up into smaller chunks, even if most of it is just single letter vars and if pyramids. ## Why It's Good For The Game If code is more readable and expandable, it will aid in further refactors. ## Changelog 🆑 refactor: Slimes's colour, core type and mutation list is now held in a slime type datum code: Slime's variables have been documented, and renamed a bit to add clarity. Please report bugs that might stem from renaming. fix: Slimes are not longer prevented from attacking pacifist humans. qol: Slime scans now display the actual amount of genetic instability, instead of hiding it if a slime doesn't mutate further, or tweaking it if it might mutate back into itself. This will make it easier to parse which slime to breed further to get a rainbow slime. /🆑 |
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07f2214ac4 |
Basic Wizards (#79476)
## About The Pull Request Makes NPC wizard mobs into basic mobs. These aren't actually used anywhere, since their away mission was removed, so I figured I'd have some fun with them.  Noteworthy changes are as follows: - Wizard mobs can now wear any of the four basic colors of wizard robe and hat. Rarely, they will wear the witch ("Marisa") outfit instead. There was going to be a rare Tape Wizard spawn too, but the outfit doesn't work correctly for some reason (see comments below). - Wizard mobs no longer have a set spell loadout. Instead, they always receive a random **targeted, primary spell**, a random **untargeted, secondary spell**, and the spell **Blink**. - Wizard subtypes (or var-edited wizards) can have any of the above specified rather than random. - Wizard AI will try to avoid ever being in melee, and will fire off spells whenever possible with the priority order of primary > secondary > blink. There is a mandatory 1-second waiting period between casts. - Wizard mobs use "lesser" versions of Fireball and Blink. Lesser Fireball does a little less damage and has a smaller explosion, though it is still extremely dangerous. Lesser Blink simply has a smaller blink radius so that wizard mobs don't just decide to leave. Depending on their spell loadout, wizards can be _incredibly_ dangerous mobs - stunning you with tesla blasts, shooting you with fireballs, and more. Even weakened, fireball is the nastiest of these by far, able to set you on fire or remove your limbs if you aren't properly protected. Watch out! The random lists have been kept pretty small, since I only wanted to use spells that I know for sure work. Spell cards is pretty weak in AI hands, since they don't take advantage of the fact that a human player can spam it, but I wanted there to be a little variety in primary attacks. I included an UpdatePaths script here in case a downstream is using these, but I doubt it was necessary. ## Why It's Good For The Game Removes another simplemob. The actual impact of this change is negligible, since this is an unused mob, but it's possible that this lays the groundwork for these actually being used - particularly since mappers can make them as powerful or weak as they want by specifying a spell loadout. Wizards may make for a tough boss challenge for a ruin or away mission, or a very mean surprise for an admin to drop on an unsuspecting station. ## Changelog As this is an unused mob, there are no player-facing changes. |
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9cf089361e |
Abandoned Domains: Adds two new psyker-oriented virtual domains (#78892)
## About The Pull Request _Really? Bitrunning maps are so simple you could do them with your eyes closed? Hmmmmm..._ This adds two new medium-difficulty virtual domains to the pool -- Crate Chaos and Infected Domain. These two domains take you to neglected corners of the virtual world. These are unstable, bizarre locales that do not support the bitrunning machine's visual display, and must be traversed using echolocation. **_These domains have been designed around you being a psyker, and will turn your bitrunner avatar into a psyker until they leave the domain._** _**Crate Chaos:** Low cost, medium reward._ Sneak into an abandoned virtual domain, where they store all of the loot crates. There's about 40-ish crates in this space, and one of them (RANDOM) is the encrypted cache we're looking for. The crates must be manually inspected, requiring you to drop your weapon for a few moments, but that shouldn't be a problem. There's no hostiles, just a bunch of crates... right? This one has very few shenanigans or threats in it. It's meant to be an introductory experience to interfacing with things as a psyker, and getting the rhythm down for moving between visual pulses. _**Infected Domain:** Medium cost, high reward._ Enter another abandoned virtual domain. This one was sealed off from the digital world after the cyber-police failed to contain a virus that zombified its inhabitants, leaving it to grow unstable and full of holes. Fortunately, you're provided with the