Commit Graph

9 Commits

Author SHA1 Message Date
SmArtKar 5f3c85eee0 Unifies mob, megafauna and boss crusher loot and achievements (#93068) 2025-09-30 17:24:34 +10:00
Jacquerel d19b8de989 Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request

This PR enables most mobs to take stamina damage, become slowed as a
result of taking stamina damage.
It also gives most mobs CANSTUN which not only allows them to enter
stamcrit from taking stamina damage but also makes them vulnerable to
mechanics like stun batons.

Mobs which already took stamina damage (Spiders and Space Dragons) still
work the same way.
Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts,
and most kinds of mob closely associated with antagonists still don't
take stamina damage.

## Why It's Good For The Game

A new player armed with a disabler will probably try and use it on
aggressive animals and be disappointed, but I don't think there is any
_reason_ for them to be disappointed when it's already something they
are doing merely to delay being attacked rather than to kill the target.
It's not intuitive for these mechanics not to function against simple
mobs when they do against humans, _especially_ the kinds of mobs which
look like humans, and there isn't any technical reason why it _couldn't_
work against most mobs which it looks like they should work against.

While this reduces the threat level of some mobs against Security
players I think the greater interaction with the sandbox is beneficial.
I'm hopeful it doesn't have that much effect on many of the most common
places you encounter dangerous mobs like Space Ruins or Gateways as they
are also places where you can't reliably recharge your energy-based
stamina weapons as most that don't require energy do require getting
into melee and endangering yourself.

## Changelog

🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
2025-05-11 05:05:53 +10:00
MrMelbert 48bbd6fddf Reworks examine (a little) (#86506)
## About The Pull Request

Basically, reworks how examining things looks to the user.

#86497 is required even though this pretty much replaces the entire PR.

Examining random objects and simplemobs:


![image](https://github.com/user-attachments/assets/a2634a7f-b337-483a-a4e7-699586b4d6ac)


![image](https://github.com/user-attachments/assets/84cfa824-4cb3-4bc1-831c-8db3ccd6b162)

Examining a person:


![image](https://github.com/user-attachments/assets/91dc5492-9ba6-44d1-a284-5c97190b12c6)


![image](https://github.com/user-attachments/assets/7af83bea-e364-4daf-9090-551d2ec2b1a1)

Examining an ID card a person is wearing (by clicking the hyperlink
adorning the ID card when examining them):
(Note, you can only pull up this if you are within 3 tiles of the
person)


![image](https://github.com/user-attachments/assets/d9658605-0830-4cd2-9b6a-3821f19555c6)

## Why It's Good For The Game

Examine is very old and very inconsistent between atoms and mobs. So I
thought I could spruce it up a bit while bringing some consistency
along.

This should also help with losing certain details in massive walls of
examine text - stuff like names will stick out more.

## Changelog

🆑 Melbert
qol: The way examine looks has been updated.
qol: A person's ID card no longer appears with a big icon on examine.
You can now click on their ID card (in the chat box) to get a bigger
picture of it, as well as information about them.
refactor: Much of examine backend code has been refactored, report any
odd looking text.
/🆑
2024-09-10 22:47:58 +02:00
carlarctg 9855ee0966 Cult vs Heretic overall polishing (#84908)
## About The Pull Request

Renamed the Crimson Focus to the Crimson Medallion

Fixed harvesters not being properly bound to their master, nor dying
when they do

Fixed heads totally overriding cultist sacrifice rewards

Heretic blade now converts to a nullblade

Added wooshing, shaking, and glowing to flinging around with the heretic
blade

Removed the probability to not gain a reward when sacrificing a cultist

## Why It's Good For The Game

> Renamed the Crimson Focus to the Crimson Medallion

I heard bradley say this and it sounded better, differentiated it from
the amber focus, gave it a unique identity

> Fixed harvesters not being properly bound to their master, nor dying
when they do

Now you can track your master through the arrow though

> Fixed heads totally overriding cultist sacrifice rewards

Whoops

> Heretic blade now converts to a nullblade

Everyone loves these and it fits more-ish

> Added wooshing, shaking, and glowing to flinging around with the
heretic blade

I am the flavor master

> Removed the probability to not gain a reward when sacrificing a
cultist

This was 'pre-balancing' which is a cardinal sin in my books. It
shouldn't exist without a good reason, plus the implementation is poor.

## Changelog

🆑
spellcheck: Renamed the Crimson Focus to the Crimson Medallion
fix: Fixed harvesters not being properly bound to their master, nor
dying when they do
fix: Fixed heads totally overriding cultist sacrifice rewards
add: Heretic blade now converts to a nullblade
add: Added wooshing, shaking, and glowing to flinging around with the
heretic blade
balance: Removed the probability to not gain a reward when sacrificing a
cultist
/🆑
2024-07-21 16:01:35 +00:00
carlarctg 4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

This PR was originally meant as a replacement for the Bloody Bastard
blade, but then I stopped existing for 7 months. Now that I'm here
again, I'm finishing the job once and for all.

### **HERETICS VERSUS CULTISTS**

### Heretics

Heretics can now sacrifice cultists, which will give them one of three
gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
The gifts given are weighted to be spread out equally with each type.
They will also gain one knowledge point.

- The Cursed Blade is a free heretic blade that is more powerful than
the normal heretic blade, including a small block chance. It can also be
used to draw heretic runes off combat mode.
- The Crimson Focus is a necklace that grants focusing and a minor
regeneration effect which also affects nearby heretics, at the cost of
gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
squeezed to heal 50 points of brute/burn damage, injecting yourself with
three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
Water. Yes, this isn't good.
- The Rusted Harvester is a heretic 'monster' summon. It's a normal
Harvester, but instead of Area Conversion and Forcewall, it has
Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
only cultists, with a delay. It has an aura of decay, corroding the
environment and withering enemies near it, but it's VERY fragile.

