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masterfixes
37
Commits
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5fb3112981 |
Reworks bileworms into artillery-like enemies (#96159)
## About The Pull Request Bileworms now attack by firing a barrage of arcing projectiles at their target, one guaranteed to hit their turf and the rest spread around them. Bileworms fire 5 shots and vileworms fire 7 at a faster rate. The projectiles themselves deal 20/25 burn damage and scale with MELEE armor (as ACID is mostly for atom armor and not mob) on mobs and ACID on objects. Bileworms now have a short jump animation before they burrow, during which they can be stunned by getting shot or hit (only damaging projectiles count, so you need to melee with your crusher if you want to stop a burrow). Doing so prevents them from attacking for 2.4 seconds, after which they burrow back underground without an animation (as to avoid chainstunning) They will not burrow immediatelly after firing, now only repositioning if their target is 3 or less tiles away from them or if they have been hit by an attack. Their health has been increased to 110/175 to compensate for them now being able to be stunned, as those are above important breakpoints for damage, making them require 1 more swing after backstab/1 more shot to kill respectively. When attacking NODE drones bileworms will have 30% less spread, making them a priority target to take out during vent defense, but not as dangerous as brimdemons or legions. https://github.com/user-attachments/assets/9d11959f-c90b-4fd5-b93f-bc514237e9bf Full video of 7 bileworm/5 vileworm fights with better visuals and no compression can be seen here: https://streamable.com/6thbmm (Both underground firing and dead sprite issues have been fixed after the recording) Worm jumping sprite/animation by ArcaneMusic, edited by me ## Why It's Good For The Game Bileworms are not fun to fight for both PKA and PKC users, there is no counterplay to their burrowing, and they are not engaging during vent defense. This should address all of these issues, and make them more fun to fight. ## Changelog 🆑 SmArtKar, ArcaneMusic balance: Bileworms now fire arcing shots instead of cross patterns, and can be stunned by hitting them during the burrow animation. Their health has been slightly buffed to compensate. /🆑 |
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119c1e9ccc |
Adds a priority targeting framework, and priority targeting to mining mobs (#95720)
## About The Pull Request Introduces a new targeting priority strategy system for basicmob AIs, which allows controllers to decide which mob to prioritize over others. Mining mobs will now focus on the NODE drone unless hit, and will pursue the attacker for 25 seconds before dropping the aggro. They also get increased aggro if you've attacked other mobs in their view recently, and after a few hits will have enough aggro to swap to you from the NODE drone. Ashwalkers get a reduction in aggro because they live there. Legion broods and brimdemons will immediately target anyone who attacks their allies rather than waiting for multiple hits. Broods also now inherit their parent's targets and retaliation/reinforcements lists. https://github.com/user-attachments/assets/6baaba8a-8b3c-4b2f-ae8b-842f0b1f2b6d #### This is a bounty for ArcaneMusic ## Why It's Good For The Game Makes vent defense mob behavior more predictable and easier for players to manipulate, allowing them to draw aggro from the NODE drone should make vents more engaging and less of an AI rng fest ## Changelog 🆑 add: Mining mobs now use priority when choosing their target, prioritizing NODE drones over miners who haven't attacked them or their allies /🆑 |
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0b0c5ea91e |
Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑 |
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a35e236268 | Adds glowing bits and pieces to a bunch of lavaland mobs (#92730) | ||
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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4972c88044 | Partially reverts #87936; the mech PKA AOE only harms mining mobs, reduces the damage and increases the attack cooldown (#89619) | ||
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e8877f792c |
Buffs the proto-kinetic crusher and cleans up the code a little bit (#88171)
## About The Pull Request Buffs the crusher: - Mining with the crusher gives mining XP - If you mine with the crusher, your mining level will reduce the charge time (more skilled miners can mine faster) - Shooting the kinetic blast (crusher right click) no longer puts your click on cooldown For the mark, it now has a delay of 0.8 seconds. So even though the click delay from shooting the mark is gone, you'll still have to wait for it to be ready to detonate it. Adds code support for the crusher projectile to have effects on hitting a mob/mineral - Buffs the bileworm trophy to give it AOE mining radius Reorganizes all the crusher code + trophies to be in its own folder + documents it somewhat ## Why It's Good For The Game Crusher code is a bit outdated so I wanted to clean it up a bit while I gave it the buffs I wanted. I feel like it can afford to be better as a mining tool so I gave it access to mining XP. I also gave it AOE mining from the bileworm trophy so it can keep up with the other mining tools (pka/pc) ## Changelog 🆑 add: Bileworm crusher trophy now gives you AOE mining balance: The pk crusher no longer has click delay after shooting the projectile balance: The pk crusher gives mining XP when it mines rocks balance: the pk crusher charges faster when you mine rocks based on your skill as a miner code: cleaned up some of the kinetic crusher code /🆑 |
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bbb7a41743 |
Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog 🆑 qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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+16 |
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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9cdea961cc |
Refactors projectile parrying and makes it actually possible. (#84973)
## About The Pull Request Due to how projectile code currently operates its (almost) impossible to parry projectiles and completely impossible to projectile boost them, as they move away from you instantly after being shot. Parrying others projectiles requires them to be slow enough and to land on a tile right in front of you on their last move of their tick, as else they instantly hit you. I moved parrying component from being on user to being on projectiles themselves and added TRAIT_MINING_PARRYING which allows users to actually perform the parries. This allows me to get rid of parry code existing on all projectiles and add a "grace period" mechanic - now you can parry projectiles by clicking on any turf they moved through in the last 0.25 seconds. Parrying actually runs when projectiles hit you if you clicked on the correct turf during same grace period timer. This also acts as lag compensation, allowing players with high ping to utilize this mechanic. Projectile boosting occurs when you hit a tile the projectile moved through in first 0.25 seconds of its existence. Parry also occurs on click instead of attack_hand due to this, so you can parry projectiles while holding your accelerator/crusher/resonator(what even?) - which is also important to make projectile boosting possible as firing sets your click cooldown - making attacking the turf impossible (another roadblock on ultrakill players' path) Projectile boosting now grants x1.5 damage multiplier and +40% speed instead of x1.15 and +20% like parrying, since its significantly harder to perform. Crusher projectiles now can be parried/boosted. Crushers are ***the*** badass miner weapon, but they weren't possible to boost - probably because it'd be pointless due to their lack of damage. Now boosting a crusher blast gives it 10 damage, +3 range and makes the mark it applies always count as backstab for additional style (although doing so is very tricky due to speed/range) Crusher marks are now a STATUS_EFFECT_REFRESH effect and no longer per-user. This means that anyone can blow up anyone else's mark and applying new ones refreshes the timer. Trophy effects of the person who detonated the mark are the ones actually applied. also cleaned up pixel_move a bit ## Why It's Good For The Game Parrying refactor - parries are a very cool mechanic which is almost impossible to execute in-game (and boosting is physically impossible) and even if "fixed" would require perfect server performance and single digit ping. Making them slightly easier to execute and adding a grace period will allow more players to utilize it and also make it possible to do parrying/boosting on highpop. Boosting damage/speed buff - Boosting is harder to perform, and while with parrying damage/speed is a nice bonus to the fact that your face doesn't explode outwards from a death bolt, for boosting its the only reason why you'd do it (beyond style points) Crusher boosting - Crushers are more often used by skilled miners as they are a high risk/high reward weapon. Them not being boostable is rather disappointing as boosting is supposed to be a thing for extremely skilled miners to do, essentially turning crushers into deadweight for those who wanted to use style meters. Unified crusher marks - Mobs being able to have multiple crusher marks made fighting very confusing for rare coop crusher miners, as you weren't able to tell if you could detonate the mark or not. This should make coop fighting more viable as marks can now be comboed if you have good cooperation with your teammate. ## Changelog 🆑 refactor: Refactored parrying to be projectile-side and not user-side. add: You can now parry crusher projectiles to give them some more range, add damage and make the mark always count as a backstab. add: Projectile parrying has been significantly improved, making parrying and boosting projectiles actually possible. Includes a small grace period as lag compensation for players with higher pings. balance: Crusher marks can now be detonated by any crusher, not only the one that applied it, as to incentivise coop mining for crusher users. balance: Projectile boosting now gives a significantly bigger damage and speed increase /🆑 |
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e7e698e9c4 |
