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observer_fix_tm
10 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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5f3c85eee0 | Unifies mob, megafauna and boss crusher loot and achievements (#93068) | ||
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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7b04440de1 |
Re-adds the Dragoon tomb ruin & Spear (#90781)
## About The Pull Request It was removed in https://github.com/tgstation/tgstation/pull/27799 because the spear was broken and the Flans' AI sucked with not-great sprites and was all just one big reference. Original addition: https://github.com/tgstation/tgstation/pull/22270 This re-adds it, updates the map (now using airless turfs) with extra ambiance, using ash whelps (lavaland variation of ice whelps) instead of Flans, re-adds the spear, and adds armor as well this time around. The spear gives you a jump ability to crash down upon a player below you, rather than teleporting to wherever you throw the spear at. You can't attack while mid-air, you can go through tables but not walls/doors, and you also can't un-dualwield or drop the spear mid-jump. Landing on a mob deals double damage to them (36 to unarmored people), while landing on objects deals 150 damage to them (taken from savannah's jump ability, which was in turn taken from hulk's punching) It's also got some extra throw force (24 compared to default spear's 20) The armor has basic security-level armor but covers your whole body. Does not include space protection, and can be worn by Ian. Video demonstration https://github.com/user-attachments/assets/a77c3a0d-17d2-4e8d-88b6-cdbca8b1f2c3 New sprites demonstration https://github.com/user-attachments/assets/0e465351-5484-406f-8adc-ffa1ac180daf Armor demonstration https://github.com/user-attachments/assets/abdfcac6-65bf-443c-bde2-27d157ee3a80 Map  With the changes in https://github.com/tgstation/tgstation/pull/90771 I had to mess with ash whelp abilities a bit, I decided to make them use cold fire instead of hardcoding blue color on top of the fire sprites, and it now acts accordingly too https://github.com/user-attachments/assets/cfca0d70-d13d-4c73-996d-2d4a7519866d The jump was taken from Savannah Ivanov, and Goof's bunny jumping. ##### Code bounty by Ezel/Improvedname ## Why It's Good For The Game This Re-implements a old spear that got removed for its buggyness/bad mapping and on the authors request as well not wanting to deal with it. Re-introduces the SkyBulge as a space ruin, referencing Dragoons from Final Fantasy. this just like any normal spear, but using the savannah jump mechanic, this allows you to close distances with the spear avoiding ranged projectiles in the jump, and if you directly land on your target you will do double the damage. ##### -Ezel/Improvedname ## Changelog 🆑 Ezel/Improvedname, Toriate, JohnFulpWillard add: Re-added the Dragoon Tomb lair, now has a Skybulge spear and Drachen armor. balance: Ice whelps now spit out cold fire. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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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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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 /🆑 |
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06e5d86111 |
outpost 31 boss adjustment (#89729)
## About The Pull Request The Thing will now aggro if you shoot it from outside its aggro range The Thing will also return to its spawn location if one of these happens (and it was spawned by map loading): 1. It has no client, is in a station area and loses enough health to trigger a new phase 2. It spends 3 minutes with no aggro, if no client and is on its spawn_loc also adjusted the stuff in the loot room (thoughts needed, supposed to be crew benefits) there is a freezer with one set of tier 2 robotic organs, and there is one set of advanced medical tools also has an achievement now ## Why It's Good For The Game it should try to obliterate you if shot at because cheesing it like this is stupid the ruin-spawned boss cannot and shouldnt be beat normally onstation anyway, (and making it return to spawn loc also prevents it idling near the aggression gate, pretty much missing out on the cool stuff i made for that arena, fixes that also the loot pool was actually pretty meh and im not sure if its any better now but it should have more decent crew-sided loot (no miner swag turbo-human-killer 900000 stuff) i forgot to add an achievement when i made it ## Changelog 🆑 fix: The Thing (Outpost 31) will aggro if shot from outside aggro range, has achievement balance: the loot room in outpost 31 now contains a freezer with a set of T2 robotic organs, and a set of advanced medical tools. Also The Thing returns to its spawn location if not aggroed /🆑 |
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4972c88044 | Partially reverts #87936; the mech PKA AOE only harms mining mobs, reduces the damage and increases the attack cooldown (#89619) | ||