single best tool for arming yourself against zombies in any video game, ever -- Your very own Mystery Box. Get armed with (basically) whatever gun you want, and go put those wacky psyker abilities to use against those zombies. This one is a lot meaner. Many chasms, landmines, and zombies. Walk slowly, stay with your fellow bitrunners, and if it's too hard, there's no shame in going back and rolling for a better gun! The domains themselves are VERY simple, since there's little need for decor or particularly complex layouts. The idea is that you should be able to see everything you need to see in a given room/area with a single vision pulse. Here's what one of the maps looks like:  Err, uh, I mean... This is what the maps look like: <details> <summary>SPOILERS BEWARE</summary> <br>   (You wanna find out if there's something cool under those red lines? Go there yourself!) </details> These two psyker maps come with their own psyker safehouse too -- The Bathroom. It's gross, the medical supplies are kind of just sitting there on the floor... It looks a little bit better when you're blind, I guess.  ## Why It's Good For The Game I like psykers a lot more than I'm willing to admit. Unfortunately, the jankiness of echolocation provides such a disadvantage at times, that any "real" conflict is usually over before the psyker is even aware they're taking damage. Fortunately, the controlled environments that bitrunning maps are perfect for psykers. They give the opportunity to craft an experience around the player being blind, rather than forcing them to play blind through a seeing mans world. These two domains should present players with a unique challenge that is designed around playing as a psyker, with slightly higher-than-usual rewards for their trouble. More importantly -- They're fun! ## Changelog 🆑 Rhials add: Two new psyker-oriented virtual domains -- Crate Chaos and Infected Domain. add: Map helper for cyber-police corpse spawn. add: Map helper for swapping the encrypted crate in an area with a random crate from that same area. /🆑 |
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eb28d04f08 |
Watcher Nest Lavaland Ruin (#78790)
## About The Pull Request Adds a small new lavaland ruin, the Watchers' Grave.   You will need to figure out yourself how to find a way through the walls surrounding it (it's not very hard). This is mostly just atmospheric but also serves as a delivery vehicle for a unique item; an orphaned Watcher egg. (That's kind of it in terms of loot, unless you count a handful of lavaland mob corpses and mushrooms). You can either eat this (it's an egg), throw it at someone to spawn an angry watcher, or keep hold of it for a while and see what happens. <details>  That's right it's your very own baby watcher. It orbits your head and shoots at lavaland creatures for unimpressive damage. It won't ever intentionally shoot a player but they might walk in front of it, as it doesn't hurt very much they will probably forgive you. If you die it will continue circling your corpse to guard it against predation. </details> In creating this ruin I also added a new component called "corpse description". It provides some extra examine text to a corpse which is removed permanently if the mob is revived. There's a field you can varedit on corpse spawners (or make a subtype) which will automatically apply it to spawned corpses. You can use it for environmental storytelling. Or admins can use it to make fun of how you died. Also I fixed basic mobs runtiming when examined by ghosts. ## Why It's Good For The Game More variety in map generation. It's cute. Adds a tool that mappers might like. ## Changelog 🆑 add: Adds a new lavaland ruin where you can find a unique egg. /🆑 |
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f861532d24 | Basic Legion & Hivelord (#78624) | ||
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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ff480386cd |
Fixed snow legion corpse spawning. (#78147)
## About The Pull Request Resolves #77973 Due to a pair of oversights, snow legions erroneously drop two corpses when killed, and both of these corpses use the spawnlists for Lavaland legions. The duplicate has been removed, and the snow legion corpse spawner is no longer a subtype of the regular one - which was causing the issue. Now the new corpses will actually spawn. ## Why It's Good For The Game Makes #76898 actually work. ## Changelog 🆑 fix: Snow legions now drop only one corpse, and no longer drop Lavaland corpses. /🆑 |
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7f25d8d47e |
[NO GBP] Fixing a small issue with chasm fishing (#78111)
## About The Pull Request The default spawnables from chasms are spawned on top of the chasm rather than on the user's turf, and that can be an issue. ## Why It's Good For The Game This will fix #77982. ## Changelog 🆑 fix: fixed fishing skeleton mob spawners that immediately crumble back into the void of whatever chasm you fished them from. /🆑 |
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3b494ffa8f |
