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masterfixes
67
Commits
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2ede6af8bc |
Fix basic mobs triggering click cooldown erroneously. (#95906)
## About The Pull Request Basic Mobs used to always trigger cooldown on clicks. This resulted in missed attacks causing you to have a delay before you could attack again, this makes it really punishing to play as a basic mob. To resolve this I did a mini-refactor on basic mob's attack chain to allow for the return values to determine whether we go on cooldown or not. Preventing attacks that did nothing (due to not passing checks, or simply not having any behavior) from causing cooldown. This fixes #95605 ## Why It's Good For The Game being able to perform melee with the same rules as /human is only fair ## Changelog 🆑 DresserOnFire fix: Fixes a bug where player-controlled basic mobs would get a cooldown when their attacks miss refactor: basic mob attack chain can now decided whether an attack resulted in a cooldown or not. /🆑 |
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039a0a8180 |
Wizard Wand blind box & wand bandolier (#95563)
## About The Pull Request  This PR adds 16 more wands to the game, try and guess what they all do! I finished coding this PR 6 weeks ago but it turns out I had to sprite 16 wands after that before I could PR it. <details> **Wand of Animation**- It's like the Staff of Animation but doesn't recharge itself, obviously. **Rod of Babel**- Grants victims a new random spoken language and then removes all of their other languages. **Shearing Rod**- It renders you bald. If you are covering your hair with a helmet, it pops the helmet off (possibly its most useful effect). If you're already bald, your bald head will shine brightly and blind nearby people. **Party Wand**- Fires projectiles that are incredibly alcoholic. Two of them will destroy the livers of most targets and kill them (although it gives them a good leadup time to get that fixed before dying of alcohol toxicity), so try one at a time if you're just there to have fun. **Wand of Ice**- Freezes people temporarily, making them really cold and unable to move. It also spawns slippery ice on impacted tiles. **Wand of Chaos**- Forces targets to hallucinate from a curated list of hallucinations. It looks and is named sort of like the Staff of Chaos just in the hopes that people are more likely to believe that the wizard did actually just instantly kill them, set them on fire, or turn them into a demon. Even if it doesn't, a lot of these cause you to stop moving or be temporarily knocked down or in some other way disoriented. **Lifting Rod**- Removes gravity from a target for two minutes, which funcionally immobilises them if they're in the middle of a room or you can use on yourself to cross big pits. **Rod of Compassion**- Heals you and your target a little bit, and also gives you both Pacifism for 30 seconds. This gives you time to talk out your problems, or deliver a monologue. **Wand of Snacking**- Turns things into pizza. If fired at a mob, will put some pizza in their hands and force them to start eating it. Unlikely to be deadly, but it might spawn mouldy pizza, a food they are allergic to, ethereal battery acid pizza, or pizza which dismembers you. **Pestilent Wand**- Confers a transmissible plague which causes you to periodically cough out vermin of various degrees of danger and hostility depending on disease level, treated via traditional methods of exorcism. **Wand of Pratfalls**- Slips and pies the target as well as creating small amounts of lube foam. **Wand of Rebellion**- Removes a limb from the target, then animates that limb. Stop hitting yourself. **Rod of Repulsion**- Throws things you shoot away from you. **Switching Rod**- Swap places with the hit atom, as with the spell Swap. **Restraining Rod**- Summons a tentacle from the ground to grasp the target, immobilising them for 20 seconds or until someone helps them. **Wand of Zapping**- Briefly locks up the target's nerves with lightning (it's secretly a classic ss13 taser). </details> They are available to wizards via the new option "Wand Assortment (Bargain Bin)" which only costs a single spellbook point, but gives you an assortment of 6 wands picked at random from this list of new wands and some of the existing ones. If you buy two or more sets of wands (and are wearing the wand belt from the first one) then instead of spawning wands in a belt it will spawn them in a bandolier, which fits into your backpack or can be worn on a suit slot. Wand bandoliers in a suit slot will automatically replace an empty wand you try to fire with a wand that still has ammo in it. Several of these wands' projectiles are now also possibilities from firing the Staff of Chaos (making it more chaotic) and some of them also have their own Magicarp types. Also I made it so that if you animate an animating weapon then it focuses on animating more things instead of shooting its animating bolts at mobs that are already animate. I could do this for more specialty wands too at some point (door wand projectiles don't exactly hurt anyone) but if I do that it'll probably be in a different PR. ## Why It's Good For The Game A good number of these wands come from a downstream antagonist that's essentially a lower-threat wizard. I thought these were all fun or funny effects to have in the game upstream but also not ones that people would typically want to