fix bileworm ai going insane after eating someone (#80954)
## About The Pull Request bileworms will no longer infintely try to eat what they already ate ## Why It's Good For The Game fixes #80948 ## Changelog 🆑 fix: fix bileworm ai going insane after eating someone /🆑 |
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f8b41f9442 |
Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request I've stumbled across this enough to finally go through the entire codebase and fix it. I left out changelogs simply because rewriting history logs is bad. ## Why It's Good For The Game I find it pretty annoying because I stumble across words that are misspelled for a few seconds, and I'm likely not the only one who feels like this. Less spelling mistakes in code are better. ## Changelog 🆑 spellcheck: Occurrences of "recieve" has been changed to "receive". /🆑 |
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cad1f28427 |
fixes bileworms not using attacks (#79701)
## About The Pull Request fixes bileworms not using attacks ## Why It's Good For The Game bileowrms will now use attacks ## Changelog 🆑 fix: bileworms will now attack /🆑 |
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9696dd1a1d |
Targeting Datums Renamed (and global) (#79513)
## About The Pull Request [Implements the backend required to make targeting datums global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e) It's inconsistent with the rest of basic ai for these to have a high degree of state, plus like, such a waste yaknow? [Implements GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0) Regexes used: new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1) Renamed all instances of targetting to targeting (also targetting datum -> targeting strategy) I've used GET_TARGETING_STRATEGY at the source where the keys are actually used, rather then in the listing. This works out just fine. ## Why It's Good For The Game Not a misspelled name through the whole codebase, very slightly less memory load for basically no downside (slight cpu cost maybe but not a significant one. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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e03822fe1d |
Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) (#79389)
## About The Pull Request The way we add multiple actions has been very unstandardized, with several implementations of this code doing certain things wrongly (i.e. not nullchecking `ai_controller`), so let's do something in the vein of #74037 and just make one nice big ol' proc that catches a lot of these cases. There are still a few things that simply can't be done here, but this gets the most generic "give my mob some actions and also maybe tell the AI about it" stuff done. This is only useful in cases where we don't ever need to reference the ability ever again when it's added. In an ideal world we would never need to reference the ability again and it would all be self-contained, but this is not an ideal world. However, a lot of the latticework has been built around certain implementations of this behavior making refactoring it just a bit easier. I also did a lot of auditing on `Destroy()` stuff, because `/datum/action`s listen to signals when their parent is `qdel`ing, so we don't need to neither hold nor clear references on our mob's `Destroy()`. This was all cleaned up now because even if we couldn't use `grant_multiple_actions()` (the new proc I add in this PR), it's just not useful at all and will further hinder efforts to implement this new proc. Also also, I noticed in some places (such as megafauna) that we were initializing a lot of datum actions _in nullspace_. We didn't pass the `src` argument to `New()`. I quickly fixed that, as well as got rid of the useless types we had going on. Also also also, I added a define macro to handle some of the cases that melbert was speaking about in his review down below. All you need to do is invoke the define on the typepath, and you should be good to go from there. There's probably a better way to do it, lmk though. we do the whole `do while` thing in order to prevent code leakages. ## Why It's Good For The Game * Very easy to change the implementation. In case we need to do something different in how we add actions or anything like that, we can simply just edit instances where this proc is located. * Standardizes addition behavior. There's a lot of cases like the aforementioned not-null-checking `ai_controller` that we really need to look out for, so having it all in one accessible proc ensures standard behavior. * Reduces copy-pasta. A lot of mobs had their own individual implementation of this, so let's just clean up all those lines of code. ## Changelog 🆑 refactor: The way mobs get specialized actions (like revenants shocking lights or regal rats summoning rats to their side when you slap them) have been modified, please report any bugs. /🆑 This doesn't touch the following case FTR: * Instances where we need to do work on the `/datum/action` after we `Grant()` it, like if we were to edit some variable on the action or if we need to call procs on said action. I don't like how the current code is so reliant on storing a variable to it, but that's a windmill to attack another time. |
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96d7e9c690 |
Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I needed this for another thing so I'm doing this first since it touches a lot of code. As for the bugs fixed in the changelog, it's only what I noticed while going through everything and there's likely a few more things fixed with this. This should be testmerged for a while, I'll bring this out of draft when it feels safe. 🆑 admin: Invisimin can now be used on mobs that are already invisible, whether through temporary or permanent effects. fix: Monkeyize/Humanize mob transformations no longer permanently reveal invisible mobs if they had effects making them invisible otherwise. fix: Objects with the undertile element that have been made invisible through other means are no longer revealed by being uncovered. /🆑 |
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b2ecd81be4 |
Basic Mob Brimdemon (#78424)
## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑 |
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1bd5635a61 |
mob_transformation_simple sends a COMSIG_MOB_CHANGED_TYPE signal, letting content_barfer mobs spit things out (#78093)
## About The Pull Request Title; also makes bileworm devour message have a warning span. ~~it's a bit cheeky but i didn't want to add a deletion signal to the content_barfer's signal list, and the wabbajack signal here kinda makes sense?~~ ## Why It's Good For The Game Fixes #76791 ## Changelog 🆑 fix: fixed bileworm evolution deleting anything they devoured; they will now eject their contents upon evolution to vileworms /🆑 |
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297f7f88e8 |
Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes find_potential_targets wallhacks (#77393)
## About The Pull Request Goliath's sand digging behaviour could potentially target a turf that's actually unreachable by the goliath, e.g. ``` G# #T ``` where G - goliath # - wall T - target turf. fixed that, but i think there could be something easier here, maybe instead grabbing turfs in goliath's `view()`? unsure The component goliaths use to telegraph their attacks (`basic_mob_attack_telegraph`) casts a `do_after()` to perform the attack, but it was not actually checking for the target staying in melee range, as it was using the source goliath as both `user` and `target`, so it didn't actually care at all for the target. Implemented an `extra_checks` to `Adjacent()` since that's the closest we get for melee range shenanigans I suppose This still allows the source basicmob to attack the target if the target moves around the source basicmob. `!`Goliaths were also able to summon tentacles on a target that moved into cover and still stayed in the `find_potential_targets` target range. Which meant more wallhacks. This was a thing for the base `find_potential_targets`, meaning that every basic mob using it was a dirty haxxor (or very vengeful). Fixed that by making `find_potential_targets` also check for `can_see()` before proceeding further down `find_potential_targets/perform()`. `!` The only exception to this check currently are bileworms. `!`Goliath tentacles were not spawning in mineral turfs as their `Initialize()` checked for closed turfs before handling mineral turf mining. Fixed that as well. ## Why It's Good For The Game  ## Changelog 🆑 fix: fixed goliaths digging sand that they can't actually reach (behind windows or inbetween closed turfs) fix: fixed goliaths melee attacking their target despite the target running away from goliath melee range fix: fixed goliath tentacles not spawning in mineral turfs fix: fixed goliaths summoning tentacles on targets that moved behind cover but stayed in their targeting range. this applies for most basic mobs, really, so if any basic mob was targeting you despite you hauling ass behind cover, they shouldn't anymore /🆑 |
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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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61a9a9e1c3 |
Elementises mining mob resistance to being attacked from off screen (#76625)
## About The Pull Request Converts the `bullet_act`/`hitby` overrides on `simple_animal/hostile/asteroid` into an element, This is currently "reused" in that it's also applied to its equivalent on `basic/mining` although some day hopefully the `hostile/asteroid` subtype will stop existing. This is a specific-ass component but it's not totally impossible something else will want it some day. ## Why It's Good For The Game I'm a little mixed on this one honestly, I did this because I am adapting some old code but I would be open to the idea that this should just be left where it is (`bullet_act`/`hitby` overrides) and just copied/pasted onto `basic/mining`. I am also open to the idea that we don't need this at all and should just delete it, it seems unecessarily protective to me but I wasn't around at the time and maybe people really _were_ chucking hundreds of floor tiles at goliaths and that was a problem. If it _is_ a problem then I guess this extends those protections to Bileworms now, because they need to be more durable and less possible to take down using non-mining tools, obviously. ## Changelog 🆑 fix: Bile/Vileworms now have the same projectile and thrown weapon resistances of other mining mobs. /🆑 |
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f1c6d9d15e |