[no gbp] Removes a source of self-ling (#77941)
## About The Pull Request The protection from allowing a possessing mob to lay changeling eggs of the dead headslug corpses present in the meateor ruin was a post-creation variable edit rather than an immutable property of the typepath, so if for instance you had some kind of item of clothing which allows you to turn yourself into an instance of a mob via its typepath you could use them to turn into a headslug, bite a monkeyman, commit suicide, and then become a changeling. An unintended consequene of two things added by the same developer? Starting to stop looking like a coincidence, someone should investigate this guy... ## Why It's Good For The Game This is undesirable, which is exactly why nobody reported it even though they knew they could do it. |
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5ba19ee746 |
Gives IceBox legions their own, separate corpse-drops. (#76898)
## About The Pull Request Noticed one of these snowmen drop an ash walker earlier today, and thought I would have that fixed for consistency's sake, as there's no ash walkers on icemoon. After I done that, I felt weird for just cutting out a thing like that, so figured a replacement: eskimos. So yeah. ## Why It's Good For The Game Consistency: There's no more ash walker corpses in legions on Icemoon, as there's no, and never was, any living ones. Fluff: Eskimos that replace them make much more sense. ## Changelog 🆑 add: Gave snow legions a separate corpse-drop pool: ash walkers excluded, but eskimos included. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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16cecf864d |
Goliath basic mob (#76754)
## About The Pull Request Converts Goliaths to the basic mob framework and gives them some new moves because I can't leave things well enough alone. I am planning on touching all the lavaland fauna and then maybe even the icebox ones if I haven't got bored. The Golaith is the first because it is iconic. https://www.youtube.com/watch?v=JNcKvMwT4-Q Here's me getting killed by one as a demonstration. Despite my poor performance I would contend that they aren't a _lot_ more dangerous, but they are a little more dangerous. The chief difference here is that they have two new attacks which they will only use in response to being attacked. If fired at from range, they will target the attacker with a line of tentacles (it doesn't track you, so is easily sidestepped). If attacked in melee, they will surround _themselves_ with tentacles, on a longer cooldown. Something else you may notice in this video: I discovered that basic mobs are actually _too smart_ to be Lavaland fauna. Typically (unlike their old form) a mob on our new AI system is smart enough to attack someone _the moment they come into range_ rather than only checking on predictable ticks, which would make using the Crusher an essentially unviable prospect. To counteract this, Goliaths now have a delayed attack component which gives you a visual warning and short duration to get out of range before they swing at you. I will probably put this on all mining fauna that get reworked, it wouldn't be a terrible thing to put on other mobs to be honest. Other changes: The goliath stun is now a status effect with _buckles_ you to the tentacle as if grabbed, as well as its previous effects. While this seems purely worse, any nearby helpers can now help-click on you to instantly remove the debuff. Experiencing the effect of a Lobstrosity Rush Gland makes you immune to being grabbed by tentacles and an implanted one will automatically trigger and free you if you are hit, and the explosive effect of Brimdust also causes the tentacle to retract (although you'd need to take damage for this to happen). Using the tools of the land, you can make these creatures less threatening. The ability for a Goliath to chain-apply the ability has now also been reduced, it won't refresh its duration if you are hit when already buckled. When not occupied hounding miners, Goliaths will intermittently dig up the asteroid sand and eat any worms that this produces. I also made some new sprites for riding a Goliath because they've been broken since the Lavaland mob update and also kind of were ugly before then anyway:  Other code changes: - I made an element which only lets an attached object move every x seconds. This is because Goliaths are far too slow to use the speed system (the glide just looks bugged as hell) but one thing I am invested in when converting these is to make sure that they share the same behaviour when player or AI controlled. This is disabled while you're riding them because it was interminably slow. - The Goliath tentacle trail uses a supertype object now shared with the Meteor Heart which did something kind of similar. ## Why It's