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104259885e |
slight nerfs to Jimmy W. Campbell's "The Thing" (©2025) (#89527)
## About The Pull Request tweaks some stats of The Thing as a boss to make it slightly more bearable to fight specially for people with higher ping. more specifically increasing some of the telegraphs' time and reducing some wound chances, also halved the charge's knockdown time (1s to 0.5s) also (i think) fixed an issue where the spike walls that the thing summons destroy items on the floor (sucks ass to have your pkcrusher destroyed) ## Why It's Good For The Game the thing is one of if not the most fun megafauna added so far, as it's the first basic mob boss, but it's a bit hard to keep up with specially if you're a high ping player, the boss itself is also not in a depressurized enviroment so i think it's justified to make it a bit easier to dodge since some of the healing items miners have only work in low pressure ## Changelog 🆑 balance: nerfed Icebox's "The Thing" boss fix: fixed "The Thing" 's spike walls destroying items on the floor when summoned /🆑 |
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92a585cb3a |
new icebox ruin: outpost 31 + megafauna (technically???) (#88714)
## About The Pull Request <details> <summary> expand to spoil the fun of exploring something for yourself </summary> firstly, the new ruin: outpost 31 its layout is vaguely based off an official map of the Outpost 31 from the Thing movie but i ran out of space halfway  the boss drops a keycard for the storage room that you cant get in otherwise, containing its own special item, and other stuff probably useful for crew crusher loot: trophy that heals you on each hit the ruin is guarded by like 3 flesh blobs, very resilient (and slow) masses of flesh that deal 3 brute damage, not harmful in melee but WILL attempt to grab and devour/assimilate you which is FAR more lethal https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3 Boss: The Thing (with creative liberties otherwise this thing would instakill you if it was true to source material) difficulty: medium apparently idk mining jesus beat it with 400ms or so HP: 1800 It is a much higher ranking changeling than those infiltrating SS13 It has 3 phases, 600hp each. Depleting its phase health will turn it invincible and it will heal back half in 10 seconds. In order to prevent this, the two Molecular Accelerators must be overloaded by interacting with them to blast the changeling with deadly scifi magic or whatever they do, forcing it to shed its form further and go to the next phase. Not necessary for phase 3 because it literally just dies then it focuses mostly on meleeing you and making certain tiles impassable for you with 1hp tendrils, all attacks are telegraphed so theres no dumb instakills here it alternates between aoe abilities and abilities melee behavior: - if too far, charge at target (charges twice on phase 3) - too close, shriek (unavailable in phase 1) (technically AOE but its more like a melee ability you know??) - otherwise just try to melee Shriek: if the player is too close emit a confusing shriek that makes them confused and drop items aoe behavior (phase 2, 3 only): 1: Puts 4 tendrils in a line cardinally 2: Puts tendrils around itself 3. Puts a patch of tendrils around and under the target, 3x3 in phase 3 4. Phase 3 only - spits patches of acid into the air that hurt when stepped on _(crusher is hard ok)_ https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c unique megafauna loot for this boss is like 1 AI-Uplink brain its like a BORIS module but for humans i think you can figure out what that means while in a human shell they cannot roll non-malf midrounds and cannot be converted, and cannot be mindswapped the human MUST have all robotic organs (minus tongue because its not in the exosuit fab and that kinda sucks to get) will undeploy if polymorphed https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52 </details> ## Why It's Good For The Game icebox is severely lacking in actual good ruins (fuck that one fountain ruin) i feel that the loot given by megafauna has been and still apparently is exclusively to make the victor more powerful, which kinda sucks because thats just powergaming???? the loot of this boss is more crewsided, specifically aiding the AI in a VERY limited quantity (1), so its not anything good for powergamers, good for crew if the AI is not rogue ## Changelog 🆑 add: outpost 31, the icebox ruin. Also its associated mobs, and megafauna, and loot. Im not spoiling anything, find it yourself. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |