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mayfools
57 Commits
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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑 |
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c8516dae39 |
Increases spider tox vuln, increase bugkiller damage and lets flyswatter bane all basic bugs. (The author was deadened by spiders.) (#93730)
## About The Pull Request This PR makes the flyswatter a bonus damage a bug bane restricted to basic mobs(Since moths and fly people have their own snowflake handling.) The result of this is that the 24 extra damage flyswatters cause against giant spiders now applies to more mobs like: * flesh spiders * mega arachnids It also buffs the damage per unit caused by bugkillers from 0.4 to 1 and the max damage per application is also increased. Giant spiders now have a tox mod of 3 and flesh spiders have a tox mod of 4. ## Why It's Good For The Game I hate flesh spiders, the main thing I dislike about them, other than them being incredibly OP and stacked statwise, is that they are not spiders at all and none of the anti-spider tech even works on them, not even a little bit! They killed me recently, chasing me into the janitors closet while is was desperately swatting it with a flyswatter, to no effect If they are going to have such a heavy spider themeing, you'd at least except the flyswatter to work on them. intuitively it should, and it is such a niche interaction, most players probably thinks, like me, the bonus damage applies to bugs in genereral. I also decided to check out pest spray and see if that does something. Currently a pest spray blast does 2(!) damage per application to any bug. A total joke even against a normal giant spider, let alone a 90 health rapidly regenerating flesh spider. I suspect it has been heavily hugboxed to prevent players from using the sandbox to kill moths with pest killer foam, so I opted to mainly increase the tox mod of the basics in question rather than increasing the main bugkiller damage. A normal little pest killer blast will still be pretty bad, but if you can find ways to apply a lot of reagent, pest killer can now maybe be effective against giant spider and flesh spiders. ## Changelog 🆑 balance: fly swatter now has bonus damage against all basic bugs. balance: bug killer reagents now do slightly more damage. balance: spiders and flesh spiders have greatly increased tox vulnerability. /🆑 |
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44acefa73f | More things use trait huds over raw hud management (#93084) | ||
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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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> |
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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. /🆑 |
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d19b8de989 |
Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request This PR enables most mobs to take stamina damage, become slowed as a result of taking stamina damage. It also gives most mobs CANSTUN which not only allows them to enter stamcrit from taking stamina damage but also makes them vulnerable to mechanics like stun batons. Mobs which already took stamina damage (Spiders and Space Dragons) still work the same way. Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts, and most kinds of mob closely associated with antagonists still don't take stamina damage. ## Why It's Good For The Game A new player armed with a disabler will probably try and use it on aggressive animals and be disappointed, but I don't think there is any _reason_ for them to be disappointed when it's already something they are doing merely to delay being attacked rather than to kill the target. It's not intuitive for these mechanics not to function against simple mobs when they do against humans, _especially_ the kinds of mobs which look like humans, and there isn't any technical reason why it _couldn't_ work against most mobs which it looks like they should work against. While this reduces the threat level of some mobs against Security players I think the greater interaction with the sandbox is beneficial. I'm hopeful it doesn't have that much effect on many of the most common places you encounter dangerous mobs like Space Ruins or Gateways as they are also places where you can't reliably recharge your energy-based stamina weapons as most that don't require energy do require getting into melee and endangering yourself. ## Changelog 🆑 balance: Most biological mobs are now slowed by taking stamina damage, and can be stunned. Mechanical mobs, mining mobs, and several other special kinds (chiefly those invoked by antagonists) are unaffected. If this seems to effect any mob it probably shouldn't, please report it as a bug. /🆑 |
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523e6e201d |
spiders webbing fix (#90991)
## About The Pull Request Closes #90538 - Megafauna now can't be webbed. - Fixes sprites of non-carbon cocoons. |
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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". |
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922203edb9 |
Adds Allergic reactions to a few things (Bee stings, Beer) (#87392)
## About The Pull Request The following effects will trigger allergic reactions for the "Food Allergy" quirk - For Alcohol allergies: - Drinking any ethanol (beer, wine, etc) - For Bug allergies: - Drinking ants - Getting stung by a bee - Getting bit by a (giant) ant - Getting bit by a (giant) spider - For Sugar allergies: - Drinking Sugar Other notes - Any mob undergoing surgery will benefit from ethanol speeding it up, rather than just carbons ## Why It's Good For The Game I saw a random discord comment that said "Bee stings should trigger bug allergies" and I thought it was funny, so I added it, then I thought I could add similar triggers to a few other things. Important to note for the reagent based effects, they only trigger on ingestion. And on top of that, it's a % chance to trigger, scaling with the amount you drink at once. So you can sneak a sip of alcohol if you want to roll the dice (I figure if I made syringes kill you, I'd have to up the point reward, which I don't want to bother with) ## Changelog 🆑 Melbert add: Drinking any ethanol (beer, wine, etc) will trigger alcohol allergies add: Drinking ants will trigger Bug allergies add: Getting stung by a bee, or bitten by a (giant) ant or (giant) spider, will trigger bug allergies add: Drinking plain sugar or caramel will trigger sugar allergies qol: Ethanol can speed up the surgeries of any mob type applied to, rather than solely humans. /🆑 |
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ec0a0f3a9e |
getting cocooned gives a better warning (#87420)
## About The Pull Request just changes it from a small text to a bigger text so it's more noticeable ## Why It's Good For The Game you can get cocooned and not even notice it's happening to you ## Changelog 🆑 grungussuss qol: getting cocooned gives a better warning /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a3a91f4d03 |
pet emotes, pet bonus adjustment (#87126)
## About The Pull Request - pet bonus element now works by getting an emote fed into it. - all pets who had pet bonus emotes now have it as a proper emote they can use if controlled by a player. ## Why It's Good For The Game - standardises pet bonus so it's easier to give more behaviors to petting, like sounds :3 - allows basic mobs controlled by players to use the emote at will, which will allow them to react to situations more with emotes. ## Changelog 🆑 grungussuss add: a lot of basic mobs and pets got new emotes refactor: emotes triggered by petting pets work differently now, please report any oddities with these behaviors. sound: new emotes for basic mobs got sounds /🆑 |
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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 /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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a4328ae1f9 |
Audits tgui_input_text() for length issues (#86741)
Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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707b5ef744 |
Minor Spider Rebalance (#83554)
## About The Pull Request Breacher and Viper player-controlled Spiders have swapped castes; Vipers now come from Abnormal Eggs, while Breachers will now come from Enriched Eggs. This means that Vipers may be seen more, while Breachers require the Nest to acquire at least a single kill to wrap and create an Enriched Egg from. Nurse Spiders also perform their heal action much faster, at the cost of a bit less healing. It was very difficult to heal others due to the long do_after and thus we saw very few Nurse Spiders. Breacher Spiders also are now NOT immune to cold, and will die if they try to space a room or go into space. ## Why It's Good For The Game Breacher Spiders are in kind of a difficult spot, both in theming and balance; their space resistance made them able to vent the station in multiple places by breaking key walls, and they had no need to commit to their sieges because they could escape into space at all times. It also broke part of the dynamic of Spiders wanting to keep the atmosphere in the station, and disincentivizing Breachers from venting the station also makes them more coherently a part of the Nest because they won't reduce the Nest's habitable area. Viper Spiders were seen quite little instead of the other options in the Enriched Egg; now, hopefully we'll see more. Likewise, the Breacher is quite powerful for being an Abnormal Egg, so perhaps now we'll see more focus on cocooning to unlock the powerful Breachers, or just overall less of them, which will help even the odds. Nurse Spiders were VERY underutilized despite their power— the do_after for their healing just felt obnoxiously long, and especially in tense situations, you'd have shuffle and Spiders yelling at one another because two of them have to Space Hulk the hallway for a semi-extended period of time. Now, Nurses will be able to heal and move on a bit faster. I don't believe this will create too many issues, balance-wise, as the time-to-kill on Spiders is still quite low for all but the tankiest against lasers and even welders. ## Changelog 🆑 Jane balance: Spider Breachers and Vipers have swapped castes. Breachers come from Enriched Eggs while Vipers come from Abnormals! Breachers can no longer survive in spaced rooms/temperatures. The Nurse wraps wounds faster, but with less damage healed per wrap. /🆑 |
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f53dd0735d |
fix: allow giant spiders aggressively grab again (#83531)
## About The Pull Request Remove check that restricted non-carbon mobs from upgrading grab, using `max_grab` instead which exists for this purpose All mobs now have `max_grab` set to `GRAB_PASSIVE` by default, overrided where required. Giant spiders can now agressively grab, which makes `ambush` spider playable again (i hope). closes #83485 ## Why It's Good For The Game Ambush spider works as intended, as it has `STRONG_GRABBER` trait, but effectively it didn't work, as spiders couldn't grab agressively. ## Changelog 🆑 fix: ambush spider (should instantly agressive grab) and other giant spiders can now agressively grab /🆑 |
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1e78db8471 | Refactors how basic ais do their success/failures (#82643) | ||
