18 Commits

Author SHA1 Message Date
SmArtKar 1c6c506936 Raptor Rework - Ranching and Companionship (#93564) 2025-11-01 22:13:29 +11:00
MrMelbert 3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
Jacquerel d19b8de989 Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request

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

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

## Why It's Good For The Game

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

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

## Changelog

🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
2025-05-11 05:05:53 +10:00
Ben10Omintrix 20b9208300 fixes raptors breaking their troughs, removes troublesome raptors and you can now rename ur raptors (#88153)
## About The Pull Request
after my PR removing most self-registering attack signals, raptors would
sometimes break their troughs after interacting with it, this fixes
that. Also, removes the troublesome trait from raptors. raptors with
this trait would go out and harm other raptors everyonce in a while, but
ive discovered that this can be annoying to deal with when you have many
of them, so ive removed it and im going to replace it with something
less annoying in the future. Also you can now give your raptors pet
collars, effectively allowing u to rename them

## Why It's Good For The Game
fixes raptors breaking their trough and provides some QOL to raptor
ranching

## Changelog
🆑
fix: raptors no longer break their trough upon interacting with it
balance: removed the troublesome trait from raptors, they now wont go
out to attack their colleagues.
add: you can now give pet collars to ur raptors to rename them
/🆑
2024-11-25 15:24:05 +01:00
Ben10Omintrix 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
/🆑
2024-10-15 13:18:37 +13:00
Ben10Omintrix 34a15c690c Bring your pet to work day! (#86879)
## About The Pull Request
Adds a new neutral station trait where people are able to bring their
personal pets to show off to the rest of the crew (or to donate to the
chef). Before joining, players will be able to customize their pets



https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a

u can set their name, gender, pet carrier color, and teach them give
them a unique dance sequence trick. if players dont wish to opt in, they
also have the choice not to

## Why It's Good For The Game
adds a new station trait which people can RP around, whether its by
competitively comparing pets, or resolving conflicts around pets being
killed/kidnapped. Ive also GAGsified pet carriers, so people can now
have the option to recolor those too

## Changelog
🆑
add: adds a new station trait, "bring your pet to work" day
/🆑
2024-10-08 09:57:19 +13:00
Ghom 2535df375d Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request
Carps, frogs and young lobstrosities now fear legendary anglers wearing
the legendary fishing hat and will flee. The item is skill-locked, so
only those that have maxxed out the skill can wear it.

Differently, adult lobstrosities and megacarps (and suicide frogs, which
are used nowhere) do not flee but will still prioritize them over the
rest.

## Why It's Good For The Game
I'm putting some emphasis on the "fish fear me" _(lobstrosities and
frogs aren't exactly fish but it'd been quite boring to only include
carps)_ and also making the hat a bit more than just some cosmetic
novelty.

## Changelog

🆑
add: Carps, frogs and young lobstrosities now fear people wearing
fishing hats! Adults and megacarp favour the 'fight' part of the fear
reflex however.
fix: The hat stabilizer module now inherits the clothing traits of the
attached hat.
/🆑
2024-07-31 14:38:37 +01:00
Ben10Omintrix 761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00
Jacquerel 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.
/🆑
2024-04-13 15:30:14 -06:00
san7890 00525f97f4 Basic Mobs Can Now Get Wet (and can therefore clear the slimed status effect) (#81927)
## About The Pull Request

A year ago in #73601 (b7da743e7d), we made
it such that we wouldn't apply the `/datum/status_effect/fire_handler`
to any basic mob that wasn't a "flammable" mob. However, guess what? The
way we handle "wet stacks" is handled by a subtype,
`/datum/status_effect/fire_handler/wet_stacks`. This means that any mob
that wasn't flammable wouldn't also get wet, meaning that they would
literally _never_ get the `slimed` status effect off them (since that is
reliant on wet stacks).

In order to rectify this, let's actually account for the case in the
code to ensure that mobs that should get wet do get wet (I made it an
opt-out flag because I can't think of a single mob that can't get wet
and didn't want to balloon the diff trying to think of every mob that
should be able to get wet, etc.), and now it's all fixed hunky-dory.
## Why It's Good For The Game

Fixes #81888

Basic mobs should be able to get wet. It's an oversight with how the
wet_stack handler is tacked onto the backend of the fire_handler
latticework- ideally these two would be two separate systems (or it
would at least not be named `fire_handler` so people don't make this
confusion in the future without realizing that it handles more than
just... `fire`) but I don't have time to do a full cleansing and
refactor of this code.
## Changelog
🆑
fix: All basic mobs are able to get wet. This means, among other things,
that you can clear the "slimed" status effect off your holoparasite or
dog or whatever.
/🆑
2024-03-12 18:49:03 +00:00
Ben10Omintrix 2c21a73ed0 [no gbp] gutlunch pop control (#79772) 2023-11-17 11:04:26 -07:00
Ben10Omintrix 0f5d14e68b Mook village and basic mook refactor (#78789)
## About The Pull Request
refactors mooks into basic mooks and re-adds them to the game

## Why It's Good For The Game
this refactors mooks into basic mobs and re adds them to the game. mooks
are now a part of lavaland. they come as a part of a random ruin which
consist of a entire village of friendly mooks. Mooks will aid players
but they will still attack ashwalkers because of some troubled history
between them.