Fix bileworm runtime targeting non-living mobs (#76201)
## About The Pull Request Targeting datums will target non-living movables which have livings inside, such as mechas. So this casting to living as a bad assumption. ## Changelog 🆑 Melbert fix: Fix runtimes from Bileworms targeting mechas (or other objects people are hiding in) /🆑 |
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ed2f04f486 |
Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)
## About The Pull Request Replaces weakref usage in AI blackboards with deleting signals All blackboard var setting must go through setters rather than directly ## Why It's Good For The Game This both makes it a ton easier to develop AI for, and also makes it harder for hard deletes to sneak in, as has been seen with recent 515 prs showing hard deletes in AI blackboards (To quantify "making it easier to develop AI", I found multiple bugs in existing AI code due to the usage of weakrefs.) I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also maybe `@LemonInTheDark` if they're interested ## Changelog 🆑 Melbert refactor: Mob ai refactored once again /🆑 |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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3bc0c13b54 |
Fixes some incorrect uses of rand() (#74032)
## About The Pull Request `Rand` only takes integers   ## Why It's Good For The Game Less misleading code ## Changelog 🆑 Melbert fix: Lead batteries now start partially drained as intended. /🆑 |
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ab307032ed |
Nightvision Rework (In the name of color) (#73094)
## About The Pull Request Relies on #72886 for some render relay expansion I use for light_mask stuff. Hello bestie! Night vision pissed me off, so I've come to burn this place to the ground. Two sections to discuss here. First we'll talk about see_in_dark and why I hate it, second we'll discuss the lighting plane and how we brighten it, plus introducing color to the party. ### `see_in_dark` and why it kinda sucks https://www.byond.com/docs/ref/#/mob/var/see_in_dark See in dark lets us control how far away from us a turf can be before we hide it/its contents if it's dark (not got luminosity set) We currently set it semi inconsistently to provide nightvision to mobs. The trouble is stuff that produces light != stuff that sets luminosity. The worst case of this can be seen by walking out of escape on icebox, where you'll see this  Snow draws above the lighting plane, so the snow will intermittently draw, depending on see_in_dark and the luminosity from tracking lights. This would in theory be solvable by modifying the area, but the same problem applies across many things in the codebase. As things currently stand, to be emissive you NEED to have a light on your tile. People are bad at this, and honestly it's a bit much to expect of them. An emissive overlay on a canister shouldn't need an element or something and a list on turfs to manage it. This gets worse when you factor in the patterns I'm using to avoid drawing lights above nothing, which leads to lights that should show, but are misoffset because their parent pixel offsets. It's silly. We do it so we can have things like mesons without just handing out night vision, but even there the effect of just hiding objects and mobs looks baddddddd when moving. It's always bothered me. I'll complain about mesons more later, but really just like, they're too bright as it is. I'm proposing here that rather then manually hiding stuff based off distance from the player, we can instead show/hide using just the lighting plane. This means things like mesons are gonna get dimmer, but that's fine because they suck. It does have some side effects, things like view() on mobs won't hide stuff in darkness, but that's fine because none actually thinks about view like that, I think. Oh and I added a case to prevent examining stuff that's in darkness, and not right next to you when you don't have enough nightvision, to match the old behavior `see_in_dark` gave us. Now I'd like to go on a mild tangent about color, please bare with me ### Color and why `lighting_alpha` REALLY sucks You ever walk around with mesons on when there's a fire going, or an ethereal or firelocks down. You notice how there isn't really much color to our lights? Doesn't that suck? It's because the way we go about brighting lighting is by making everything on the lighting plane transparent. This is fine for brightening things, but it ends up looking kinda crummy in the end and leads to really washed out colors that should be bright. Playing engineer or miner gets fucking depressing. The central idea of this pr, that everything else falls out of, is instead of making the plane more transparent, we can use color matrixes to make things AT