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95b7fa1fb7 |
Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. ## Why It's Good For The Game More unit tests to make sure things are done correctly. ## Changelog 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 |
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9d9da3a790 |
Spider web graphics (#81839)
## About The Pull Request Here is what webs look like. It looks like pure ass and I hate seeing it.  Here's my attempt at making them look nicer.  Notes: Genetics Power webs now have a slight purple tint to differentiate them from regular spider webs, so spiders aren't confused about why they can't cross these ones. On the backend I condensed a lot of these typepaths to inherit from each other instead of not doing that. In the future I am going to use this to cut down on the excessive amount of action buttons we have for these too. Here's (most of) what the action buttons look like. this screenshot also demonstrating that we have a serious problem with how many buttons we give to spiders.  After this is merged I will embark on two further projects: - Wallening version - Reworking spider web placement to not be a function of having 15 action buttons, it's _so bad_. While I was working on this I noticed that AI spiders would not automatically place webs on certain crossable tiles, because we forgot to pass an argument to a proc. I fixed that too. Oh also final change I almost forgot to document:  I made you jiggle if you get stuck in a web. ## Why It's Good For The Game The previous sprites looked bad and these look less bad. ## Changelog 🆑 fix: AI-controlled spiders can correctly recognise where they can place webs. image: New sprites for most kinds of spider web /🆑 |
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29590d467c |
Throwing a bee at someone injects reagents (#80354)
## About The Pull Request Throwing a bee at someone injects that bee's reagents. This has a larger code footprint than you might expect because venom injection is done via an element which in turn gives a callback to a component. While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into `COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from `COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be cancelled after the signal is sent. I also added an inject check onto the venomous element for mob attacks, so thick clothing can now protect you from venom injection. I elected that Giant Spiders have big enough fangs to ignore this such that this isn't a major balance change, as do moonicorns (that horn is massive), Fire Sharks, and Clowns (no idea how they are applying chems at all to be honest). ## Why It's Good For The Game I thought about someone throwing a bee at someone like a little dart and thought "hee hee" ## Changelog 🆑 add: If you throw a bee at someone it will hit them sting-first and inject that bee's reagent balance: Thick clothing can now protect you from the venom of bees, snakes, frogs, and (small) spiders /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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274eb2a52e |
Removes Clone Damage (#80109)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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9696dd1a1d |
Targeting Datums Renamed (and global) (#79513)
## About The Pull Request [Implements the backend required to make targeting datums global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e) It's inconsistent with the rest of basic ai for these to have a high degree of state, plus like, such a waste yaknow? [Implements GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0) Regexes used: new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1) Renamed all instances of targetting to targeting (also targetting datum -> targeting strategy) I've used GET_TARGETING_STRATEGY at the source where the keys are actually used, rather then in the listing. This works out just fine. ## Why It's Good For The Game Not a misspelled name through the whole codebase, very slightly less memory load for basically no downside (slight cpu cost maybe but not a significant one. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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e03822fe1d |
Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) (#79389)
## About The Pull Request The way we add multiple actions has been very unstandardized, with several implementations of this code doing certain things wrongly (i.e. not nullchecking `ai_controller`), so let's do something in the vein of #74037 and just make one nice big ol' proc that catches a lot of these cases. There are still a few things that simply can't be done here, but this gets the most generic "give my mob some actions and also maybe tell the AI about it" stuff done. This is only useful in cases where we don't ever need to reference the ability ever again when it's added. In an ideal world we would never need to reference the ability again and it would all be self-contained, but this is not an ideal world. However, a lot of the latticework has been built around certain implementations of this behavior making refactoring it just a bit easier. I also did a lot of auditing on `Destroy()` stuff, because `/datum/action`s listen to signals when their parent is `qdel`ing, so we don't need to neither hold nor clear references on our mob's `Destroy()`. This was all cleaned up now because even if we couldn't use `grant_multiple_actions()` (the new proc I add in this PR), it's just not useful at all and will further hinder efforts to implement this new proc. Also also, I noticed in some places (such as megafauna) that we were initializing a lot of datum actions _in nullspace_. We didn't pass the `src` argument to `New()`. I quickly fixed that, as well as got rid of the useless types we had going on. Also also also, I added a define macro to handle some of the cases that melbert was speaking about in his review down below. All you need to do is invoke the define on the typepath, and you should be good to go from there. There's probably a better way to do it, lmk though. we do the whole `do while` thing in order to prevent code leakages. ## Why It's Good For The Game * Very easy to change the implementation. In case we need to do something different in how we add actions or anything like that, we can simply just edit instances where this proc is located. * Standardizes addition behavior. There's a lot of cases like the aforementioned not-null-checking `ai_controller` that we really need to look out for, so having it all in one accessible proc ensures standard behavior. * Reduces copy-pasta. A lot of mobs had their own individual implementation of this, so let's just clean up all those lines of code. ## Changelog 🆑 refactor: The way mobs get specialized actions (like revenants shocking lights or regal rats summoning rats to their side when you slap them) have been modified, please report any bugs. /🆑 This doesn't touch the following case FTR: * Instances where we need to do work on the `/datum/action` after we `Grant()` it, like if we were to edit some variable on the action or if we need to call procs on said action. I don't like how the current code is so reliant on storing a variable to it, but that's a windmill to attack another time. |
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72c8a02f6c |
Wall smashing > Wall tearing (#79432)
## About The Pull Request This PR replaces a bunch of instances of mobs being able to smash walls by clicking them once to being able to tear walls by standing next to them for a few seconds while an animation occurs. Wall tearing is a three-part animation and can be cancelled and resumed at any point from the most recently completed step so it isn't _exactly_ a single two second interaction, and is resultingly harder to interrupt.  Some mobs still destroy walls in a single click, such as Flesh Worms and Star Gazers. Really whether I replaced this or not was largely down to vibes. It also deletes the `tear_walls` element because it was the same as `wall_tearer` but without the fun visuals. ## Why It's Good For The Game Deleting walls instantly with a single click is pretty obnoxious. This method slows it down a _little_ bit but also looks visually cooler and gives people on the _other_ side of the wall a warning that something is about to bust through kool-aid man style. ## Changelog 🆑 balance: Gorillas, Seedlings, Gold Grubs, Mooks, Constructs, Ascended Knock Heretics, Fugu and mobs subject to a Fugu Gland now rip up walls in a slightly slower but more cinematic way. /🆑 |
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34e488acf5 |
Spider Infestation Balance Rebalance Expansion Part 2 (#78705)
## About The Pull Request Balances 1. Spiders now slow down equivalent to their health 2. Tarantulas can no longer put web passages or solid webs and destroy walls outside of charge attack 3. Young spiders now cant pull objects do to being too weak and become slower outside of webs as they should be 4. Makes pneumatic airlock seal unable to be destroyed by spiders 5. All Broodmother eggs now have a cooldown timer Normal Eggs: 20 seconds Abnormal Eggs: 180 Seconds Enriched Eggs: 60 seconds Expansions 1. Added a new abnormal egg category 2. Broodmothers can now lay abnormal eggs 3. 2 new spiders added 6. A new web type: Reflective silk screen # Breacher    - Low damaging with High wound bonuses meant to debilitate enemies to take ground for the nest - Has the ability to breach areas by destroying walls with menson vision to map out strategic breachings - Immune to harsh environments with the ability to lay solid webs to protect the nest environment - Can send in warnings for the entire nest to hear Will Help the nest get out of being closed off by small construction attempts and fix some space breaches plus some back up by making enemies slower and scarring them off with some bloodloss # Tank   - Extremely low damaging build to absorb damage to hold ground for the nest - With the ability to lay down silk screen reflectors to protect the nest from missile attacks - Can heal itself at a slow rate Will provide great support to keep the nest at bay from range attacks at some extent and act as a damage absorber in dier situations # Abnormal Eggs   - They can only be made once every 180 Seconds - Hold the two new spider types ## Why It's Good For The Game New spiders to contribute to the general spider antag team dynamic, balances for spiders are always good making them funner to play against and bringing up challenges on their gameplay making them act less like murdering simple mobs and more like an actual nest trying to survive in the station. How? 1. **Cooldown egg laying:** broodmothers now have to be more strategic on where they place their eggs with an average of 3 eggs per minute per broodmother 2. **Spider slowdown on damage:** Spiders now will become slower