Good For The Game It begins the process of moving one of our larger subsets of NPCs onto the newer framework for NPC behaviour. It adds a little bit more life to an iconic but slightly uninteresting foe which mostly just walked at you slowly. This PR contains a few components I expect to apply more widely to other mobs in the future. ## Changelog 🆑 refactor: Goliaths now use the Basic Mob framework, please report any unusual behaviour. add: Goliaths learned a couple of new attacks which they will use in self-defence. balance: Help-clicking a miner grabbed by Goliath tentacles will immediately free them, as will the effect of several items you can scavenge from around Lavaland. image: New sprites for the Goliath saddle. /🆑 |
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64eae49042 |
Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) (#75948)
adds the Vorpal Scythe, a special chaplain null rod variant, replacing the Reaper Scythe, a not so special null rod variant. When you choose the vorpal scythe, it comes as a shard that you implant into your arm, similar to a cursed katana. Once implanted, you can draw it at any time like an arm implant. However, sheathing it again presents some problems. (Also, implanting the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit) The Vorpal Scythe has 10 force, one of the weakest null rod variants for force that isn't a joke null rod. However, it has exceptional armor pen and also has 2 tiles of reach. So quite unique. It also has a special beheading ability when you right-click someone. This borrows some code from amputation shears, functioning pretty similarly, except with a few additional ways to speed up the action and restrictions. (It takes 15 seconds baseline to behead someone standing and conscious, and speeds up or slows down based on factors such as incapacitation and whether or not our scythe is already empowered) When you successfully behead someone with a mind, the vorpal scythe gains 20 force and can be safely stowed and drawn for 2 minutes. Performing more death knells like this will reset the timer. If it has not performed its 'death knell', or you haven't hit a living mob, then it will cause severe damage to you if you ever try and stow it (or its forced back into your arm). Just hitting a mob with the scythe will sate it for 4 minutes. Unless it is a non-player monkey. Horrible things. Just hitting mobs does not reset the timer on empowerment. What this means is that the chaplain may be more hesitant to simply draw their weapon on people. It also means that potentially, the chaplain will not always have magic immunity, since they may end up stowing the weapon away and be reluctant to draw it on a whim without either taking damage for sheathing it without hitting something, or dealing with having one less hand up until they can. While empowerment only happens when you behead mobs with a mind, beheading monkeyhumans and other mindless humans subtypes causes their heads to become haunted! It's mostly harmless and largely just SpOoKy. We don't want heads with actual players in them to go floating off to space. (Does not work on monkey heads for sanity reasons) When you have the Morbid trait, you think creepy stuff is cool and hate saving peoples lives. You get a mood boost from graverobbing, autopsies, dissections, amputations (including beheadings with the scythe and amputations with the shears) and revival surgery. However, you get a mood penalty when you tend wounds on the living, as well as a hefty penalty when you perform CPR or defibrillate someone. I was thinking Victor Frankenstein when I was choosing which actions had an associated moodlet, so anything that I might have missed would be appreciated. You also count as potentially cool with regards to haunted objects. Ghosts think you're neat. (Revenants probably will still kill you if they had the chance) |
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a1d58490c5 |
Turns Changeling Headslugs into a Basic Mob (#75601)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Short and simple, just converts the changeling's headslug (that ability they get that lets them infest another body) into a basic mob. Also touches up some of the code, as well as split up the code such that the headslug resides in the basic mobs folder, while the eggs are in the changeling's antagonist folder, rather than one megafile for both. No AI because this is 100% a player-controlled mob, it never exists in any other context. No UpdatePaths for the same reason as well, this shouldn't (and really doesn't) exist on maps because its sole purpose is player-driven. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Knocks another one off the list, potentially clears up some janky code with how this operated and just beautifies it overall. I also standardized the name "headslug" in any applicable context because the name "headcrab" is quite confusing. Some other code still refers to it as headcrab/crab, but that's whatever, at least the paths are a-okay now. Also opens the door in case someone really wants these to be AI-powered? That sounds really weird and I don't really support that idea, but it's indeed possible.  Grow and regrow, the life cycle. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Headslugs (the really small slug-like changeling form) are now basic mobs. They only wander around aimlessly now instead of attacking corpses all the time, and examining will let you know what type. Should probably still smash them before they suddenly gain sapience... /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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2aaafd9a67 |