LEAST x bright. https://www.byond.com/docs/ref/#/{notes}/color-matrix Brief recap for color matrixes, fully expanded they're a set of 20 different values in a list Units generally scale 0-1 as multipliers, though since it's multiplication in order to make an rgb(1,1,1) pixel fullbright you would need to use 255s. A "unit matrix" for color looks like this: ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 ) ``` The first four rows are how much each r, g, b and a impact r, g, b and well a. So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of r. and 0 units of green, blue and alpha, and so on. A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green component, and leave red, blue and alpha alone, shifting any red of whatever it's applied to a green. Using these we can essentially color transform our world. It's a fun tool. But there's more. That last row there doesn't take a variable input like the others. Instead, it ADDS some fraction of 255 to red, green, blue and alpha. So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it could possibly be. This is what we're going to exploit here. You see all these values accept negative multipliers, so we can lower colors down instead of raising them up! The key idea is using color matrix filters https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these operations together. Pulling alllll the way back, we want to brighten darkness without affecting brighter colors. Lower rgb values are darker, higher ones are brighter. This relationship isn't really linear because of suffering reasons, but it's good enough for this. Let's try chaining some matrixes on the lighting plane, which is bright where fullbright, and dark where dark. Take a list like this ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, -0.2, -0.2, -0.2, 0 ) ``` That would darken the lighting a bit, but negative values will get rounded to 0 A subsequent raising by the same amount ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0.2, 0.2, 0.2, 0 ) ``` Will essentially threshold our brightness at that value. This ensures we aren't washing out colors when we make things brighter, while leaving higher values unaffected since they basically just had a constant subtracted and then readded. ### But wait, there's more You may have noticed, we gain access to individual color components here. This means not only can we darken and lighten by thresholds, we can COLOR those thresholds. ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0.1, 0.2, 0.1, 0 ) ``` Something like the above, if applied with its inverse, would tint the darkness green. The delta between the different scalars will determine how vivid the color is, and the actual value will impact the brightness. Something that's always bothered me about nightvision is it's just greyscale for the most part, there isn't any color to it. There was an old idea of coloring the game plane to match their lenses, but if you've ever played with the colorblind quirk you know that gets headachey really fast. So instead of that, lets color just the darkness that these glasses produce. It provides some reminder that you're wearing them, instead of just being something you forget about while playing, and provides a reason to use flashlights and such since they can give you a clearer, less tinted view of things while retaining the ability to look around things. I've so far applied this pattern to JUST headwear for humans (also those mining wisps) I'm planning on furthering it to mobs that use nightvision, but I wanted to get this up cause I don't wanna pr it the day before the freeze. Mesons are green, sec night vision is red, thermals orange, etc. I think the effect this gives is really really nice. I've tuned most things to work for the station, though mesons works for lavaland for obvious reasons. I've tuned things significantly darker then we have them set currently, since I really hate flat lighting and this system suffers when interacting with it. My goal with these is to give you a rough idea of what's around you, without a good eye for detail. That's the difference between say, mesons, and night vision. One helps you see outlines, the other gives you detail and prevents missing someone in the darkness. It's hard to balance this precisely because of different colored backgrounds (looking at you icebox) More can be done on this front in future but I'm quite happy with things as of now ### **EDIT** I have since expanded to all uses of nightvision, coloring most all of them. Along the way I turned some toggleable nightvision into just one level. Fullbright sucks, and I'd rather just have one "good" value. I've kept it for a few cases, mostly eyes you rip out of mobs. Impacted mobs are nightmares, aliens, zombies, revenants, states and sort of stands. I've done a pass on all mobs and items that impact nightvision and added what I thought was the right level of color to them. This includes stuff like blobs and shuttle control consoles As with glasses much of this was around reducing vision, though I kept it stronger here, since many of these mobs rely on it for engaging with the game <details> <summary> Technical Changes </summary> #### Adds