210 Commits

Author SHA1 Message Date
Roxy 0d4938228f Fix CI Failures [IDB IGNORE] [MDB IGNORE] (#5126)
## About The Pull Request

- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes

## Why It's Good For The Game

Don't like red X

## Proof Of Testing

If this PR is green check then you Know
2026-01-15 00:59:34 -05:00
SmArtKar 606842cee3 Fixes purple raptors' wings action background (#94426)
## About The Pull Request

The action used the black square sprite as the background was not set.

## Changelog
🆑
fix: Fixed purple raptors' wings action background
/🆑
2025-12-12 18:45:46 -07:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
Cirrial 31d4eb04f1 Fix Stoat Steal Behaviour (and some other AI stuff hopefully) (#94153)
## About The Pull Request

Two main things. 

Multiple instances of use of a proc in AI controllers seemingly assuming
the default behaviour will work for them, but what ends up happening is
`search_tactic` gets redefined and redefined with no defaut search range
parameter, so nothing ends up passed to the `search_tactic` child procs,
so they all call `oview` with `null` and this... somehow doesn't
runtime? Has behaviour that works some of the time??? I hate this
fucking language. Anyway.

Stoat steal items behaviour was completely broken and apparently was not
tested once since it was merged in. I've made the corrections I can, but
I haven't figured out why stoat AI never enters idle, so we have a
behaviour that leads to the stoat running up to an item, grabbing it,
and then just staying there, unmoving. I've sunk too many hours into
this, I'm just going to call it fixed and let someone else figure out
what exciting additions there need to be to a behaviour that was never
functional in the first place.

## Why It's Good For The Game

i don't know man i just want the pain to stop 

okay, generally speaking, when people write AI behaviours, they want
those AI behaviours to do something and not just silently fail for six
months or longer

## Changelog
🆑
fix: Stoats have a chance to try and grab items like they always should
have.
/🆑
2025-11-28 13:35:53 +02:00
Joshua Kidder 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!
/🆑
2025-11-27 15:50:23 -05:00
FalloutFalcon cee8aae62d More /living/ abstract_types (#94092) 2025-11-27 06:24:16 -07:00
SmArtKar 05715bd021 Fixes purple raptors being unusable by winged species (#93983)
## About The Pull Request

Closes #93888
Copypaste strikes again, this doesn't make much sense to have here.

## Changelog
🆑
fix: Fixed purple raptors being unusable by winged species
/🆑
2025-11-18 17:27:32 -07:00
SmArtKar 5eee587942 [NO GBP] Fixes raptors spawning regular eggs instead of raptor ones (#93949)
## About The Pull Request

Forgot a debug line in, oops

## Changelog
🆑
fix: Fixed raptors spawning regular eggs instead of raptor ones
/🆑
2025-11-15 17:58:41 +01:00
SmArtKar f43576f526 [NO GBP] Fixes raptor eggs runtiming when spawned by non-raptors (#93745)
## About The Pull Request

No idea how this passed C&D in the original PR's CI, but eggs that don't
get stats assigned immediately would start throwing runtimes from trying
to access their growth modifier.

## Changelog
🆑
fix: Fixed raptor eggs runtiming when spawned by non-raptors
/🆑
2025-11-04 01:01:58 +01:00
SmArtKar 1c6c506936 Raptor Rework - Ranching and Companionship (#93564) 2025-11-01 22:13:29 +11:00
Ghom 999bde8f84 Most screen alerts now fit the player's hud style. (#93493)
## About The Pull Request
Most screen alerts that use the midnight hud style no longer have the
button baked in their icon. Other screen alerts with their own
background or shape (robot and mech alerts, atmos, heretic buffs or
debuffs etc.) are not affected. Also updated a couple sprites but didn't
spend too much time on them. Mostly reusing existing assets.

Montage of how the alerts look on threee different hud styles
(Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT
ALREADY):
<img width="293" height="323" alt="image"
src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20"
/>
It looks only a smidge iffy on the syndicate since the top and bottom
borders aren't layered over all the overlays, but it isn't something to
worry about in this PR.

## Why It's Good For The Game
Screen alerts always had the midnight hud button baked in their icon
states (now overlays), which completely disregard the player's hud
setting, much unlike action alerts buttons. Melbert has also said that
it'd be nice if the code for action buttons could also be used in screen
alerts and viceversa, to slim things down. That's obviously not what I'm
doing today, but having most of the screen alerts already without the
baked background will surely help if we ever pursue that objective.