the longer they stay out of the nest in battle making them have to retreat back to the nest shortening their time out murdering giving incentives to expand the nest 3. **Spider More Brute Damage:** Gives a reason to use melee against spiders although more dangerous it gives more reward due to the higher damage outputs since spiders are pretty much big bugs with delicate bodies no bones no good structural consistency equal more damage to blunt attacks 4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many walls at this rate and be able to lay so many defensive webs I don't know why they had this abilities but their strong enough as is ## Changelog 🆑 add: Added Abnormal Eggs add: Added Two new spiders del: Some Tarantula abilities balance: Spiders speed are now connected to health balance: Spiders now take more brute damage balance: All egg laying now has a cooldown /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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cf5c1fa08c | Basic Space Dragon (#78979) | ||
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41699c260e |
Goats will randomly attack you (#78930)
## About The Pull Request We accidentally lost this behaviour when we converted goats to basic mobs. _Formerly_ (and now again) goats had a 0.5% chance per second to simply decide to attack you for no reason at all. While attacking you they also have a 10% chance per second to get bored of doing that and stop. Additionally, we were outputting a fluff message every time you attacked a goat which would spam chat if you were trying to fist fight each other. I added a 20 second cooldown onto it. As is often the case, implementing this led me down a bit of a rabbit hole. We were previously bypassing faction checks via a mixture of flags on AI behaviours and blackboard keys. I have moved this _entirely_ to the blackboard now, rather than making targetting subtypes just to skip faction checks. This entails having one blackboard key which is "by default do we care about factions?" and another which is "are we currently ignoring factions for some other reason?" Retaliatory AI will generally enable the second flag, so you can get pissed off at someone you would usually not mind hanging out with if they start something with you. Certain mobs which want to hunt other mobs but not be hunted in return just ignore factions entirely all the time and use the former. The upshot of this is that the default behaviour for expected default retaliatory AI shouldn't require you to set any specific kind of targetting datum and will Just Work. In a similar vein because I was touching largely the same mobs I made the "flee when injured" component apply its "don't flee because not injured" flag instantly upon application rather than needing to manually set it in the blackboard definition, so that also Just Works. ## Changelog 🆑 fix: Pete's anger management training has worn off, and he will once again sometimes pick a fight with you for absolutely no reason. qol: Attacking a goat will not spam messages so frequently. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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3e554bdab3 |
Flesh Spiders Regenerate + QoL (#78704)
## About The Pull Request Replaces the Healing Touch component on Changeling-spawned Flesh Spiders with the Regenerator component, as the comment helpfully suggests. Flesh Spiders can no longer touch themselves to heal, instead they automatically begin regenerating their health if they go four seconds without taking damage. It takes 6 seconds to fully regenerate, so 10 seconds to fully heal from the edge of death (less if you're not that injured).  Also I changed the sprite for flesh spider eggs to a different one we already had rather than regular spider eggs tinted red, just because I felt like it. Would be cool to give the spiders their own sprite some time, but that's for another PR.  _Additionally_ the flavour text for flesh spiders was kind of messed up by being shoved into the objectives box and claiming that it was a directive from a spider queen you don't have, so I gave them their own slightly different antag datum to compensate. It also actually mentions how you heal yourself, which previously was down to trial and error or codediving. In the course of doing this I decided to just... move flesh spiders to their own type path. It _sort of_ made sense for them to be part of the giant spider typepath, but they keep being modified by changes targetted at "balancing the Giant Spiders antagonist" which this mob isn't related to and doesn't have any reason to follow. The fact that a mob has similar stats to another one isn't automatically a reason to share a typepath, and now that I have looked a little at this mob I'm sort of interested in branching it further away from "it's a spider mob but spawned a different way" in the future. Finally, this spider egg cluster and the midwife one would prompt ghosts with a radial menu with a single option on it... that's a bit pointless, so we'll bypass that menu if there is only one possible outcome. ## Why It's Good For The Game Currently Flesh Spiders heal by clicking on themselves and standing still for two seconds, restoring 50% of their HP. This means they can fully regenerate over 4 seconds unless you stun them, and with 90 HP you're not _that_ likely to kill one during the channel time. This just feels like an odd way for the creature to operate, regenerating instead gives it a hit-and-run strategy and adds more use to their webs (maybe we should give them meatier or bloody webs at some point? Might be cool). Also clicking yourself to heal is just unintuitive and I suspect several players just didn't realise they could do it in the first place. ## Changelog 🆑 balance: Flesh Spiders heal automatically over time if they go a short time without taking damage, instead of healing large chunks by clicking themselves and waiting two seconds. qol: Spider egg clusters which only hatch into one kind of spider don't ask you to select that one type from a radial menu with one option on it. qol: As a Flesh Spider, the game now tells you how you can heal yourself. /🆑 |
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6d59d8eb91 |