buy as a dedicated spell (or alternately, that would be pretty good as a dedicated spell but quite boring), so instead they're limited use spells that you get in bulk for cheap. I didn't think we'd really want to bulk up the spellbook with several different kinds of themed bundle though (and frankly, they don't share themes), so it's a blind box instead. The bandolier was added to compensate people for buying random wands multiple times, so they can have more of a wand-based playstyle. Now you can spend all of your points on 60 wands (maybe more if you take the gambling trait...) and be a sort of wizard cowboy, or split them among your apprentices, or just leave them everywhere like candy and see whether the crew fuck things up for themselves with their new power I guess. ## Changelog 🆑 add: Adds 16 more wizard wands to the game, which wizards can buy cheaply but randomly, or are available via Summon Magic. add: If a wizard buys more than one set of wands they will receive a "Wand Bandolier" holster which fits in the backpack or, if worn in the suit slot, will automatically exchange an expended wand for a full one. balance: Staffs (and wands) of animation that are animated will try to animate other objects instead of firing at living mobs, which are already animated. balance: Animating a wand of nothing will turn it into a wand of animation (and animate it). balance: The staff of chaos can now do more things. balance: Magicarp now additionally come in Babbling, Frigid, Quantum, and Weightless varieties. Collect them all! /🆑 |
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da64374423 |
Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request - The `prosthetic replacement` surgical operation has been reverted to be closer to how it used to work: The operation is done targeting the limb that's missing The change was made out of necessity, as surgical state was tied to limbs - you had to operate on the chest to re-attach limbs because there was no limb to operate on. To circumvent that, I have done the unthinkable of adding stumps when you are dismembered. - Missing limbs are now represented as an invisible, un-removable, un-interactable limb. Making this change was not as difficult as originally anticipated, and (at least surface level) seems to have broken very little. Surprisingly little had to change to make this work. Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()` with an optional `include_stumps` argument. Similarly, `get_bodypart()` had an optional `include_stumps` added. This means we ultimately barely needed to change anything, and in fact, some loops/checks were able to be streamlined. ## Why It's Good For The Game - As mentioned, this change was out of necessity and was easily the least intuitive part of the broader changes. Reverting it back to how it used to work should make it far easier for people to pick up on, and means we can cut out a bunch of bespoke instruction sets that I had to include. - The addition of stumps also adds a ton of future potential - code wise it allows for stuff like better damage tracking (we can transfer damage between limb <-> stump rather than limb <-> chest), and feature we can do "fun" stuff like have stumps bleed on dismemberment that you can bandage. ## Changelog 🆑 Melbert del: "Add prosthetic limb" surgical operation has been reverted to be a bit closer to how it used to work - you operate on the missing limb / limb stump, rather than on the chest. refactor: Missing limbs are now represented as limb stumps. In practice this should change nothing (for now), as no features were rewritten to make use of these besides surgery. Please report any oddities with missing limbs, however. /🆑 |
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281436f469 |
Better AI Cores and Cards (#94693)
## About The Pull Request Updates IntelliCards and AI Cores to make them look beautiful in the dark. Adds an emissive light to them and a slight glow around them. That's cool!!! ## Why It's Good For The Game Beautiful displays for AI look cool! ## Media AI on IntelliCard. All displays can be viewed in .dmi: <img width="113" height="114" alt="image1" src="https://github.com/user-attachments/assets/d8b59888-bad2-4a20-835a-3d9cb2d4860c" /> Core: <img width="146" height="148" alt="image2" src="https://github.com/user-attachments/assets/13e823df-256b-473f-9fcc-37e344b4c485" /> <img width="161" height="159" alt="image5" src="https://github.com/user-attachments/assets/02363a58-cffd-4e88-93ab-068d03fcb23d" /> Other cards: <img width="111" height="118" alt="image3" src="https://github.com/user-attachments/assets/09eb5155-1992-4bbb-b54b-e92b0cc46fb5" /> <img width="123" height="125" alt="image4" src="https://github.com/user-attachments/assets/97c10ee0-18e7-49f4-b57f-91cb79fa1a6f" /> ## Changelog 🆑 add: Glow on AI Сores and IntelliCards add: New displays on IntelliCards /🆑 |
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53ed83bb9d |
Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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7c5ef1cfb8 |
Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request What it says on the tin. `times_fired` is the most unused parameter in all mob procs. I say most because there were just 2 cases where it was used - handling breathing - handling heartbeat Besides these 2 cases this parameter did nothing in every proc. Removing it does 2 things - Makes those procs more readable as it now has 1 less parameter that was documented poorly and did nothing - Makes those procs slightly faster as we are passing 1 less variable to its parameter call stack It can easily be substituted with `SSmobs.times_fired` which was its original value anyways ## Changelog 🆑 code: removes an unused parameter `times_fired` from mob life procs. Making them function slightly faster /🆑 |