## Changelog

🆑
refactor: Refactored screen alerts a little. Most should now fit the
player's hud style. Report any issue.
imageadd: A few screen alerts have been polished/updated a little.
/🆑
2025-10-31 15:30:39 -06:00
Roxy cea1234d12 Add qdel for mook bard guitar (#93692)
## About The Pull Request

QDEL_NULL for the mook bard's `held_guitar`

## Why It's Good For The Game

Some kind of hard delete waiting to happen

## Changelog

N/A
2025-10-31 22:18:27 +01:00
FalloutFalcon 060d4a65ba valid_subtypes proc (#93541)
## About The Pull Request
discussed in #93439, a generic proc for getting a list of all types
minus abstract types.
applies this to most instances of a for loop that currently filters out
abstract types

it SHOULD be a nothing burger for performance, however I have not bench
marked the difference. (also testing, there is a total of 7 calls in
init to it)
2025-10-28 12:49:18 -05:00
Ghom ca2cc70322 Organ damage refactor/cleanup (#93436)
## About The Pull Request
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).

There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.

Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.

~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...

## Why It's Good For The Game
Refactoring / cleaning up old organ code.

## Changelog

🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
2025-10-21 16:52:28 -05:00
SmArtKar 157d88d39d Visual and balance changes to brimdust sacks and rush glands (#93323) 2025-10-10 13:43:22 +11:00
die 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!
/🆑
2025-10-07 20:28:59 +02:00
SmArtKar 975d3d47ae Fixes certain broken icons in the outfit editor, stripping menu and multiple others (#93319)
## About The Pull Request

``icon2base64`` does not like animated icons and will display an atlas
in TGUI when one is passed into it

<img width="239" height="220" alt="JKneqDL9NH"
src="https://github.com/user-attachments/assets/47e0ffdf-c155-4c84-94ce-c23203281012"
/>

Additionally added some padding between the icon and the slot name in
the outfit editor because it annoyed me

## Changelog
🆑
fix: Fixed certain broken icons in the outfit editor, stripping menu and
multiple others
/🆑
2025-10-07 18:42:17 +02:00
SmArtKar 5f3c85eee0 Unifies mob, megafauna and boss crusher loot and achievements (#93068) 2025-09-30 17:24:34 +10:00
SmArtKar 5227e3e333 Reworks the mining MODsuit (#92948)
## About The Pull Request

Slightly reworks the mining MODsuit to be more distinct from other
mining gear and have its own designated role as an exploration and
mining tool.
- Base armor (when covered in ash) has been reduced to 50 from 60, being
equal to that of an explorer suit with two goliath plates attached.
However, entering the sphere mode will grant additional 20 armor,
bumping it up to 70 (equal to that of a H.E.C.K. suit)
- Integrated drill no longer mines instantly by default, instead having
a delay of 0.25 seconds. However, when entering the sphere mode, the
drill will overcharge and get back its instamine, as well as get halved
power consumption. Currently, those two are mutually exclusive, and the
drill cannot be used in the sphere mode.
- Mining bomb cooldown has been reduced to 1s from 1.25s. They also now
detonate much faster, and the detonation time matches their animation.
The digging radius has been reduced back to 3x3 from 5x5, and their
damage has been reduced to 28 from 48 to compensate increase in firing
speed and reduced detonation delay making them much easier to use
(functional DPS has been reduced from 36 to 28)
- Rewrote ore bag a bit to try and make sure it doesn't break when
depositing ores into the ORM. I only have faint suspicions of this being
possibly being caused by ore getting deleted and leaving a null in the
list, so removing it should hopefully? stop the bag from breaking.
- The 0.25 slowdown is back, but it should be less of a problem
considering that the sphere mode now is a much more viable traversal
tool and not an utter joke aside from lava traversal.
- The MODsuit now comes pre-equipped with a magnetic harness, which is
now capable of stowing kinetic crushers in addition to guns. This should
make using the sphere mode less of a pain in the ass, as you won't drop
your weapon whenever you enter the sphere mode before you remember to
put it in your suit storage slot. The delay on harnesses has also been
reduced to 0.5 seconds, which should make them more comfortable to use,
while still allowing someone to grab your gun if you're not careful.
- The sphere mode can no longer traverse lava roundstart, instead
requiring to be upgraded with two pieces of bileworm skin to get
lava-resistant plating. This is meant to work together with #92877,
being a part of ongoing effort to bring mining back in terms of speed
and action level, reducing mining and exploration speeds in favor of
higher ore spawns and more focus on gear and equipment progression.

