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observer_fix_tm
31 Commits
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0b0c5ea91e |
Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑 |
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31d4eb04f1 |
Fix Stoat Steal Behaviour (and some other AI stuff hopefully) (#94153)
## About The Pull Request Two main things. Multiple instances of use of a proc in AI controllers seemingly assuming the default behaviour will work for them, but what ends up happening is `search_tactic` gets redefined and redefined with no defaut search range parameter, so nothing ends up passed to the `search_tactic` child procs, so they all call `oview` with `null` and this... somehow doesn't runtime? Has behaviour that works some of the time??? I hate this fucking language. Anyway. Stoat steal items behaviour was completely broken and apparently was not tested once since it was merged in. I've made the corrections I can, but I haven't figured out why stoat AI never enters idle, so we have a behaviour that leads to the stoat running up to an item, grabbing it, and then just staying there, unmoving. I've sunk too many hours into this, I'm just going to call it fixed and let someone else figure out what exciting additions there need to be to a behaviour that was never functional in the first place. ## Why It's Good For The Game i don't know man i just want the pain to stop okay, generally speaking, when people write AI behaviours, they want those AI behaviours to do something and not just silently fail for six months or longer ## Changelog 🆑 fix: Stoats have a chance to try and grab items like they always should have. /🆑 |
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6df1579f9b |
Cleanbots can now clean Cigbutts (#92570)
No more roaches and rollies everywhere. Baby's first PR. ## About The Pull Request Adds cigbutts to the list of trash on cleanbots. Cleanbots will now melt and sweep cigarette butts, cigar butts, roaches, etc. ## Why It's Good For The Game Cigarette trash is still trash, and deserves to be melted like the rest of the trash. ## Changelog 🆑 add: Cleanbots now clean up used cigarettes. /🆑 |
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c40e1d3127 |
Has knife-cleanbots steal identificiation from ids rather than mind (#92535)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/92533 by having knife cleanbots read your worn id rather than reading your mind. <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/3a40c315-de4c-4e86-9b76-d4401eb06998" /> edit: Incidentally makes a harder achievement much easier because its based on id rather than magic mind reading ## Why It's Good For The Game exploit to find out someone's identity bad ## Changelog 🆑 fix: knifed up cleanbots will now read your id card rather than your mind when stealing valor /🆑 |
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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b4061f1800 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request Refactors most of blood handling code untouched by #90593 and completely rewrites all blood decals, components and reagents. - Blood types now have behavioral flags which allow them to control where they leave decals/DNA/viruses. Oil no longer transfers DNA and viruses with it, while podpeople water-blood doesn't leave visible decals on turfs and items, but still can be picked up by DNA scanners. - Multiple blood types have received unique handling - liquid electricity blood now glows in the dark, oil trails are flammable and lube ones are slippery. Oil blood can be restored with fuel, lube with silicon and slime with stable plasma (as normal plasma already passively regenerates their blood), instead of everything using iron. Saline solution only supplements on iron-based blood and won't do anything to help with bloodloss for species who rely on different blood types. (Roundstart this applies only to Ethereals) - All blood logic has been moved away from the blood reagent itself into a blood element that is assigned to the blood reagent by default, and to any reagent that's drawn from a mob as their "blood" (in ``transfer_blood_to``). This means that blood you draw from lizards will be green and have lizard's blood description instead of mentioning red blood cells, Ethereal "blood" will actually contain their DNA and genes, etc. - Refactored all blood decals. Blood states are no more, everything is now handled via blood DNA. Credits to MrMelbert and Maplestation, as a significant amount of code has been taken from https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his followup PRs. Oil and xenomorph splatters are now subtypes of blood, blood drying is now animated, blood trails now curve and can be diagonal. - Rewrote bloodysoles and bloody_spreader components, credits to Melbert again for the former, while latter now makes more sense with its interactions. Bloody soles no longer share blood DNA with your hands. - Ported Melbert's bloody footprint sprites and bot-blood-spreading functionality. - Removed all species-side reagent interactions, instead they're handled by said species' livers. (This previously included exotic blood handling, thus the removal) - Slightly optimized human rendering by removing inbetween overlay holders for clothing when they're not needed. - Blood-transmitted diseases will now get added to many more decals than before. - Cleaned up and partially refactored replica pods, fixed an issue where monkeys/manipulators were unable to harvest mindless pods. - Exotic bloodtype on species now automatically assigns their blood reagent, without the need to assign them separately. - Clown mobs now bleed (with colorful reagent instead of blood during april fools), and so do vatbeasts (lizard blood) - Implemented generic procs for handling bleeding checks, all sorts of scanners now also correctly call your blood for what it is. - Podpeople's guts are now lime-green like their organs, instead of being weirdly greyish like their water-blood. (Their bleeding overlays are still grey, as they're bleeding water) - Slimepeople now can bleed. Their jelly is pale purple in color, but their wound overlays copy their body color. - Injecting/spraying/splashing/etc mob with a reagent preserves its data, so you could theoretically recycle fine wines from someone's bloodstream - Fixed burdened chaplain's sect never actually giving a blessing when applying effects, and giving a blessing when nothing can be healed. Inverted check strikes again. - Closes #91039 #### Examples A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.   |
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45a66f7ede |
/datum/ai_behavior/execute_clean/finish_action will no longer return early if the emagged phrases list is empty (#89692)
## About The Pull Request
For some reason, `/datum/ai_behavior/execute_clean/finish_action` was
coded such that it returns early if the list of cleanbot emagged phrases
was empty (or null).