Rusting cultist item dispensers will now cause them to turn into a
Heretic object. Altars turn into small heretic runes, Archives turn into
Codex Cicatrixi, Forges turn into Mawed Crucibles.

Ideally, Heretics would be able to gain an amount of these new powers
and use them to turn the tide against the cultists, amassing their power
and almost forming a sect of their own in turn which sweeps over and
converts the cult.

### Cultists

When a Cultist sacrifices a heretic, two things will happen:

- A new item will be available for creation at one of the dispensers.
- The Heretic will be trapped inside a powerful Haunted Blade.

`/obj/item/melee/cultblade/haunted`
`	name = "haunted longsword"`
` desc = "An eerie sword with a blade that is less 'black' than it is
'absolute nothingness'. It glows with furious, restrained green
energy."`

This blade will be stronger across-the-board than a normal cult sword,
and will even allow those who wield it to cast one heretic spell from
their previous path. The only downside? The heretic can also cast one
spell. It's up to the trapped spirit if it wants to help you, or be a
nuisance.

The unlocked items are:
- The Cursed Blade, again. For cultists, it can be used to draw runes
twice as fast as usual, and they can even right-click it to teleport to
safety, just like a heretic!
- The Crimson Focus, again. Cultists are twice as fast at carving spells
into their body, and they gain a 5th spellslot as long as they wear the
amulet. It still causes hemophilia and grants weak regeneration.
- The Proteon Orb. This orb will create a gateway to Nar'sie's own
realm, spawning one Proteon every 15 seconds, which ghosts can possess.
The gateways cannot be placed close to one another.

Originally, they were going to be able to create a Harvester Shell, but
there were some concerns of it being too OP.

The true Bastard sword has been fully deleted. The null rod conversion
has been changed to a Bloody Halberd instead.

I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
stats.

### Other

All the items above can be used by both Heretics and Cultists, no matter
how they were first created. Hell, even normal crew can use them! This
is probably not the best idea a lot of the time, though.

There are a lot of other changes in this PR. A loooooot. I will likely
miss some in the changelog, but I'll try to be as thorough as possible.
There's probably also some leftover garbo that I didn't find and clear
out yet.

## Why It's Good For The Game

Cult and Heretics, despite being mortally opposed, have very few
interactions with eachother, especially now that the Blade's gone. The
only thing of note is just the Heretic's unfair complete resistance to
stun hand, which is only marginally better than the alternative. This PR
will reintroduce their animosity, and give both sides a very, very good
reason to fight eachother.

The Cult will gain a sick sword that keeps the heretic in the game, and
unlike with the original implementation, will recieve a cult-wide bonus
in the form of a powerful, well deserved, and fun new item to summon.

The Heretic will gain powerful trinkets and knowledge from the
sacrifices, incentivizing them to become a terrifying cult-hunter. And
if they do succeed in wiping out the cult, they will have quite the
rewards to help with their ascension.

The crew, while mostly unaffected, will have a damn good reason to not
just Side with the heretic, out of fear of what they may become after
the cult is stomped down. They can also use a few of the items here in
an attempt to get one up on either side, as long as they manage to stay
clear of the side-effects.

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
The haunted longsword creates an aura of darkness (disabled for the
cultist for the image)
Sprites... are not great. Hopefully someone comes by and improves them.

code: Added get_inactive_hand() as an easy shortcut for carbons
code: Wall walker element can now accept a trait for wall-checking
fix: Fixed soulsword component being unable to invoke the post summon
callback
refactor: Turned Heretic rust turf healing into an element, given to
Rust Walkers and Rusted Harvesters
refactor: Converted Limb Amputation from an element to a component

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00
Higgin 1f195c5a05 [FIX] Prevents Buckling Megas, Blobs, Constructs, Slimes, and Dragons (#81287)
## About The Pull Request

fixes #80946 

not sure why it borrowed the wrong commit msg

## Why It's Good For The Game

on the one hand it's funny but on the other hand it's dumb to be able to
buckle massive mobs to tiny-sprite objects they might not be able to get
out of without just destroying their own chair - assuming they can,
which in the case of some things you can buckle to, you can't (looking
at roller beds.)

## Changelog

🆑
fix: removed ability to buckle megafauna, constructs, blob minions,
dragons, and slimes.
/🆑
2024-02-07 05:40:22 +01:00
distributivgesetz 274eb2a52e Removes Clone Damage (#80109)
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## About The Pull Request

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

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## Why It's Good For The Game

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

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## Changelog

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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

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2023-12-04 14:42:43 -08:00
LemonInTheDark 9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

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

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

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

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

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

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

## Why It's Good For The Game

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

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00
lizardqueenlexi 7b720a0081 Basic Shades (#79469)
## About The Pull Request

Makes shades into basic mobs. As they are solely player-controller and
have no AI, this was a very simple conversion.

Things of note:
- I've made shades use the same "theme" system as constructs, to
determine their drops and coloration - as opposed to these things being
manually set by the type of soulstone they're held in.
- I've reorganized files slightly, putting both constructs and shades in
a new "cult" basic mob folder.

That's more or less it. As I said, shades are simple.
## Why It's Good For The Game

Basic-izes another mob and cleans up the code a little. Removes the last
cult-related simplemob, too.
## Changelog
🆑
refactor: Shades now use the basic mob framework. Please report any
bugs.
/🆑
2023-11-03 22:39:33 +00:00