<img width="92" height="98" alt="image"
src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491"
/>

Additionally, both the mining drill and green raptor bumpmining has been
nerfed (technically fixed, practically nerfed) by removing the diagonal
movement... thing which allowed you to mine thrice as quickly and ignore
the one-tick movement delay due to how diagonal movement works.


https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af

Its still fast and comfortable to use, just not absurdly fast.

## Why It's Good For The Game

The mining MODsuit is in a very weird place both balance and progression
wise. Its very easy to get if you ignore vents, it has good armor stats,
it allows you to partly ignore being set on fire (or fully if you get
the regulator module, but that requires more effort). I don't think that
the buff was very needed, it was very strong as-is when used properly
(with a yellow or green raptor mount) which not a lot of people seem to
have realized.
However, its still in a pretty pitiful state as its core feature (sphere
mode) is nigh useless as the drill only works outside of it, and mines
themselves are extremely clunky and uncomfortable to use. This leaves it
only being useful for its cheap armor (without needing to kill
goliaths), free GPS and ore bag that don't occupy your pockets, and
ability to ignore environmental hazards.

The solution I've decided to go with is reworking the MODsuit to be
focused on mining and exploration rather than combat, being a good
equipment piece for newer players and miners less interested in hunting
megafauna. This carves the MODsuit its own niche rather than being
weirdly slotted between base suits and contending with drake armor in
terms of stats/effects.
Roundstart lava crossing capabilities removal alongside bumpmining nerf
is somewhat unrelated to the rest of the changes, it is a part of the
exploration rework alongside #92877, which is intended to force miners
to engage in combat more. Without the nerf, the suit is as fast as a
yellow raptor, which lets it go through lavaland at absurd speeds when
moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump
delay allows you to outspeed someone moving cardinally)

More details about the project can be found in this [design
doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of
the sphere will likely get slightly nerfed in the future with the main
batch of ore spread buffs and mining speed nerfs, but I've left it as
powerful as a green raptor to not make the suit useless when compared to
other options in the meantime.

## Changelog
🆑
add: Mining MODsuit has gained a magnetic harness for all of your
crusher stowing needs.
balance: Magnetic harnesses now take only 0.5 seconds to pick up your
gun, and can pick up crushers.
balance: Mining MODsuit has regained it small slowdown, and lost 10
melee armor.
balance: Mining drill MODule is no longer instant (outside of the sphere
mode of a mining MOD)
balance: The mining sphere MODule now can break rocks when rolling into
them, gives 20 melee and bomb armor when active, and has a shorter bomb
cooldown, but bombs themselves have reduced damage and mining AOE.
balance: Mining sphere MODule now requires an upgrade in form of two
pieces of bileworm skin to be able to traverse lava, as opposed to being
able to do so innately.
fix: Fixed MODsuit ore bag sometimes breaking permanently when
depositing ores into the ORM.
/🆑
2025-09-29 01:34:41 -04:00
SmArtKar 7601d66a96 Refactors immerse element to use alpha filters instead of static overlays (#93038)
## About The Pull Request
Immerse element now uses an alpha filter rather than a vis_contents
object, which allows them to be much more smooth and seamless. There's
no longer a visible contour on fully opaque liquids, nor a janky effect
when you move in a liquid. This also fixes the broken fluid animation,
so now it actually has a bit of a wave to it.