This shouldn't be a problem with regular cleanbots - they come with
emagged phrases already set. However, it makes this ai behavior
unsuitable for use with non-cleanbot controllers (such as Monkestation's
cleaner slimes - cute little slimes that will dissolve trash and
blood!), as the statement to clear the `target_key` blackboard value was
after this.
This PR handles this by changing around the `if` statements - where we
previously ended early if the emagged phrase list was empty, we now only
perform an emagged phrase if the list has any length. (and if you're
wondering - `length(null) == 0`)
## Why It's Good For The Game
Avoids potentially buggy behavior on admin-made mobs (or those made by
downstreams).
Also has the benefit of makes the code shorter and easier to understand!
## Changelog
:cl:MichiRecRoom
fix: The cleaning AI behavior (generally used by cleanbots) will no
longer return early if the list of emagged phrases is empty.
/🆑
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07e69bffa6 |
Makes blood trails a subtype of blood, fixes blood rites jank (#88941)
## About The Pull Request Closes #85599 by A) replacing a break statement with continue, and B) converting blood trails to be a subtype of blood pools, properly filled with blood. This should also allow them to interact with bloody soles component, making those who step into them leave bloody footprints. ## Changelog 🆑 fix: Cult blood rites should not longer create "empty" blood or be unable to suck up more than one blood pool at a time. code: Blood trails are now considered a subtype of blood pools /🆑 |
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f205e48ef5 |
[no gbp] fixes being able to tell animals to commit atrocious acts (#88754)
## About The Pull Request closes #88743 . the issue is while they'd ignore ur command since its impossible, the emote would still appear, which i now realize was a mistake ## Why It's Good For The Game fixes being able to tell animals to commit atrocious acts ## Changelog 🆑 fix: radial pet commanding emotes will now not appear if the command is impossible to execute /🆑 |
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efe62c5a72 |
Pet Commands QOL . makes pet commands easier to use (#88495)
## About The Pull Request this PR improves the UX of pet commands a bit. i decided to expand on their radial menu. You can now hold shift and hover over your pet to display a menu of commands which you can choose from. alternatively, you can still type out commands in chat https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d ## Why It's Good For The Game makes pet commands easier to give out when you're managing more than 1 pet. also fixes the fishing command not working. ## Changelog 🆑 qol: holding shift and hovering over your pet will display a list of commands you can click from fix: fixes the fishing pet command not working /🆑 |
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28847a6ab3 |
[no gbp] few more repairbot fixes (#88344)
## About The Pull Request repairbots now gain the ability to deconstruct when hacked by an AI. ive also updated their crafting menu requirements and they now drop their toolboxes when they're destroyed ## Why It's Good For The Game closes #88336 ## Changelog 🆑 fix: repairbots now gain their destructive abilities when hacked by an AI fix: repairbot crafting recipes have been updated /🆑 |
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173185ea9a |
[no gbp] few repairbot fixes and some beacon pathing improvements. (#88144)
## About The Pull Request this fixes some few sentient repairbot-related issues that were reported a few days ago. ive also given sentient repairbots a new simple UI to manage their materials.  while I was at it, i also fixed bots continuously trying to path to unreachable beacons, which can be quite costly since they're regularly very far away. ## Why It's Good For The Game closes #88067 ## Changelog 🆑 fix: repairbots no longer get flashed by their own welder fix: repairbots no longer break glass tables they step on fix: repairbots can no longer flush their own welders fix: fixes some runtimes when emagged repairbots try to deconstruct things fix: fixes sentient repairbots not being able to see or remove their material counts /🆑 |
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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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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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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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55c41fb9ad |
basic honkbots (#81920)