Replaces the syndicate corpse Legions can drop with one without a MODSuit (#75700)
## About The Pull Request This is part of a pass I'm working on doing where I go through and remove instances of antag gear outside of their normal context. This is mostly going to involve replacing space/Lavaland ruin gear with something close to the same power level but not distinctly something only antags should be able to get. I want to keep ruins rewarding but I don't want explicit antag gear to be something you can obtain without needing an uplink. The first part of this is me removing the MODSuit from the syndicate operative corpse. The new one drops a turtleneck, a syndicate gas mask, and gripper gloves. ## Why It's Good For The Game It's my opinion that antag gear should probably stay in antag hands unless you manage to kill one or steal an uplink. The main impetus for this was a discussion I had a while back about how blood red hardsuits used to _just_ be an antag thing. I kind of miss that general feeling of paranoia that came from seeing someone wearing it, as opposed to seeing it these days and just thinking "Yeah, it's probably someone who got it from space". In this specific instance, Syndicate MODSuits are pretty strong anyway and, regardless of the low odds of getting one, I really don't think it should be available as loot off a fairly easy-to-kill mob. ## Changelog 🆑 balance: Syndicate corpses dropped from killing a Legion no longer come with a MODSuit. /🆑 |
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4c5254d47a |
Removes ELITE SYNDICATE MODSUIT from Space Ruin (#75213)
## About The Pull Request - Removes an ELITE SYNDICATE MODSUIT SPAWN from infested_frigate.dmm - Removes a Combat Defibrillator from infested_frigate.dmm - Removes Dart Pistol from infested_frigate.dmm ## Why It's Good For The Game We will never learn. Space Loot should not be put in control of easily cheesable simplemobs, and we shouldn't be straight up putting NUKIE STUFF in Space ## Changelog 🆑 Melbert del: You can't get an Elite Syndie Modsuit (or combat defib, or dart pistol) from Space Ruins /🆑 |
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1a918a2e14 |
Golem Rework (#74197)
This PR implements this design document: https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st Put briefly, this will remove every existing golem subtype and consolidate golems into a single species with cool new sprites. NOT implemented from that PR is the ability to eat Telecrystals, I couldn't come up with an appropriate visual that can stack with the existing ones, but that should be a reasonably trivial add for a future artist & developer. New Golems have a food-based mechanic where their hunger decays pretty quickly and can only be replenished by eating minerals. They start moving slower as they get hungrier, until eventually they become completely immobilised and need to be rescued. Eating different kinds of minerals will visually change your sprite and give you a special effect in a similar way to old golems, but temporary. While transformed, you can't eat any other kind of mineral which would transform you (but can still consume glass). To see the full list of effects, look at the hackmd above. In service of these sprites working I have refactored the `species/offset_features` feature by killing it and delegating that responsibility to limbs instead. Rather than applying an offset to items due to your species, it is due to your weird head or arms. This makes overall more sense to me, but it inflates the code changes in this PR somewhat. It doesn't make a lot of sense to atomise unfortunately because that code also seemed to be entirely unused until I tried to use it in this PR, so you wouldn't be able to tell if my changes broke anything. I might make a downstream sad by doing this. All of the actual numbers in this PR are made up and only loosely tested, it will need some testmerges to gather feedback about whether it sucks or not. Other relevant changes: I reworked how bioscrambling works based off bodypart bodytypes, to automatically exclude golem limbs in either direction. There's really no way to have those work on humans or vice versa. Organs still fly though. |