<img width="179" height="183" alt="dreamseeker_PDjP1zyMRl"
src="https://github.com/user-attachments/assets/7c1bbefe-0e97-456e-a303-c34e6a1a238a"
/>
<img width="177" height="180" alt="dreamseeker_hGjKOyBL8f"
src="https://github.com/user-attachments/assets/6c3bc33f-a22c-452a-beb0-9dd44b080a7c"
/>

<img width="152" height="162" alt="dreamseeker_Et3eRd3NF6"
src="https://github.com/user-attachments/assets/1478aaba-d345-44de-8baa-9d0da0bc9d1c"
/>
<img width="185" height="182" alt="dreamseeker_5Iok1lUni2"
src="https://github.com/user-attachments/assets/4ac5fea4-24a7-46c2-b475-4445a43493b4"
/>

The code is immensely cursed in some places, ideally this should not
have to use vis_contents whatsoever but BYOND seems to be intent on
causing memory leaks whenever you try to set mutable's render_target to
an interpolated string, so I'm using a VIS_HIDE object as a relay for
the filter for the time being.
I've ended up changing some mob pixel_y offsets to pixel_z (as they
should've been from the start) to account for this (the logic is being
that pixel_y is "physical" position on the turf, while pixel_z is how
high above the turf something is)

## Why It's Good For The Game

The effect is less jank and looks cool.

## Changelog
🆑
refactor: Refactors immerse element to use alpha filters instead of
static overlays. It should look much prettier now.
/🆑
2025-09-21 15:01:40 +02:00
SmArtKar a35e236268 Adds glowing bits and pieces to a bunch of lavaland mobs (#92730) 2025-08-27 12:39:18 -04:00
SmArtKar e545a0ae93 Fixes raptor pixel offsets (#92719)
## About The Pull Request

<img width="166" height="118" alt="dreamseeker_37t0MNU5jA"
src="https://github.com/user-attachments/assets/24b1e04e-b14d-429a-b0c1-204146b07a8d"
/>
<img width="136" height="125" alt="dreamseeker_HoBk2zzy9b"
src="https://github.com/user-attachments/assets/2e1139fe-7051-4085-8c76-859495bea134"
/>
<img width="145" height="134" alt="dreamseeker_KNIWzKUX1c"
src="https://github.com/user-attachments/assets/aeeff869-4331-47d8-9199-a021858175fd"
/>

Currently raptor pixel offsets are completely broken and result in you
sometimes being visually on the tile next to you, and are inconsistent
between east and west rotation. This makes it nigh impossible to
determine which tile you're on.

## Changelog
🆑
fix: Fixed raptors and their riders having weird/confusing pixel offsets
/🆑
2025-08-26 18:46:06 -06:00
Ben10Omintrix db9e3cf9dd red raptors are now able to attack while ridden (#92455)
## About The Pull Request
red raptors will now be able to retaliate against mobs adjacent to it
while ridden.

## Why It's Good For The Game
red raptors dont have much use compared to its colleagues. this gives it
a bit of a unique purpose and makes it a viable option to have out on
the field

## Changelog
🆑
balance: red raptors are now able to attack while ridden
/🆑
2025-08-26 10:33:46 +10:00
Bloop dd37687c59 Fixes a couple more mob-related hard dels + fixes a balloon alert race condition from brimdemon fang (#92498)
## About The Pull Request

Tin, some more hard dels that were found. Additionally there was a
balloon alert meant to display phrases like "Kapow!" "Bam!" etc but it
is runtiming before it can do so because the mob gets deleted before the
balloon alert gets displayed. (solution for these sorts of issues is to
display the balloon alert on the `loc` instead.

## Why It's Good For The Game

Less chug, and a bugfix.

## Changelog

Probably nothing worth mentioning
2025-08-15 14:58:11 +02:00
SyncIt21 64376e2899 Refactors reagent transfer operations (#92213)
## About The Pull Request
- Fixes #92198
- Fixes #92298

**1) Replaces reagent `on_transfer()` with its corresponding `expose()`
proc variants**
This PR replaces all known implementations of
`/datum/reagent/on_transfer()` with `/datum/reagent/expose_mob()`. We
use `expose_mob()` & not the other `expose()` variants because all known
implementations were targeting living beings so this was the correct
replacement This has 2 benefits
- `expose_mob()` gets called correctly when an impure reagent is
converted to it's inverse variant like for Cryostylane & Cryogeldia.
This isn't the case for `on_transfer()` so we get correct behaviour
which fixes the above bug
- Removing `on_transfer()` makes the proc `/datum/reagents/trans_to()`
much faster performance wise because we aren't calling `update_total()`
per reagent transfered now but only once at the end after all reagents
are transferred

Also there was little to no functional difference between the 2 procs,
`expose()` works correctly in comparison & this won't confuse devs when
deciding which proc to use. One proc to cover all scenarios