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0c3b1b8364 |
Removes Plasmeme innate damage vulnerability, replaces it with demolition vulnerability (#94328)
## About The Pull Request Splinter of #94324 Plasmamen no longer take 1.5x brute and burn damgae Plasmamen are now affected by demolition modifier, meaning they take less damage from sharp objects and more damage from blunt objects Skeletons and golems are also affected by demolition modifier ## Why It's Good For The Game As a part of #94324 I was making `MINERAL` mobs affected by demo mod But I realized this would absolutely murder the heck out of Plasmamen! 1.5x brute + another 1.25x brute from blunt objects! But then I realized "wait that kinda makes sense... a lot *more* sense than the arbitrary damage modifier" So here we are Plasmemes are as vulnerable to being smashed to bits as before, but can now boast a minor resistance to being stabbed due to their lack of fleshy bits This feels a bit more appropriate to their skeletal nature without completely removing that aspect of their character. It also gives them a very minor upside (they need it) ## Changelog 🆑 Melbert balance: Plasmamen no longer take flat 1.5x brute and burn damage balance: Plasmamen are now affected by weapon demolition modifier, meaning blunt attacks deal more damage but slashing or piercing deal less damage balance: Skeletons and Golems are also affected by weapon demolition modifier, as well as any mineral type mobs (of which none currently exist) /🆑 |
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bfdb237612 | Spooky Scary Supreme Surgery (Rework) (#93697) | ||
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b6b15f1b91 |
Makes Mjor The Creative and his underlings are Spaceproof. (#94317)
Makes mjor the boss of the paperwizard spaceproof and his underlings ## Why It's Good For The Game Mjor is a very hard fight to begin with. but never fought in its intended way and always end in the following two scenarios. 1 leading him out to space/let atmos drain out to kill him 2 your a changeling or have some other cheesy revive tactic to kill it. Realisticly since this is being in space and your alone you are probaly not gonna kill it unless you have somebody back you up and even then it gives a run for your money ## Changelog 🆑 Ezel balance:Mjor the Creative saw trough your crafty tactics and he and his creations no longer takes damage from space /🆑 |
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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑 |
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cee8aae62d |
More /living/ abstract_types (#94092)
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44478af23c |
Stops flesh abominations from trying to flail around after they've been deleted (#93725)
## About The Pull Request This might sound fun but it's really not, all you get is a hard delete + runtime. <img width="885" height="396" alt="image" src="https://github.com/user-attachments/assets/ef43e15e-e54f-4c66-a115-3072bcd35e29" /> <img width="785" height="125" alt="image" src="https://github.com/user-attachments/assets/fa66f0b5-fff7-47eb-b5ce-4e971ac9cbcc" /> ## Why It's Good For The Game Bugfix ## Changelog Not player-facing |
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0204ab8fdd |
Canreach refactor (#93165)
## About The Pull Request ports https://github.com/DaedalusDock/daedalusdock/pull/1144 ports https://github.com/DaedalusDock/daedalusdock/pull/1147 full credit to @Kapu1178 for the juice instead of `reacher.CanReach(target)` we now do `target.CanBeReachedBy(reacher)`, this allows us to give special behavior to atoms which we want to reach, which is exactly what I need for a feature I'm working on. ## Why It's Good For The Game allows us to be more flexible with reachability ## Changelog 🆑 refactor: refactored how reaching items works, report any oddities with being unable to reach something you should be able to! /🆑 |
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5f3c85eee0 | Unifies mob, megafauna and boss crusher loot and achievements (#93068) | ||
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b3a83a32eb |
Machine Override mobs will no longer target/be targeted by AI turrets (#92654)
## About The Pull Request They were missing FACTION_TURRET, which all sillycones bar cyborgs (drones, bots, etc) have. Hostile machines should probably also get it. Closes #92603 ## Changelog 🆑 fix: Machine Override mobs will no longer target/be targeted by AI turrets /🆑 |
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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b4061f1800 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request Refactors most of blood handling code untouched by #90593 and completely rewrites all blood decals, components and reagents. - Blood types now have behavioral flags which allow them to control where they leave decals/DNA/viruses. Oil no longer transfers DNA and viruses with it, while podpeople water-blood doesn't leave visible decals on turfs and items, but still can be picked up by DNA scanners. - Multiple