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ed8054d82a | Adds a prisoner transport space ruin (#74418) | ||
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9e11f73136 |
Lavaland Monster Sprite Update (#74299)
Updates most Lavaland mob sprites, merges some icon files and adjusts the pathing. ## About The Pull Request Updates Most Lavaland Mob Sprites with work provided by Sheets. Merges, splits, and moves a few icon files and icons to adjust for the new icons. Repaths the dmi locations and pixel shifts for the adjusted sprites. Examples:    ## Why It's Good For The Game Better quality sprites are better to look at. Putting sprites that are the same type in the same file is much saner. ## Changelog 🆑 imageadd: added new lavaland sprites, moved some sprites to a new location, adjusted pixel shift for the updated sprites, adjusted the name of some sprites. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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966b8e5fd8 | March into Mapness: Meateor (#74070) | ||
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84ab57cad0 |
Traveller's rest and prey pod fixes (#74279)
## About The Pull Request - Traveller's rest had two airlock cyclelinks that did not work, as one of them was on a windoor, so I have removed them. Not playerfacing. - The mob spawner spawned without clothes and runtiming, as instead of an outfit, it had the roboticist's jumpsuit added. I have made a new outfit and used that in a new spawner. Might be too specific of a spawner though. - I have also added a dedicated roboticist spawner, which uses a full outfit. I originally wanted to use this one, but I realized, making this spawn with robotics ID and gear is a pretty big balance change, so I elected not to use that, but I have added it anyways, as it should be useful in the future (and I have already made the sprite). ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game Less warnings during initialization. ## Changelog 🆑 fix: the roboticist in the prey pod now has clothes as intended /🆑 |
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519bf69869 |
Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request revive of #68760 this time a proc, not an element this time supports cardboard cutouts this time supports mob corpses  ## Why It's Good For The Game prevents these icons ever being outdated, they'll always look what they are supposed to, saves spriting work ## Changelog 🆑 Fikou, a hood by Viro refactor: humanoid mobs and cardboard cutouts automatically generate their sprites, they no longer will be outdated /🆑 Co-authored-by: Time-Green <timkoster1@hotmail.com> |
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f62c491ca2 |
adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
## About The Pull Request repaths a lot of gloves off /color because they were incredibly stupid firefighter gear has gotten an update (it doesnt cover hands anymore though, you need something else) firefighter helmets no longer hide your mask or glasses  fixed engine goggles starting with darkness vision to the atmos lockers adds atmospheric gloves, a pair of thick (chunky fingers) gloves that are fireproof and fire protective, slightly shock resistant and let you fireman carry people faster. atmospheric firefighter helmets now are a subtype of welding hardhats, you can enable a welding visor. welding hardhats change mode with right click instead of altclick ## Why It's Good For The Game im not a good spriter but i think this resprite makes them fit nicer with other engi equipment lets me firefighter rp ## Changelog 🆑 add: Atmospheric Gloves, thick gloves that are fully fireproof and fire protective and let you fireman carry people faster. fix: fixes engine goggles starting with darkness vision qol: firefighter helmets can now enable a welding visor qol: welding hardhats change mode with right click instead of altclick balance: firesuits no longer protect your hands /🆑 |
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090ff86d31 |
Organizes mining corpses outfits and fixes power tools not spawning on golem corpses. (#72278)
## About The Pull Request Just my average reorganization of outfits into a better order. ID > Uniform > Suit > Backpack > Other clothing in alphabetical order > Pockets > Hands > Others Since I was there, I put some things into ABC order when it made sense, lists with 1 item per line, trailing comma, yadda yadda yadda. Also, as power tools are medium sized now and wouldn't spawn on a corpse, I moved it into their belt slot to close #71885 ## Why It's Good For The Game Easier to clean code, bug fix. ## Changelog 🆑 Guillaume Prata fix: Legion infested golem corpses can drop power tools again (Drill, Jaws, Experimental Welder) but they were moved away from their pockets and into the belt slot. /🆑 Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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71b63d9233 |
Moves the bulk of shield code from the riot subtype into the core shield. (#71066)