**2) Removes unused expose signals** 
`COMSIG_ATOM_AFTER_EXPOSE_REAGENTS` & `COMSIG_REAGENTS_EXPOSE_ATOM` are
not used anywhere in the codebase i.e. no listeners. They can be
discarded as dead code

**3) Fixes wrong transfer amount passed to
`/datum/reagent/intercept_reagents_transfer()` &
`/datum/reagents/expose()`**
The wrong transfer `amount` was passed when it fact it should use
`transfer_amount` which contains the multiplier & proportional
multiplier applied. Also the reagent volumes exposed was computed
incorrectly resulting in the 2nd issue listed above. Blood transferred
to mobs now go to `blood_volume` directly instead of getting added to
the mobs reagent holder as long as it's less than `BLOOD_VOLUME_MAXIMUM`
level

## Changelog
🆑
fix: reagent intercept operations use correct volumes e.g. ph buffers
fix: impure cryostylane now has inverse cryogeldia effects when applied
on mods
fix: exposing reagents now uses correct volumes i.e. injecting blood
into mobs don't increase it exponentially and stops when max levels are
reached. Exposure affects of all reagents are lessened upon continuous
exposure
refactor: refactors how reagent affects are applied on mobs. Report bugs
on github
/🆑
2025-07-31 20:04:07 +02:00
SmArtKar 5a263b77a3 Changes to crusher trophies and mining AOE, adds a new raptor-sourced trophy (#92241)
## About The Pull Request

- Rebuke effect (from god's eye and lobstrocity claw trophy) now works
on basicmobs, increasing the cooldown on their ranged attacks just like
it does for simplemobs.
- Bileworm spewlet trophy shots no longer hit your allied mobs, as
previously this would cause you to constantly hit your own
raptor/minebots/NODE drones, making it actively detrimental in some
situations. Its shots now deals brute damage instead of burn, as
otherwise its damage was reduced by 70% due to innate projectile
resistance of lavaland mobs, making it deal measely 6 damage every 10
seconds.
- MOD sphere module bombs now properly aggro lavaland mobs, as
previously they only worked on simplemobs (also fixed a direct
assignment to the blackboard in legionnaire spine code).
- They also no longer deal damage to minebots and NODE drones.
- Afterimages from the ice demon and their trophy can now be passed
through, although hostile AI would attempt to avoid doing so. This way
the trophy should no longer be an active detriment to players, and
demons themselves should be less jank to fight.

And if you're a heartless enough bastard, you can kill and butcher your
raptor to get a new raptor feather crusher trophy, which allows your
destabilizer shots to phase through your allied mobs similarly to
passthrough mods for PKA.

<img width="174" height="125" alt="Aseprite_3Olcd7oyVJ"
src="https://github.com/user-attachments/assets/99d7eebb-e36d-428b-aa48-f1261a173ca1"
/>

## Why It's Good For The Game

These changes should make vent defense more bearable, as right now its
very easy to accidentally damage and kill your own drone due to them
being hit by all AOEs in miner arsenal.
- Rebuke - should probably work on basicmobs as only remaining
simplemobs on lavaland are megafauna
- Bileworm spewlet - its a joke of a trophy at 6 damage as it has a 10
second cooldown, and it hitting your allies made vent defense much
harder than it should've been
- Sphere changes - should make bombs not kill your NODE/mining drones,
aggro helps prevent cheese.
- Afterimages - the trophy can end up bodyblocking you, this change
should make it less of a pain in the ass to use the trophy and to fight
the demons themselves.
- Raptor feather - useful for vent defense when you're using minebots or
have dismounted your raptor, right now its a pain for reasons mentioned
above

## Changelog
🆑
add: Added a raptor feather crusher trophy which makes your crusher
shots go through your allied mobs.
balance: Rebuke effect from lobster claw trophy and the eye of god now
applies to basicmob attacks
balance: Bileworm spewlet's damage is no longer reduced by 70% when
hitting lavaland fauna, and it no longer can hit allied mobs
balance: Sphere MODule bombs no longer hit NODE drones and minebots
balance: Ice demon/ice demon cube afterimages can now be walked through
by players
fix: Sphere MODule bombs now aggro basicmobs hit by their explosions
/🆑
2025-07-28 17:24:19 +10:00
Jacquerel e3dee6810e Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) 2025-06-21 03:21:22 +02:00
necromanceranne 57624ca1e2 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-19 17:49:59 +02:00
SmArtKar 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.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
Bloop cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
MrMelbert 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)
/🆑
2025-05-19 13:32:12 +10:00
Jacquerel 96976c0b9a Regal Rat cleanup & minor changes (#91012)
## About The Pull Request

Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.