blood types have received unique handling - liquid electricity blood now glows in the dark, oil trails are flammable and lube ones are slippery. Oil blood can be restored with fuel, lube with silicon and slime with stable plasma (as normal plasma already passively regenerates their blood), instead of everything using iron. Saline solution only supplements on iron-based blood and won't do anything to help with bloodloss for species who rely on different blood types. (Roundstart this applies only to Ethereals) - All blood logic has been moved away from the blood reagent itself into a blood element that is assigned to the blood reagent by default, and to any reagent that's drawn from a mob as their "blood" (in ``transfer_blood_to``). This means that blood you draw from lizards will be green and have lizard's blood description instead of mentioning red blood cells, Ethereal "blood" will actually contain their DNA and genes, etc. - Refactored all blood decals. Blood states are no more, everything is now handled via blood DNA. Credits to MrMelbert and Maplestation, as a significant amount of code has been taken from https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his followup PRs. Oil and xenomorph splatters are now subtypes of blood, blood drying is now animated, blood trails now curve and can be diagonal. - Rewrote bloodysoles and bloody_spreader components, credits to Melbert again for the former, while latter now makes more sense with its interactions. Bloody soles no longer share blood DNA with your hands. - Ported Melbert's bloody footprint sprites and bot-blood-spreading functionality. - Removed all species-side reagent interactions, instead they're handled by said species' livers. (This previously included exotic blood handling, thus the removal) - Slightly optimized human rendering by removing inbetween overlay holders for clothing when they're not needed. - Blood-transmitted diseases will now get added to many more decals than before. - Cleaned up and partially refactored replica pods, fixed an issue where monkeys/manipulators were unable to harvest mindless pods. - Exotic bloodtype on species now automatically assigns their blood reagent, without the need to assign them separately. - Clown mobs now bleed (with colorful reagent instead of blood during april fools), and so do vatbeasts (lizard blood) - Implemented generic procs for handling bleeding checks, all sorts of scanners now also correctly call your blood for what it is. - Podpeople's guts are now lime-green like their organs, instead of being weirdly greyish like their water-blood. (Their bleeding overlays are still grey, as they're bleeding water) - Slimepeople now can bleed. Their jelly is pale purple in color, but their wound overlays copy their body color. - Injecting/spraying/splashing/etc mob with a reagent preserves its data, so you could theoretically recycle fine wines from someone's bloodstream - Fixed burdened chaplain's sect never actually giving a blessing when applying effects, and giving a blessing when nothing can be healed. Inverted check strikes again. - Closes #91039 #### Examples A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.   |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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e698c965b3 |
Fix map_export admin verb not saving objects properly (#90998)
## About The Pull Request When using the `map_export` admin verb the following things are fixed: - All objects density, anchored, opacity, atom_integrity, and resistance_flags vars are saved - Multi-tile objects being spammed on all tiles the sprite reaches - Dirt decals error icon - Airlocks error icon and to save welded state - Dark Wizard Simple Mobs error icon - Closets to save welded, open, and locked states - Air alarms to save name - Air scrubbers/vents to save name and welded states - APCs to save name, charge, cell, lighting, equipment, and environmental states - APCs spawning a duplicated terminal underneath it when one already exists - SMES to save charge, input, and output states - Holodecks to revert any holodeck turfs to the empty turf and skip saving any hologram items - Photos and Paintings error icons - Bloody Footprints error icons - False Walls error icons - Docking Ports runtimes because the map template var would change - Effects (lasers, portals, beams, sparks, etc.) saving when they should be omitted I would have loved to get `component_parts` to save for machines and turf decals, but perhaps that is for another day since it requires complicated solutions. Here are some before and after pictures:     ## Why It's Good For The Game Better map saving code. ## Changelog 🆑 fix: Fix `map_export` admin verb not properly saving a massive amount of objects. /🆑 |
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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. /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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a40471c2ab |
Improves crate mimics' disguise (#90113)
## About The Pull Request Crate mimics now spawn a nullspaced crate which they base their disguise off - examining them will examine the crate instead. This also gives us (or mappers) the ability to edit their crate's type to a different one, in case we want a mimic that looks like a wooden crate or a necropolis chest. Closes #90033 ## Why It's Good For The Game For mimics they're disappointingly easy to distinguish from normal crates. ## Changelog 🆑 balance: Improved crate mimics' disguise /🆑 |
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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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e6483bb529 |