filter proc (the ones that act like templates) support to filter transitions. Found this when testing this pr, seemed silly. #### Makes our emissive mask mask all light instead This avoids dumbass overlay lighting lighting up wallmounts. We switch modes if some turfflags are set, to accomplish the same thing with more overhead, and support showing things through the darkness. Also fixes a bug where you'd only get one fullscreen object per mob, so opening and closing a submap would take it away Also also fixes the lighting backdrop not actually spanning the screen. It doesn't actually do anything anymore because of the fullscreen light we have, but just in case that's unsued. Needs cleanup in future. #### Moves openspace to its own plane that doesn't draw, maxing its color with a sprite This is to support the above We relay this plane to lighting mask so openspace can like, have lighting #### Changes our definition of nightvision to the light cutoff of night vision goggles and such Side affect of removing see_in_dark. This logic is a bit weak atm, needs some work. #### Removes the nightvision spell It's a dupe of the nightvision action button, and newly redundant since I've removed all uses of it #### Cleans up existing plane master critical defines, ensures trasnparent won't render These sucked Also transparent stuff should never render, if it does you'll get white blobs which suck </details> ## Why It's Good For The Game Videos! (Github doesn't like using a summary here I'm sorry) <details> Demonstration of ghost lighting, and color https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4 Engi-glass mesons and walking in maint (Potentially overtuned, yellow is hard) https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4 Diagnostic nightvision goggles and see_in_dark not hiding emissives https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4 Sec nightvision (I just think it looks neat) https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4 Medical nightvision goggles and other colors https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4 Miner mesons and mobs hiding in lavaland (This is basically the darkest possible environment) https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4 Thermal goggles and coloring displayed mobs https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4 </details> I think it's pretty, and see_in_dark sucks butt. ## 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. --> 🆑 add: The darkness that glasses and hud goggles that impact your nightvision (think mesons, nightvision goggles, etc) lighten is now tinted to match the glasses. S pretty IMO, and hopefully it helps with forgetting you're wearing X. balance: Nightvision is darker. I think bright looks bad, and things like mesons do way too much balance: Mesons (and mobs in general) no longer have a static distance you can see stuff in the dark. If a tile is lit, you can now see it. fix: Nightvision no longer dims colored lights, instead simply thresholding off bits of darkness that are dimmer then some level. /🆑 |
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7c30d9d746 |
Basic Wumborian Fugu & Fugu Gland (#73415)
## About The Pull Request Fixes #72677 and also converted the "Wumborian Fugu" mob to a basic mob rather than a simple one. I will be totally honest: I didn't need to do that in order to fix the bug. I just didn't like looking at the rest of the code in that file. Also I have some kind of sickness which makes me do this. This ended up being one of those "see something related and fix it as well" ones so there's a couple of only tangentially related changes in here. If you want me to split it up I will but I think this one is _probably_ fine because the wide-ranging changes are pretty simple ones? So what this PR does is: - Refactors simple mob into basic mob. - Cleans up its really ugly ability to work in a hopefully nicer way. - A one line fix to the linked issue above. - Modifies the default cooldown on `basic_melee_attack` and `attack_obstructions` to be a widely used cooldown rather than a random value used by no mob that we have. - Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and added a new AI behaviour called "use_mob_ability", the difference between the two being that the former requires a target and the latter does not. I... don't actually use this because I realised after adding it that I still want a target for this mob, but someone will need it eventually. - Change everywhere that is passing references to abilities to actions to pass weak references instead. - Adds an element to handle "spawn this stuff when a related mob dies". - Found a few places where people were setting `environment_smash ` as if it did anything (including me) and replaced them with the proper ai_controller implementation instead, updated the comment to make it clearer although that won't prevent copy/paste errors. - Registered to the "movement speed updated" signal to ensure that basic mobs actually notice that you have applied a movement speed modifier. ## Why It's Good For The Game Fixes a linked issue. Refactors some code which made me sad whenever I saw it. Restores some mob behaviour which nobody noticed was missing, but was. Fixes some apparently unreliable code I added in a recent PR reliant on basic mobs using movespeed modifiers. Adds element we will definitely need again in the future. ## Changelog 🆑 fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders, or other basic mobs. fix: Syndicate mobs will once again attack windows to try to reach you, and space ruin spiders won't. fix: Netherworld-themed mobs will correctly adjust their speed as they take damage. refactor: Made the Wumborian Fugu into a basic mob, which should act largely the same way but may have slightly different speed and reaction times. /🆑 |
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0818d6ae4c |