Other stuff I changed:

Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.

Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.

Riot makes a visual effect when used.

Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.

A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.

I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.

## Why It's Good For The Game

This proc sucked and now it's nicer.

As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.


## Changelog

🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
2025-05-11 04:52:20 +03:00
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
Ghom 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.
/🆑
2025-04-23 20:18:26 +00:00
Jacquerel 5c08ae27ed Adds "deep water" that you can drown in (#90587) 2025-04-21 08:06:06 -07:00
Jacquerel 809eab4258 Replace basic mob attack telegraph with slower reaction times (#90585)
## About The Pull Request

This PR removes the `basic_mob_attack_telegraph` component from all mobs
which were using it and instead implements an attack delay directly into
the basic melee AI behaviour.
This delay simulates "moving your mouse into position", human reaction
times, and the fact that the previous implentation of simple mobs would
only try to melee attack on a predictable timer you could "juke" around.

The way that this delay works is that it starts as soon as the mob
enters melee range and resets if you are ever out of the mob's reach, so
there will be no delay if you are foolish enough (or unfortunately
preventing from doing otherwise) to continue standing next to a mob but
there is enough of a one to duck in and out of melee range with a
goliath while using a crusher without getting hit, although trying to
run past one usually won't work.

This delay defaults to 0.3 seconds which in my testing experience was
roughly enough to dip in and out of range without getting hit but not
enough to run all the way past a mob without getting hit. It can be
overriden via the blackboard, although currently no mob does this.
I _was_ testing this locally with no latency though so I guess we'll
listen out to see if miners start yelling.

## Why It's Good For The Game

The visible attack broadcast is very cool but its visibility made melee
combat with any mob that had it significantly easier to such a degree
that any mob with it on could not really be expected to do melee damage
to any character that wasn't suffering some kind of immobilisation
effect which was never really the intention.

Removing it also removes any additional handicap that was applied to
sapient versions of these mobs, which was never really necessary or
intended in the first place.

I did not remove the component entirely from the game for two reasons:
- Out of the hope that there is some use for it somewhere, because I
think it's cool, but more importantly:
- Because it's still being used by simple mob megafauna as a workaround
for a bug we couldn't figure out.

## Changelog

🆑
balance: Most mobs will now hesitate for a moment before attacking
rather than instantly hitting anything that enters melee range, to
better simulate human behaviour. Please report if this delay seems too
short, or too long.
balance: Most mobs which telegraphed their basic attacks on you now will
not do that
/🆑
2025-04-16 18:03:17 -07:00
Ben10Omintrix 7c81098d33 Cain & Abel (new mining loot) (#89455)
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

![daggerpic](https://github.com/user-attachments/assets/d0e0c5f9-bace-4010-854a-3ea65e764499)

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:

-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)



https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5

-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown


https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5

-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.



https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728

Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa

## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.

## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
2025-03-29 04:28:51 +01:00
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
SmArtKar cf131db497 Cleans up mood and mood-related code (#90162)
## About The Pull Request

One of my upcoming PRs affects a significant chunk of the codebase so
I'm cleaning up messes that I've found along the way.
This PR adds wrappers for adjusting sanity/checking if a mob already has
a certain moodlet, fixes an oversight where attempting to set sanity
over passed maximum would abort the change outright (instead of actually
capping it out), moved jolly and depression processing into quirks
themselves (instead of having dedicated traits for them used solely by
said quirks and nothing else that are constantly checked for by mood
datums), and rewrote how blessings return their results to move omen's
deletion on blessing effect from constantly checking mood for a blessing
moodlet to a comsig.

## Why It's Good For The Game

Less jank handling of certain mechanics, we ***really*** shouldn't be
checking for blessings every time mood of all things is updated.

## Changelog
🆑
fix: Adjusting sanity over the allowed maximum will no longer completely
halt the change, and instead actually cap it at the maximum value.
code: Cleaned up mood and mood-adjacent code.
/🆑
2025-03-24 13:53:03 +01:00
MrMelbert 1406210b6e Improves the "Check mood" printout, reworks the "Check self" printout, minor embed changes (#89854)
## About The Pull Request

1. Reformats "Check Mood" 

Basically just cleaning it up.
- Moodlets are bullet pointed.
- Hunter is displayed here now.
- Quirks are displayed here now.
- It now tells you how drunk you feel.