Hands management element (#78887)
## About The Pull Request Places "setting up being able to use hands" into an element so it can be easily applied to non-carbon mobs. ## Why It's Good For The Game This is one of the last roadblocks for basic mob implementation and people were intimidated by it but it turns out this shit is easy, 90% of this code is already just on `living` and I put a little bit more there. The element _really_ only handles stuff like dropping items on death, picking things up rather than biting them, and adding examine text. This also removes some copy/pasted code between `simple_animal` and `carbon` and unifies some behaviours which were implemented for some dextrous simple animals but not others. Changes to give Ian a single hand representing his mouth will come at a later date. ## Changelog 🆑 qol: You can now see what drones and gorillas are holding by examining them. admin: It's now easier to give handless mobs hands by applying the "dextrous" element. balance: Spiders and Bears can now climb railings (you know if... they'd rather do that than destroy them). /🆑 |
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ed907096e3 |
Fixes fleeing behaviour (#78821)
## About The Pull Request This PR does three things: - Fixes fleeing, I broke it in a recent PR so mobs would walk to a location then sort of stand there doing nothing. This is due to using `>=` instead of `>`. - Makes lobstrosities stop running and charge at you more responsively (when they detect they can charge). - Inverts the `BB_BASIC_MOB_FLEEING` blackboard key to `BB_BASIC_MOB_STOP_FLEEING` so that the default behaviour is "to perform the behaviour that you put on the mob" instead of to not do that. ## Why It's Good For The Game Makes commonly used behaviour work properly. Removes footgun we hand to ai developers. ## Changelog 🆑 fix: Cowardly mobs will consistently run away from you instead of getting tired and just sort of standing there after an initial burst of movement. /🆑 |
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2dda1bb23b |
[no gbp] Reduces click cooldown of more primarily player-controlled mobs (#78686)
## About The Pull Request Fixes #78679 We made a change to synchronise mob attack speed when controlled by players and when controlled by AI but this ended up reducing the attack speed of a few mobs which are primarily controlled by players. This wasn't meant to be a balance change, so we should revert it for those mobs. People can use it as a balance lever later if they want (preferably after Swing Combat is merged). ## Changelog 🆑 fix: Spiders, Morphs, Fire Sharks, and Regal Rats no longer have a reduced click speed. /🆑 |
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f861532d24 | Basic Legion & Hivelord (#78624) | ||
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b2ecd81be4 |
Basic Mob Brimdemon (#78424)
## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑 |
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40a6126ae7 |
Fixes Xeno Sentinel's Sneak Action Icon + Additional Sneak QoL (#77543)
## About The Pull Request This PR fixes the xenomorph sentinel's Sneak ability having an error icon as opposed to the intended appearance. This PR also adds a smooth alpha transition to Sneak as opposed to setting the alpha immediately. Having your alpha drop to its sneak value takes 0.5 seconds, which is fast enough that it really shouldn't matter. This PR also changes sneak's chat message alert to a balloon alert. ## Why It's Good For The Game The icon thing is a bugfix, which is always good. The alpha transitioning instead of being immediately set looks much better in my opinion, I think most would agree on that front. Balloon alerts are our preferred option as opposed to chat alerts now, so its also a good thing to change. ## Changelog 🆑 qol: Xenomorph Sentinel and Ambusher Spider's sneak ability now has a transition to a lower alpha as opposed to being immediate. qol: The sneak ability now uses balloon alerts as opposed to chat alerts. fix: Fixed the Xenomorph Sentinel's Sneak ability icon being an error. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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820afe72a7 |
Converts some actions to mob cooldown actions (#77680)
## About The Pull Request It has come to my attention that it isn't possible for admins to grant the abilities to place web, lay eggs, and issue commands to spiders to arbitrary mobs. This refactors Spider, Goliath, and Meteor Heart abilities (hey what do you know I last touched all of those) such that they can. ## Why It's Good For The Game You **can** create the spider pig as an event. ## Changelog 🆑 admin: Adds Spider, Goliath, and Meteor Heart actions to the "Grant Mob Action" menu. /🆑 |
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92f55c74ef |
Removes Liver Damage From Spider Toxins, Reduces Injection Amount for Tangle Spider (#77550)