Crafting/Cooking menu update (#71779)
## About The Pull Request Updated crafting menu, adding a lot of new functions and recipes that were not in the crafting menu before. <img alt="cult" src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG"> <img alt="nH77dLyyGx" src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">  https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4 ## Why It's Good For The Game It is easier to use, and it has a lot of recipes that were spread throughout the game, some of which weren't even on the wiki. Crafting and cooking now count about 1200 recipes in total, including conditionally available ones. ## Changelog 🆑 qol: Rewrote the crafting/cooking menu UI qol: Split crafting and cooking menus in two different menus qol: Crafting is no longer blocking the entire UI, only the "Make" buttons are disabled qol: Added stack crafting recipes to the crafting menu qol: Added cooking recipes that were absent in the crafting menu before (tool recipes, machine recipes, reactions) qol: Added option to search recipes by title qol: Added option to filter recipes by required materials/ingredients qol: Added food types to the cooking menu, highlighting diet of your species (liked, disliked foods) qol: Added total nutrition value of the result to the cooking menu qol: Added option to filter cooking recipes by the food type of the resulting food qol: Added "Can make" category that lists all currently craftable recipes throughout all categories refactor: changed categories and reshuffled some items in them code: Reagents now have default container to get an icon from the reagent datum code: Objects now have `desc_controls` var for OOC information about mouse controls that are visible on examine, but not in the description fix: Fixed alignment on many food icons fix: Fixed missing icon for beef stroganoff /🆑 Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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1ac2779ef8 |
Bileworm Health Patch: Evolutionary Leap, Vileworms, Proximity Spawning Rules, Better Loot (#70321)
* bileworm health patch - bileworms start off easier - vileworms are how they are now + a little tougher - fixes bileworms breaking proximity spawn rules - adds gold to bileworm loot * ssticker * diagonals readded to attacks\, map fix * d-delete this * Update evolutionary_leap.dm * DONE |
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1a32f60cf4 |
[ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons. fix: Fixed cables in electrical toolboxes not randomizing their colors. fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables. fix: The collectable SWAT helmet is now using the proper icon again! refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors. imageadd: Updated the screwdriver belt overlay to represent the newer sprite. imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3 fix: Wirecutters now have an icon when inside a belt again! admin: Added a new omnitool subtype that allows you to spawn all items in a typepath! fix: Explorer gaskmasks now properly reflect their adjusted state when held. fix: Fixed balaclavas having the wrong icon when pulled up. fix: Fixed the base energy sword (admin spawn only) being invisible. fix: The rainbow energy sword is now a little bit more rainbowy! fix: Fixed an tk exploit with orange handcuffed shoes. fix: The traitor outfit in the select equipment panel is now actually functional! |
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974a56b720 |
Fixes bileworms being unable to act (#69874)
* Makes bileworm AI use weakrefs for targets * Apply suggestions from code review * Update code/datums/ai/basic_mobs/basic_ai_behaviors/try_mob_ability.dm * question mark Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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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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4e97d03657 |
Bileworm post-merge feedback and qol (#69007)
* Bileworm now has a deathsound, and deathsounds now properly play on simplemobs. * AI-controlled Bileworms now have night vision abilities |
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0728fb3840 |
New Lavaland Monster: Bileworms (#68967)
Bileworms are a new lavaland monster, that has unique AI that should prove them. Instead of moving normally, it periodically burrows underground and resurfaces nearby. Its attack is an AOE acid spit. |