Sample


![image](https://github.com/user-attachments/assets/1aac1180-1eed-45f7-9615-005eeecef8c8)

2. Reworks "Check self"

Big reworks done here.
- Organs now don't outright say "Your hear is hurty" "Your lugs are
hurty". Now they'll say something like, "Your chest feels tight" -
Unless you're self aware, then it will say "Your heart is hurty".
- Check self no longer reports wounds with 100% accuracy. You get an
approximate of what the wound is like - "Your chest has an open cut".
More severe wounds will still be bolded, though.

Sample 


![image](https://github.com/user-attachments/assets/3da6336c-63db-4298-9fcb-76748608c848)


![image](https://github.com/user-attachments/assets/6e797ef3-cb04-46cd-aa3c-520c9240953d)

3. Embed tweaks

Embeds can be hidden, and thus will only show up on health analyzers.
This means you can't rip them out by hand.
Right now only bullet shrapnel and explosion shrapnel is hidden.

## Why It's Good For The Game

1. Just some cleanup, largely. Stuff like quirks and hunger make more
sense when checking your mental rather than checking your body. Though
this might be weird for if mood is config-disabled, I might have to
revisit htat.

2. I always found that clicking on yourself and just getting a print out
of "Your liver's non-functional, your chest has a weeping avulsion, etc"
is pretty lame... it kind of diminishes diagnosis / doctor's job.
Ultimately, the goal of this is to open up a little more doctor gameplay
- primarily I think it'll allow for some fully roleplay moments, like
"Doc my chest hurts a lil" "You have 7 bullets and broken ribs bro"

3. Adds more punch to some embeds. Mostly for larp though.

## Changelog

🆑 Melbert
add: Your mood printout (clicking on the mood face) has been
reformatted, and should generally be cleaner.
add: Self examining was reworked, and overall gives you a lot less
perfect information, unless you are self-aware.
add: Bullet and grenade shrapnel is now hidden from examining - it's
skin deep. You can't rip them out with your hands, but hemostats /
wirecutters still suffice if you know they're there. Health analyzers
still pick them up too.
qol: Ghosts aren't notified about NPCs getting appendicitis 
/🆑
2025-03-15 05:51:06 +00:00
Ben10Omintrix fcf80d20e9 few raptor taming minigame difficulty tweaks (#89925)
## About The Pull Request
ive heard from a few players that the game is a bit too difficult,
especially when there's lag. this makes the minigame generally much
easier, and takes ping into account. ive also made the difficulty depend
on a few factors:

- the raptor's personality affects the difficulty, where raptors with
the cowardly trait will be slightly harder to tame
- Settlers will have a much easier time taming raptors

(ive also moved the minigame into its own file)

## Why It's Good For The Game
the game was a bit too unforgiving, this makes it easier for people to
win. And the dynamic difficulty gives the feature some personality.

## Changelog
🆑
add: tweaks the raptor taming minigame to be fairer 
add: the taming minigame's difficulty now relies on the raptor's
personality as well as the rider's quirks
/🆑
2025-03-13 21:34:01 +01:00
SmArtKar 79b06c344f Fixes goliath harddels (#89731)
## About The Pull Request

Closes #88374 

## Changelog

No player facing changes
2025-03-01 14:28:40 +01:00
necromanceranne 4972c88044 Partially reverts #87936; the mech PKA AOE only harms mining mobs, reduces the damage and increases the attack cooldown (#89619) 2025-02-25 12:01:17 +01:00
Bloop e6483bb529 Fixes befriend related hard del (#89582)
## About The Pull Request

Attempts to fix this hard del.

![firefox_E7VrWp0AU3](https://github.com/user-attachments/assets/af3baaf3-892e-4a01-a67d-5f7fb6d0292a)

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
2025-02-21 20:04:41 -06:00
Jacquerel bb05cfc67b Hides two do_afters which should be invisible (#89460)
## About The Pull Request and also Why It's Good For The Game

Lately I noticed that watchers display the do_after "working" cog while
channeling their "look away" ability, which looks silly because it
already has its own indicator. That should be hidden.