## About The Pull Request I wanted to "rework" the riot shield security has but most other shields are subtypes of it, making them all inherit those features. So I made this PR first to make my job easier and fix some odd bugs like fixing wooden bucklers by slapping them with titanium sheets... There *shouldn't* be any other big change outside of the titanium healing and baton bashing they all inherited but I have been staring at shield code and worked on another branch before deciding to split the code improvement/fixes from the features so I might have missed something. And while there, kill some single letter vars, remove unnecessary lines, etc. ## Why It's Good For The Game Fixing a wooden shield by slapping it with titanium is weird... so is fixing a glass+iron shield but that is a bigger balance change. And well, easier for future shield changes to not inherit weird behaviors from the riot shield. ## Changelog 🆑 Guillaume Prata fix: You can no longer repair wooden bucklers and roman shields by slapping them with a titanium sheet. /🆑 |
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19291dd6cb |
Fixed survival boxes for plasmaman clowns and mimes. (#71185)
## About The Pull Request Survival boxes for clowns and mimes have been made into a subtype of standard survival boxes. This fixes a bug where, due to a missing wardrobe_removal callback, plasmaman clowns and mimes would almost always spawn with a useless oxygen tank instead of their second plasma tank. suicide_act and attack_self have been copied directly from the "box of hugs" in order to maintain the same behavior despite the repathing. (I made a similar PR some time ago, but for some reason I let it close without finishing it.) ## Why It's Good For The Game A single tank of plasma does not generally last long enough to survive a longer round, and it's no fun to suffocate because the company sent you to work with a tank of deadly poison instead of nice, breathable plasma. Also, this makes the clown and mime survival boxes more consistent with other job-specific survival boxes, which are all subtypes of the main survival box. This does away with some ugly, error-prone code duplication (with the concession of requiring smaller-scale, hopefully less ugly code duplication). ## Changelog 🆑 fix: Made clown and mime survival boxes contain the correct internals tank for plasmamen. /🆑 |
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562ff22b1c |
Properly kills the goliath outside Survival Pod Ruins ruin (#70734)
The ruin added way back in #17284 (
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c7dde06668 |
[MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard. Moves animal/pet head sitting icons to 1 folder, pets_head.dmi Renames PAI head sitting icon file to pai_head.dmi |
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be0e6efdf6 |
[IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
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26fdfc3440 |
Fix legion dead miners not spawning species (#69622)
Fix legion miners not spawning species |
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4a274a6e4b |
[MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging * Fixes geese checking drink type instead of edible foodtype to eat gross food. * Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD! * Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all. * Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink * fully removes Food subtype * /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother. * /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities. * Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago. This doesn't compile yet, but I do want to make sure my progress is well tracked. * remove copypaste code, changes soda cans * Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed. * Made soda cans their own subtype since they didn't share anything with glass bottles anyways. * Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word... * Removes a snowflake signal, now that both drink types share a common one. * Adds everything to the .dme Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only. * Moves all icons into a single drinks dmi I'm not that great at icon stuff, hopefully I didn't forget/break anything. * Turns juices into their own subtype This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'. * fixes compile issues, adds updatepaths * a better updatepaths * updates the damn maps now * properly names the updatepath * how did that get there * i suck at handling merge conflicts * how am i this bad * code improvement and soda fix * more fixes * Don't be a timer Ports from old food bottles to trans the reagents, rather than add a timer to. * Merge conflicts and fixes bottle smashing * Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit. * runs updatepaths again |