## About The Pull Request This PR adds a new value to toxins called liver_damage_multiplier. As you might have guessed, this value modifies how much liver damage processing the toxin will do, and it is default at 1. Spider toxins now have this value set to 0, as having their toxins murdering livers isn't an intentional part of their gameplay loop. Tangle spiders also now inject half the amount of acid they used to. It was actually really strong compared to the other toxin types and wasn't intentional according to Seth. ## Why It's Good For The Game Liver damage is very strong when it comes to spiders, but it isn't considered at all in their balancing. Removing it makes the actual toxin damage the threat and not the liver damage. Tangle Spider isn't supposed to have high toxin damage, but because of it injecting acid, it did more damage than the other spider types and was requested to be have the injection amount reduced by Seth. ## Changelog 🆑 balance: Hunter and viper spider toxins no longer deal liver damage. balance: Tangle spider's acid injection per bite reduced from 5 to 2.5. /🆑 |
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8e08a38cfb |
Unit Tests for AI Planning Subtrees not having required element/component (#77539)
## About The Pull Request
Hey there,
I've personally fallen for this stupid thing twice (in #77503 and #75627
(
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497f18ea32 |
Spiders don't automatically grant an antag datum (#77523)
## About The Pull Request Fixes #77501 Spider egg ghost role spawners grant the spider antag datum, rather than the act of being a spider. This means that gold core, mapstart, polymorph belt, and other spiders will not have an antagonist datum. While doing this I also made a new abstract `mob/living/basic/spider` type which all three kinds of spider life stage (`spiderling`, `young`, `giant`) extend from, because there was a gross amount of copied code. Now there isn't. Also the Flesh Spider and Event Midwife eggs now simply hatch adult spiders instead of child ones. This is because there is no reason for either of these to have a two minute wait time before they get going. Midwife spiders spawned by the event should just start spidering immediately, and Flesh Spiders are made by changelings and shouldn't be effected by measures introduced to balance the spider gamemode. Eggs which are laid during a round and _can_ hatch into midwife spiders still hatch baby spiders. Also I swapped some white pixels on the animation of the ambush spiderling for a different colour because they looked bad. ## Why It's Good For The Game While the policy is always "if you turn yourself into something, you're not an antagonist" the presence of the antag datum still confuses people. Plus that code was gross and I didn't like it. ## Changelog 🆑 fix: Giant Spiders only have an antag datum if created by the round event. balance: Flesh spider eggs hatch into adult spiders instead of baby spiders. balance: The eggs spawned by the start of the spider infestation event hatch into adult Midwife spiders instead of baby ones. /🆑 |
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8957eb763c |
Spider Evolution - Young Spiders [Ready] (#76692)
## About The Pull Request This pr adds a young spiders that appear between spiderlings and adult spiders. Now spiders have a stage where they are squishy but can also spin webs and do some other things early depending on the spider type. Spiderling stage takes 40 seconds and young spider stage take 1 minute, ealier for spiderling this was 1 minute. Also adds a new wizard spider sprite and makes the spider form usable. Gives Wizard Spider version has better immunity against fire since it can kill a wizard very fast it they are not paying attention. Makes tangle spider get more health but makes the self-healing worse. This is done because spider is a team antag except for the flesh (changeling spider), making it so solo-playing as tangle is less encouraged. Scout spiderling gets thermal vision also. It cannot communicate, but it can already start scouting now. Viper deals bonus damage when an enemy is on low health. Toxins don't kill humans anymore, and since the viper spider only deals 5 damage now it deals more so it can actually take down enemies at low health. They also have a little more health since they always die very fast. Viper can also change between a defensive/slow mode with more armor or a offensive/speed mode with less armor. Nurse spider heals for 25 instead of 20, since 25 is one laser shot, it makes more sense for the nurse spider to be able to heal that amount. Flesh spider grows faster since they are a solo antag and spawn killing isn't cool. Tarantula spider can now tear down walls by clicking them instead of needing to use their charge attack. They can also build wall webs and passage webs. Their damage coeffs also got the regular burn factor for spider so their health also increased a bit.   ## Why It's Good For The Game Now there is a smooth transition between the tiny spiderling and the bigger spider stage. This will promote people to help the hive at an earlier stage while not being too powerful yet. It is also realistic and adds extra flavor to the spider antag. The other balance changes are improvements to the game. ## Changelog 🆑 add: Young Spiders that appear between spiderlings and adult spiders. balance: Wizard Spider version has better immunity against temp damage and can lay webs faster. balance: Tangle Spider sucks more with self-healing but has more health. balance: Scout spiderling gets thermal vision. balance: Viper deals bonus damage when an enemy is below 20% health. /🆑 |
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0cbfef6ee9 |