Fixes befriend related hard del (#89582)
## About The Pull Request Attempts to fix this hard del.  https://github.com/tgstation/tgstation/pull/74791 took care of most of the AI blackboard hard dels by adding tracking but there is nothing to stop something that's already been qdeleted from being added to some of these lists. This PR makes sure nothing like that gets added to the blackboard. ## Why It's Good For The Game Less CI failures |
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3a92370673 |
Fixes a lot of procs not checking the return value of Life() when they should (#89542)
## About The Pull Request  Goal of this PR was to fix this annoying CI runtime that most likely occurs on a Life() tick that happens on a dead or deleted mob. Ending up finding more issues than I set out to fix. The short of it is: the base call of `Life()` actually has a return value of `1` if the mob is alive, or `null` if the mob is dead or qdeleted. There are many procs which should be stopping operations once the mob is either qdeleted or dead, but many procs were not even checking the return value of `..()`. This fixes that. Note: For some procs, it _DOES_ actually matter to differentiate between being qdeleted and being dead... `handle_organs()` comes to mind iirc. So I was careful to respect that. That is why some are checking for `!.` while others are checking for `QDELETED(src)` ## Why It's Good For The Game Less spurious runtimes. ## Changelog Not player facing --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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c3194f10f0 |
Fixes a mimic related hard del (#89259)
## About The Pull Request  Tin. These were hanging refs to the copied object ## Changelog N/A --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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92a585cb3a |
new icebox ruin: outpost 31 + megafauna (technically???) (#88714)
## About The Pull Request <details> <summary> expand to spoil the fun of exploring something for yourself </summary> firstly, the new ruin: outpost 31 its layout is vaguely based off an official map of the Outpost 31 from the Thing movie but i ran out of space halfway  the boss drops a keycard for the storage room that you cant get in otherwise, containing its own special item, and other stuff probably useful for crew crusher loot: trophy that heals you on each hit the ruin is guarded by like 3 flesh blobs, very resilient (and slow) masses of flesh that deal 3 brute damage, not harmful in melee but WILL attempt to grab and devour/assimilate you which is FAR more lethal https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3 Boss: The Thing (with creative liberties otherwise this thing would instakill you if it was true to source material) difficulty: medium apparently idk mining jesus beat it with 400ms or so HP: 1800 It is a much higher ranking changeling than those infiltrating SS13 It has 3 phases, 600hp each. Depleting its phase health will turn it invincible and it will heal back half in 10 seconds. In order to prevent this, the two Molecular Accelerators must be overloaded by interacting with them to blast the changeling with deadly scifi magic or whatever they do, forcing it to shed its form further and go to the next phase. Not necessary for phase 3 because it literally just dies then it focuses mostly on meleeing you and making certain tiles impassable for you with 1hp tendrils, all attacks are telegraphed so theres no dumb instakills here it alternates between aoe abilities and abilities melee behavior: - if too far, charge at target (charges twice on phase 3) - too close, shriek (unavailable in phase 1) (technically AOE but its more like a melee ability you know??) - otherwise just try to melee Shriek: if the player is too close emit a confusing shriek that makes them confused and drop items aoe behavior (phase 2, 3 only): 1: Puts 4 tendrils in a line cardinally 2: Puts tendrils around itself 3. Puts a patch of tendrils around and under the target, 3x3 in phase 3 4. Phase 3 only - spits patches of acid into the air that hurt when stepped on _(crusher is hard ok)_ https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c unique megafauna loot for this boss is like 1 AI-Uplink brain its like a BORIS module but for humans i think you can figure out what that means while in a human shell they cannot roll non-malf midrounds and cannot be converted, and cannot be mindswapped the human MUST have all robotic organs (minus tongue because its not in the exosuit fab and that kinda sucks to get) will undeploy if polymorphed https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52 </details> ## Why It's Good For The Game icebox is severely lacking in actual good ruins (fuck that one fountain ruin) i feel that the loot given by megafauna has been and still apparently is exclusively to make the victor more powerful, which kinda sucks because thats just powergaming???? the loot of this boss is more crewsided, specifically aiding the AI in a VERY limited quantity (1), so its not anything good for powergamers, good for crew if the AI is not rogue ## Changelog 🆑 add: outpost 31, the icebox ruin. Also its associated mobs, and megafauna, and loot. Im not spoiling anything, find it yourself. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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2aeeed086f |
Basic Dark Wizards (#89147)
## About The Pull Request Simple animal Dark Wizard => Basic mob Dark Wizard. This mob is I think used in literally one ruin, and very occasionally spawned in deathmatch. They don't really do anything except shoot you with slowing projectiles and hit you with sticks. I gave them a version of blink with a longer cooldown that they use when attacked in melee range purely to make them very marginally more wizard-like, and they will also now try to back away from you while shooting you instead of running towards you. They will also retaliate against anyone who attacks them including as a response to friendly fire from other Dark Wizards, because I think it is funny if they have very little loyalty to each other and that's a fun thing to trigger when you are playing Doom. Finally, we have a component called "revenge ability" which is mostly a standin for AI responses to getting attacked. I made all existing uses of it turn off if you're controlled by a sapient player who can hit those buttons themselves, because they can choose when they want to use those abilities themselves. ## Why It's Good For The Game The march of progress is almost complete ## Changelog 🆑 refactor: refactored some code balance: Dark Wizards now teleport when attacked, but are more likely to turn on their allies /🆑 |
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c5396ab66c |
Basic Mob Zombies (#89153)
## About The Pull Request Simple to Basic ruin zombies. Zombies are about as simple as you can get so I am surprised they weren't converted already. I didn't make any particular changes, except canonising a commonly-used map varedit into a subtype and made them groan occasionally. It's a little weird that the default zombie wears a doctor's outfit but no point changing it until/unless it actually causes a problem. ## Why It's Good For The Game 2025 year of no more simple animals. ## Changelog 🆑 refactor: NPC zombies found in ruins now use the basic mob framework. Please make an issue report if they exhibit any unusual behaviour. /🆑 |
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4b512f1239 |
makes mimics into basicmobs (#88910)
## About The Pull Request mimics are basicmobs now the only change not carried over worth mentioning is that all mimics are a consistent speed because i cant imagine a gun or object with aimbot going at you mach 2 would be very fun mimic crates had some stuff changed compared to their simple animal variant they open and close their lid when attacking (unless locked) to be like menacing or something like animals flash colors to ward off people attempting to open a nonsentient hostile crate mimic will make it lock itself (if it contains anything) and attack you mimics are a really stupid naming for these because like mimic crates pretend to be crates anything else inheriting from mimics are just used to make objects alive https://github.com/user-attachments/assets/34a733a4-45a3-409e-8a6a-b2a8c7540898 ranged mimics now use viscontents (they also keep trying to pointblank people for some reason i think thats ok though unless its a wand of fireball) ranged mimic (any ranged weapon animated by a bolt of animation) https://github.com/user-attachments/assets/c3f1d2f5-cfb8-46a9-a58c-255c53a034db ## Why It's Good For The Game fixes #85668 ## Changelog 🆑 refactor: mimics (bolt of animation, malf ai Machine Override, etc) are basicmobs fix: crate mimics may now be opened /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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4664b630c5 |
Living Flesh limbs won't try to grab underfloor objects (#87736)
## About The Pull Request There were checks in living limbs that were checking the wrong thing, at least one of which was introduced by a feature change in a PR I merged but didn't notice. Notably: - We were checking if the person with the limb was invisible, not the thing they were trying to touch. - We were checking if the person with the limb was anchored, not the thing they were trying to grab. Now your arm will no longer reach out and grab wires that are under the floor. Additionally to this: - I made all of the output say "Your left arm" or "Your left leg" instead of "Your flesh left leg" because it sounded stupid. - I removed an unused argument from `can_be_pulled` because it was confusing me when I looked at the proc. - I reworded some of the user feedback messages because "the thing pretending to be your left arm feels funny" just isn't very evocative. The diff is long because I reversed the order of arm/leg operations because the leg block is much smaller :clueless: ## Why It's Good For The Game Fixes bug. I like it more. ## Changelog 🆑 fix: Living Limbs no longer try to grab things that are under the floor. spellcheck: Living Limb feedback messages now don't redundantly specify that they are flesh arms. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e9d8130aa3 |
[No GBP] Minor fixes to Haunted Trading Post, Garbage Truck & Lizard Gas (Lavaland) ruins, and MI13 Food Truck (#87026)