![dreamseeker_6cSCMzJ14f](https://github.com/user-attachments/assets/b7e15cf1-1936-4a7b-8b18-2b799a96dd4a)

Actually now I look at this gif again the offset on the cog is fucked
up, probably need to update that for larger-than-usual mobs...

While I was at it I also added "hidden" to mob basic attack forecasts. I
can't think it's _likely_ that anyone will add a mob with a > 1 second
forecast (they are only displayed if the length is at least one second)
but it's not totally impossible.

## Changelog

🆑
image: Watchers won't display an animated cog at the same time as using
their gaze attack.
/🆑
2025-02-14 12:21:24 -05:00
MrMelbert ffd97819c1 Pixel adjustments to mobs are now sourced / Refactors riding (#89320)
## About The Pull Request

Fixes #85980

- Pixel adjustments are now sourced

When tweaking a mob's pixel w, x, y, z, is is now done via `add_offsets`
and must have a source string associated

- Refactors riding

Refactors how riding component selects the offsets to use. It's now all
done via the getter rather than a weird mix of a var, a cache, and a
getter.

- Moves a bunch of animations to use `pixel_w` / `pixel_z`

Largely to prevent conflicts with adjustments to a mob's pixel position,
but also as many animations are not actual movements, but visual
movements. Floating is one such example.

## Why It's Good For The Game

It just works

## Changelog

🆑 Melbert
fix: Fixed grab offsets not showing for anything but passive grab
fix: Fix jank with mob offsets when riding things
refactor: Refactored riding component, particularly how it selects layer
and offsets. Report any oddities
refactor: Refactored pixel offsets of mobs. Report any oddities
/🆑
2025-02-12 17:16:13 -07:00
Jacquerel f1d3994c95 Apply AI Controller Admin Verb (#89375)
## About The Pull Request

Melbert asked me to make this and I thought it'd be relatively easy and
plausibly useful so I did.

This PR adds a feature to the VV menu for mobs which allows you to apply
and configure an AI controller from a list of templates.
It's not as versatile as coding one would be, but it should be able to
accomodate a lot of generic scenarios.

Some examples of basic stuff you can set it up to do:
- Give Ian a machine gun he will fire at nearby people while staying
within a specified min/max range.
- Have Poly fire brimstone beams on cooldown at whoever is nearby
(although she won't bother trying to line up cardinally).
- Assign a gorilla to be someone's personal bodyguard which will follow
them around and attack anyone who hurts them.

I have also made an executive decision to remove the restriction that
basic ai controllers can only be placed on basic mobs.
We've removed _most_ non-basic simple mobs from the game, and also have
more recently updated most AI behaviours to work agnostically of whether
they are assigned to a basic mob or not... which means that they'll
largely work on carbons.

Coincidentally, this feature makes sure to ask if you want an AI
controller to remain active on a mob which already has a client.
Assigning an active AI controller to a live player which forces their
character to automatically attempt to run away from whoever the last
person to attack them was is ~~not recommended behaviour because it's
largely untested~~ highly recommended behaviour because I think it's
very funny (makes it very hard to play though).

I'm gonna do another PR some time which cleans up `random_speech` so
it's configurable and then let you slap that on whoever as well.

## Why It's Good For The Game

Enables a greater level of admin abuse.

## Changelog

🆑
admin: Added easier tooling for admins to add or change the AI
controllers on mobs
/🆑
2025-02-12 17:09:48 -07:00
SmArtKar a13470f260 Fixes persisting brimbeams (#89318)
## About The Pull Request

If a brimdemon gets destroyed instantly, their beams would persist
because of a runtime here as owner in actions can be null.

Fixes https://github.com/tgstation/tgstation/issues/81994

## Changelog
🆑
fix: Fixed an issue with persisting brimbeams
/🆑
2025-02-02 17:10:49 +01:00
Lucy 851c5a5df9 Convert all traits given by status effects to use TRAIT_STATUS_EFFECT(id) (#89291)
## About The Pull Request

This makes (almost?) all traits given by status effects use
`TRAIT_STATUS_EFFECT(id)` as their source, rather than the previous mix
of `id`, `type`, `REF(src)`, or some bespoke thing.

## Why It's Good For The Game

Consistency is good.

## Changelog

No user-facing changes
2025-02-01 21:21:44 +01:00
Penelope Haze 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00