Fixes the Guard Spider Effigy disables attacking bug. (#77281)
## About The Pull Request Fixes the Guard Spider Effigy disables attacking bug, as reported here https://github.com/tgstation/tgstation/issues/77133 ## Why It's Good For The Game Fixing bugs is good. ## Changelog 🆑 fix: Guard Spiders are no longer unable to attack after using Web Effigy /🆑 |
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ec9434ea6b |
Adds cliffs to icebox (#77062)
## About The Pull Request Adds cliffs to the game! They're tiles usable for mapping to make mountainy area's and cliffs! I don't have any sprites for them yet, so just imagine it's a cliff really hard  THESE DO NOT REPLACE MULTI-Z AND NEVER WILL! They're just a neat way to add more depth to the game. You can’t really add 10 different z’s for one mountain, so this can be used to help map area’s with depth without overusing z-levels They've been mapped into the top part of the icebox outside. There's not a good way to do sides of cliffs yet (will need some thinking), so they're mapped in such a fashion where it doesn't matter much. Later, this area above icebox can be expanded with properly done side-cliffs, something like in stardew-valley would work for our grid-system:  Longer demonstration: https://www.youtube.com/watch?v=Eig4jXNZZRQ Eventually, I'll redo mapgen and add 3x3 icebox (definitely not coping) ## Why It's Good For The Game The incredible flatness of icebox drives me insane. While multi-z is great at giving it more depth, the actual terrain itself is still completely flat. Adding cliffs let's us add 'soft-mountains', which does wonders for making an area feel more alive (And I absolutely adore snowy mountains) ## Changelog 🆑 add: Adds cliffs to the north of icebox. Try not to fall of of them! /🆑 <details> <summary>Additional images (now outdated)</summary> https://github.com/tgstation/tgstation/assets/7501474/572dc749-596c-4cab-9693-43c2270aca96     </details> --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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7103131078 |
[no gbp] Restores cooldown to spider guard ability (#76698)
## About The Pull Request I guess in some commit I accidentally dropped the super call in this proc, meaning the cooldown was never set ## Why It's Good For The Game You should get one (1) instant statue per minute, not several hundred ## Changelog 🆑 fix: Guard spiders can now only make one scary duplicate of themselves at a time, rather than as many as they can click on the button. /🆑 |
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e80cf8f358 |
Improved spider web AI (#76637)
## About The Pull Request The AI I coded for spiders deciding where to make webs when they aren't otherwise occupied would do so by finding the _closest_ valid tile, which seemed like a good idea at the time. The problem with that is that the "closest" algorithm we use has a predictable search pattern which meant that spiders would always predictably make a diagonal line of webs pointing South West, which looked very silly. I've rewritten how they pick targets to introduce some randomness, which causes them to properly spread out and make a nicer-looking structure: which serves purely to annoy spacemen who need to pass through this area.  I'll be honest I mostly did this while bored waiting for other PRs which I require for my other branch to get merged. ## Why It's Good For The Game This probably only annoyed me to be quite honest and if you left one alone for long enough it would fill enough space that you couldn't tell anyway, but it does look nicer now. ## Changelog 🆑 add: AI-controlled spiders will make more web-shaped webs. /🆑 |
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e2749d7f3a |
Remove underscore in spiderling names (#76655)
## About The Pull Request Title. ## Why It's Good For The Game Accidental coder speak. ## Changelog 🆑 distributivgesetz spellcheck: Fixed some underscores in spiderling names. /🆑 |
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48cc57010d |
Various spider fixes (#76528)
## About The Pull Request Fixes #76484 Then I noticed some weird stuff which slipped through the PR and poked at that too. - Spiderlings and Spiders once more have names ending in (###) - Removed an unused property on Spiderlings. - Rewrote the descriptions for a bunch of web-abilities and web-objects to be clearer and have better capitalisation. - Refactored the "Web Carcass" ability to not extend from "lay web" as it didn't need to perform most of that behaviour. - Also I renamed it and made the description give you a hint about why you would want to instantly spawn a statue. - The web effigy now despawns at the same rate as the ability cools down so you're not dumping spider statues all over the place. - I made spiderlings move at about the same speed as humans except if they're on webs in which case they're still pretty fast. To be honest I am not certain an instant statue spawning button is great to begin with and I didn't even know it was added to the game but I am not interested in messing much with the balance for now. This made me look at spiderlings enough that I'm going to try and make a new sprite for them that isn't awful. ## Why It's Good For The Game Lets you differentiate individual spiders a little bit. Makes usage of abilities clearer. ## Changelog 🆑 balance: Guard spider web statues despawn as the ability comes back off cooldown. balance: Spiderlings now only move at light speed if they're on webs, stay safe little guys. fix: Spiders once again have random numbers after their names. /🆑 |