## About The Pull Request this refactors honkbots into basic mobs. its mostly a faithful 1:1 refactor but i couldnt keep my hands to myselves so i gave them some new behaviors. honkbots now love playing with clowns, they will go seek out for clowns and celebrate around them. also, if the honkbot finds a banana peel or a slippery item near it, it will actively drag people onto them honkbots will now go out of theirway to mess with secbots and annoy them ## Why It's Good For The Game refactors hinkbots into basic bots and also undoes some of the silliness i did in the previous basic bot prs. i also added lazylist support to remove_thing_from_list. ## Changelog 🆑 refactor: honkbots are now basic mobs, please report any bugs add: honkbots will try to slip people on banana peels /🆑 |
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1e78db8471 | Refactors how basic ais do their success/failures (#82643) | ||
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950675f4e7 |
Cleanbots can't acid people unless emagged. (#82008)
## About The Pull Request Returns a long lost restriction to cleanbots of not being able to spray acid on people unless emagged. Labeling as a fix since it's potentially quite destructive, annoying, and presumably not intended. (likely introduced by #80128) ## Why It's Good For The Game Letting people go from ghosts to melting clothes and PDAs in 3 clicks is maybe not great ## Changelog 🆑 fix: Cleanbots once again require an emag to spray acid on people. They can still acid trash objects normally. /🆑 |
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ef714c1c34 |
Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request I was looking at screenshots of the game and realized we had a lot of light sources that were really... flat. Medium intensity, not colored at all, cringe. So I went over all the uses of overlay styled lighting (since I've done matrix lighting already) and gave them more unique features. Colors that match the sprite they're used with, intensity to produce vibes, that sort of thing. It's kinda impossible to go one by one cause there's a LOT. I may have gone a bit overboard with a few, I'm messing around with some things like giving bots colors based off their department, etc. We'll see how this all turns out. Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a bit too present to me so I dropped the alpha down from like 200 to 120 at max (so it's roughly half of the mask's alpha so it's less overwhelming ## Why It's Good For The Game Lighting should be impactful, subtle and colorful <details> <summary> Old Lights </summary>           </details> <details> <summary> New Lights </summary>           </details> ## Changelog 🆑 add: Tweaked the saturation, color and intensity of a bunch of lights /🆑 |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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6a64a1a645 |
Fixes a spurious runtime in AI code (#81253)
## About The Pull Request Tin.  No more of this. It's been annoying downstream for the past few days, so here's the fix. `find_this_thing()` should not be getting called when `controller.pawn` is qdeleted so I just moved that check up a couple lines. ## Why It's Good For The Game Makes CI functional again. Tested downstream with 5 CI runs, the runtime did not occur in any of them where it was happening just about every run previously. ## Changelog 🆑 fix: fixes a runtime in AI search_tactic /🆑 |
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dd5234b401 |
[no gbp] fixes ai controller runtime (#81134)
## About The Pull Request fixes the flaky error that would happen in cleanbot controllers. i discovered thru the profiler that a proc i was using to stop tracking unreachable targets and caching them to a blacklist in selectbehavior had a bit of a high real time cost, so if the mob got deleted midway through for any reason would cause a runtime error. ive moved this proc off selectbehavior and im instead letting the move loop cache this target into the blacklist if it reaches the max pathing attempts ## Why It's Good For The Game fixes a runtime that sometimes happens in ai controllers ## Changelog 🆑 fix: fixes a runtime that sometimes happens in ai controllers /🆑 |
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d5c547e459 |
Fixes COMSIG_LIVING_EARLY_UNARMED_ATTACK arguments (#80783)
## About The Pull Request Fixes #80566 Fixes the wrong arguments being passed to `COMSIG_LIVING_EARLY_UNARMED_ATTACK`. It now properly receives the proximity flag. Changes clicking with handcuffs to no longer always assume no proximity. Replaces some checks for hands blocked to some checks for `can_unarmed_attack` (which, currently, JUST checks for hands blocked, but this is good for future reasons, just in case) ## Changelog 🆑 Melbert fix: Strong arm implant users can shove more correctly. /🆑 |
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f2795e4a14 |
[no gbp] adds options for bots to bypass adding unreachable items to their blacklist (#80708)