Haunted Trading Post - - Shock traps no longer trigger when Syndicate mobs move nearby. This stops patrolling bots wasting the traps' charges. - Employee lounge has had its items rearranged, to prevent the 1-in-8 chance of the shock trap in the room emitting sparks in just the right direction to ignite the fuel tanks. - Dedbots now become sparks and robotic debris when destroyed. - Space outside the map has been replaced with turf passthrough. By default this doesn't change anything, but this stops the map template bringing space tiles with it if it's force loaded on planetary maps. Garbage Trucks - -Space outside the map has been replaced with turf passthrough. Lizard Gas (Lavaland) - - Asphalt turfs in the unroofed parts of the ruins now use planetary atmos. Atmospheric mishaps (ie plasmafloods and fires from broken or sabotaged equipment) will spread in a more intuitive pattern (ie they will bunch up and bubble under the roof, instead of sticking to the road) MI13 Food Truck - - Removed a decal in a wall. - Minor tweak to thruster sprites. ## Why It's Good For The Game These are maintenance fixes on maps I've made. ## Changelog 🆑 balance: [Haunted Trading Post] Explosive trap in Employee's Lounge is now less sensitive. balance: [Haunted Trading Post] Shock traps will no longer be triggered by Syndicate mobs. fix: Dedbots now properly spawn post-death visual effects. fix: [Lizard's Gas (Lavaland)] Atmos outside the gas station has been tweaked, for realism. fix: [MI13 Food Truck] Minor visual fixes. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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a99a1e6383 |
slightly redoes how animals hunt for food (#87166)
## About The Pull Request before, if u wanted to make ur animal hunt for food, u had to give them the find food subtree, the attacking subtree, and had to edit their targeting stratedgy to include items. this makes it so u only have to give them just 1 subtree which will handle everything it needs to. also makes it alot more customizable, u can now set a hunger cooldown for ur animals, and cute emotes for them to play after eating food ## Why It's Good For The Game makes it more convenient for future devs to include food hunting behaviors to their animals, while also making it more customizable ## Changelog 🆑 code: animals' food hunting behavior has been refactored, please report any bugs /🆑 |
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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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19aa36b791 |
Post-godmode refactor cleanup (#86718)
## About The Pull Request Adds some flags that went missing after #86596 Closes #86709 ## Changelog 🆑 fix: Snow bears are no longer impervious to all sources of damage fix: Cameras, living floors and ghost of poly no longer can be pushed around /🆑 |
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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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ef14af1ff6 |
converts certain donk outpost objects to use SSqueuelinks instead of globals (#85637)
## About The Pull Request converts certain donk outpost objects to use SSqueuelinks instead of globals ## Why It's Good For The Game i dont think every cool ruin should have its own global vars + this allows multiple of the ruin to be spawned without breaking if someone wants to do that for some reason its better to just do it like this ## Changelog 🆑 code: that one cool haunted donk outpost ruins tripwires and such use a subsystem instead of globals. no real gameplay effect /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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8dcf08bedf |
Fixes the rest of the sleeps in Life() (#86601)
## About The Pull Request Life should not be intentionally sleeping that is dumb Most of these are trivial, hierophant needed a bit of jigging but it was fine Also adds SHOULD_NOT_SLEEP(TRUE) to life after talkin with the other maints ## Why It's Good For The Game No excuses for feature coders |
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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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b748c455df |
Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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28b87483e2 |
Living flesh now has a 30/70% chance to touch the targeted thing instead of pulling it (#84752)
## About The Pull Request Sister PR to #84749 Living flesh arms now have a 30% (70% if you have combat mode on) chance to touch the thing they're targeting instead of pulling it. You can end up punching a random person, or, to much more hilarious results, a heretic influence or the supermatter crystal. Additionally, adds a ``silent`` argument for ``swap_hand`` proc, false by default and will prevent failure message from appearing when trying to swap hands while dual wielding an item if true ## Why It's Good For The Game  It allows for absolutely hilarious situations which is perfect for the anecdote generator that SS13 is ## Changelog 🆑 add: Living flesh arms have a chance to actually touch the thing they're targeting instead of pulling it. Careful with supermatter! /🆑 |
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02bc2ec1f0 |
Fixes living limbs touching invisible/abstract atoms and improves their grammar (#84749)
## About The Pull Request Closes #84709 I also rewrote a couple of descriptions and gave user a different warning formatted with ``span_userdanger`` as to be more visible (because having your limb torn off is a pretty big deal) ## Why It's Good For The Game Bugfix + better structured sentences ## Changelog 🆑 fix: Living limbs can no longer make you touch ghosts or abstract concepts of start, landmark, influence or job spellcheck: Fixed improper word usage and improved grammar for living limbs /🆑 |
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e90a9b4b68 |
Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑 |
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153d09e4c4 |
Fix Primal Instincts (#82741)
## About The Pull Request #82539 randomly made these two lines switch their AI controllers to idle rather than on, when the intent was for them to wake up immediately to do make the mob attack or fight or do something ## Changelog 🆑 Melbert fix: Primal Instincts and Living Flesh should be a tad more reactive /🆑 |
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4019835b3e |
Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)
## About The Pull Request Reworks Living Limb code to fix a bunch of runtimes and issues I saw while testing Bioscrambler. Specifically, the contained mobs are now initialised via element following attachment so that signal registration can occur at the correct time. This allows limbs to function correctly when added from nullspace via admin panel or bioscrambler. Secondarily (and more wide-ranging) at some point (probably #79563) we inadvertently made basic mobs only attack the target's chest instead of spreading damage. This is problematic for Living Flesh which can only attach itself to damaged limbs but was left unable to attack damaged limbs. I've fixed this in a way which is maybe stupid: adding an element which randomises attack zone pre-attack. Living limbs also limit this to _only_ limbs (although it will fall back to chest if you have no limbs at all). This is _technically_ still different, the previous behaviour used `adjustBruteLoss` and `adjustFireLoss` and would spread the damage across your entire body, but there isn't a route to that via the new interface and this seems close enough. ## Changelog 🆑 fix: Living Limbs created by Bioscrambler will be alive. fix: Living Limbs can once more attach themselves to your body. balance: Living Limbs will prioritise attacking your limbs. fix: Basic Mobs will once again spread their damage across body zones instead of only attacking your chest. /🆑 |
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e0d335b442 | Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. (#82539) | ||
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a15a1b88ed |
Basic mobs now use z-level turnoff instead of simple (#82469)
## About The Pull Request On one compile of MetaStation, I saw that there's 45 basic mobs on the station, 256 on lavaland (the number growing from tendrils), and 59 in all other z levels combined. While we do expect Lavaland to be visited every round, at least it won't be running during the times when no one is there, but even more importantly, space exploration is something not done every round, so we don't have any reason to waste our resources on AIs that will never be interacted with. Simple animals had an easy solution to this: If no one is on the Z level, their AI turns off If someone is on the Z level, they are idle unless needed. The last simple animals that exists right now are bots, megafauna, geese, gondolas, and some minor ones like mimic, zombie, dark wizard, soulscythe, etc. Point is, we're very much nearly done going through all simple animals, so this code is being wasted just to ensure things like cleanbots won't work if no one is on the z level, something I doubt happens often, so I took their code and made it work for basic mobs instead. I could've done both but I thought it would look very bad, and maybe this is a good incentivize to get more basic mob conversions. There's one major change here and it's that we're missing the "Idle" mode, some basic mobs like the Lavaland village seems to be made with intent that they'll be running even if players aren't around, so this sets up a future PR that makes idle AI easier to add, and I want to make sure those cases are taken into account. ## Why It's Good For The Game We don't need to always be processing these basic mobs, and sets us in the future to hopefully also implement idle AIs. ## Changelog 🆑 balance: Basic mob AIs with no mobs on the Z level now stop. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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25ad1e4d3f |
fixes extra prob() in living flesh Life proc (#81784)
## About The Pull Request SRT_PROB is prob() already, removed extra in `/mob/living/basic/living_limb_flesh/Life` ## Why It's Good For The Game in this commit https://github.com/tgstation/tgstation/pull/79149/commits/913802c076daefa533f3a2a3f2011ebb54d71659 in this pr https://github.com/tgstation/tgstation/pull/79149 the author did it by accident, I think. Because It is very low chance ## Changelog 🆑 fix: fixed the chances of living flesh actions /🆑 |
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6937931731 |
dismember calls drop_limb with dismembered = TRUE (#81010)
## About The Pull Request Pass `dismembered = TRUE` when calling `drop_limb` from `dismember`. At a glance I don't think anything actually checked `dismembered`, making this do (practically) nothing, however I was writing some code that actually relied on checking this only to find it was always passed as `null`. I also audited some signal usages of dismember / drop limb to make sure they're correct. ## Changelog I don't think this will affect anything at current. |