![mookvillage](https://github.com/tgstation/tgstation/assets/138636438/ad1c5d63-c168-475a-a85d-b727dff43e7b)

mooks are a very diseased specie. nanotrasen discovered a small tribe of
mooks and cut a deal with their tribal chief to aid ss13 miners in
exchange for medical supplies.

tribal chief in his decked out home

![tribalchief](https://github.com/tgstation/tgstation/assets/138636438/cc0e0a11-9bf0-4322-b3ae-c7be43092ee8)

male mooks go out and mine and haul ore off back to their village. they
will deposit ores into a stand which is managed by another mook. they
will all return to their village to rest once a lavastorm comes.

![mookstand](https://github.com/tgstation/tgstation/assets/138636438/c7adbf4e-6322-4347-acfc-4e8d45aff798)

players can use this stand to withdraw any ore they like

![mookui](https://github.com/tgstation/tgstation/assets/138636438/a1318be8-50f7-49b2-827c-97bafdb2488a)

female mooks will stay behind in the village to guard it from
ashwalkers. they will also heal male mooks when they come back from a
long day of work. the tribal chief is a bum and chooses not to go out
and mine. he will stay behind in the village and issue commands to his
people rather than work

the village also has its own bard! he follows player visitors and plays
nice music for them while they are in the village (although he is not
very talented).

![mookbard](https://github.com/tgstation/tgstation/assets/138636438/5123e492-6657-4755-9dc7-ab94d4beb554)

he is still a warrior at heart tho so he will be smashing his guitar
over ashwalker skull

![mookshmash](https://github.com/tgstation/tgstation/assets/138636438/bf211bf0-e963-4dbb-b004-e653e06e3974)




## Changelog
🆑
refactor: mooks are now basic mobs. please report any bugs
feature: added mook village to lavaland ruins!
/🆑
2023-10-10 22:41:32 -06:00
Jacquerel 72174845f5 Basic Watchers & Basilisks (#77630)
## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
2023-08-16 13:04:41 -06:00
Jacquerel 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:

![image](https://github.com/tgstation/tgstation/assets/7483112/90580403-d82f-4c29-b3e1-6c462e01edda)

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.
/🆑
2023-07-12 18:52:02 -06:00
Jacquerel b7da743e7d [no GBP] Corrects the speed at which spiders stop being on fire (#73601)
## About The Pull Request

As noted in #73584 spiders stopped being on fire faster when they were
simple mobs than they do now, and I have restored this behaviour.
While I was there I noticed that spiders were the only simple mobs which
could catch fire so I just remove that behaviour.
I also changed the boolean "flammable" into a flag, not sure if that's
actually better but maybe it is? I tried a little to see if I could make
this into a component but there's basically no way as all of this
behaviour is inside a status effect.

## Why It's Good For The Game

Restores original behaviour.
Maybe in the future I'll (or someone else will) use this to make some
other basic mobs able to be set on fire, no obvious reason they
shouldn't be able to be.

## Changelog

🆑
fix: Spiders will stop being on fire marginally faster, as they used to.
/🆑
2023-02-26 15:41:43 -07:00
Jacquerel d650a1a7cb Basic mobs don't become dense upon death (#72554)
## About The Pull Request

In #72260 what was previously a var became a flag, which was a sensible
change, however this inverted the default behaviour.
In virtually all cases we want dead mobs to _stop_ being dense, this
added a requirement for the flag to be present for that to happen and
then didn't add the flag to any mobs.

Rather than add this to every mob I inverted the function of the flag.
My reasoning here is that _simple_ mobs seemingly never required this
behaviour, basic mobs are probably going to need it rarely if ever, and
including it in `basic_mob_flags` by default seems messy and easy to
leave off when setting other flags (plus #72524 implies to me we want to
avoid adding more default values).

Setting this manually on each mob seems kind of silly as a requirement
going forward and I can't think of a way we'd unit test for people
forgetting.

For the same reason I did the same thing with the
`STOP_ACTING_WHILE_DEAD` flag I added to the AI controller in a recent
PR, the flag should denote unusual behaviour not the default.

## Why It's Good For The Game

It looks really odd when you're constantly shuffling places with dead
mobs, they're not supposed to do that.
It's tedious to add `STOP_ACTING_WHILE_DEAD` to every AI controller when
that should be an obvious default assumption.

## Changelog

🆑
fix: Dead basic mobs are no longer "dense" objects and can be stepped
on.
/🆑
2023-01-12 19:58:12 -08:00
Fikou 3daf3b0643 fixes silly stuff about basic mobs (#72260)
## About The Pull Request
makes basic mob attacks call their default attacks when done by a
player, rather than calling simple mob attacks
makes basic mob attacks call simple animal attacks by default, until we
remove simplemobs
moves some stuff off to procs and flags, fixes some stuff

## Why It's Good For The Game
im moving holoparasites to basic mobs and i literally cant give them
secondary click attacks

## Changelog
🆑
fix: fixes moonicorns not applying pax
/🆑
2022-12-27 14:29:14 -08:00
AMonkeyThatCodes 46cb925af0 Basic Mobs: the cooler simple mobs that run on datum AI. (With reworked cockroach AI as proof of concept) (#60694)
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.

This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.

One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).

As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.

This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.
2021-08-30 16:22:24 +01:00