## About The Pull Request bots will automatically add things it cant reach to a temporary blacklist and ignore them until the blacklist is cleared. this however can cause issues if u move out of the way of a stationary medbot while its healing u, so it deems u unreachable and not try to heal u until the blacklist is cleared ## Why It's Good For The Game bots will automatically add things it cant reach to a temporary blacklist and ignore them until the blacklist is cleared. this however can cause issues if u move out of the way of a stationary medbot while its healing u, so it deems u unreachable and not try to heal u until the blacklist is cleared ## Changelog 🆑 fix: stationary medbots will no longer ignore u for a while if u move out of their way while healing /🆑 |
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4476689439 |
hygeienbots basic bots (#80435)
## About The Pull Request turns hygenic bots into basic bots. also now PAIs and people can play as hygeinebots. and they can wear hats ## Why It's Good For The Game transforms hyginebots into basic bots. their old AI used to handle all the logic. i moved some of the logic to the mob itself so players can also clean (or burn) things. also this pr will add pathing limits to bots, in the case the jps movement thinks it can reach something, but actually cant, in which case the bot will give up the chase ## Changelog 🆑 refactor: hygeinebots are now basic bots. please report all the bugs fix: fixes hygenebots not being able to patrol add: hygeinebots can now be controlled by Players /🆑 |
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13e27c36a6 |
basic bot path huds and medbot research (#80277)
## About The Pull Request this pr integrates the bot path huds to ai controllers and move loops to allow basic bots to display their paths in the hud. also closes #80280 and closes #80330 ## Why It's Good For The Game basic bots now can display their path on huds ## Changelog 🆑 add: basic bots can now display their paths on huds fix: medbots can research healing again /🆑 |
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4a989723e1 |
[NO GBP] Fixes even more AI related CI runtimes (#80262)
## About The Pull Request Consider this a continuation of https://github.com/tgstation/tgstation/pull/80202  ~~It seems I missed a few.~~ Edit: Modified per request to handle this more broadly. If a pawn gets `qdel`'d, the ai controller should be set to off and get removed from the list of active controllers, and all their actions should be canceled. Also adds some qdeleted checks to `finish_action()`, which can still run after the pawn gets qdeleted as part of the `CancelActions()` chain. ## Why It's Good For The Game Less spurious CI failures. ## Changelog Nothing player facing really. |
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40f3926de8 |
[no gbp] some few bot fixes (#80208)
## About The Pull Request i forgto to set this in my last prs closes #80204 also closes #80252 ## Why It's Good For The Game ais can summon bots ## Changelog 🆑 fix: AIs can summon bots again fix: cleanbots can clean floors directly underneath them and prioritize floors nearest to them fix: medbots drop empty medkits now /🆑 |
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18047d74fe |
Fixes a bunch of AI related CI runtimes (#80202)
## About The Pull Request <details><summary>A bunch of the numerous CI issues </summary>   </details> You can view the full list of them here https://github.com/Skyrat-SS13/Skyrat-tg/actions/runs/7148986054/job/19470671408. What seems to be happening is, the `ai_controller` `fire()`s, and at some point the the `pawn` var has become null from qdeletion. Many of the `SelectBehaviors()` procs make use of that var, and then try to access it without any safeties whatsoever. I believe it is mainly happening because of long `do_after()`s and other procs that sleep. This PR just adds those safeties. I probably didn't get them all, but this should fix the ones I have seen in CI. There may be a better solution to cover all future cases of this but I will wait on feedback to proceed. See below comments: --- I don't know if you would rather this to always be checked at the controller level instead (or in `able_to_plan()` perhaps?) but I could do that if it's wanted. I wasn't sure if there were certain things that depended on `SelectBehaviors()` running for cleanup so I opted against that. On that note, shouldn't we just be qdeleting the `ai_controller` when the pawn gets qdeleted? Is that not already happening? And if not, is there a reason for it? That would probably be the best way to handle it... ## Why It's Good For The Game I would like to stop seeing so many random CI failures, wouldn't you? ## Changelog 🆑 fix: fixes some AI runtimes that were caused by the pawn becoming null /🆑 |
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b8a8c740de | New Cleanbot and Bucket sprites (No GAGS) (#80205) | ||
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af67bd7490 |
basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request this pr refacotrs cleanbots into basic bots. also adds a new skillchip for janitrs. this skillchip will allow janitors to communicate with cleanbots and order them around, like pointing at something and telling them to clean it. also now the cleanbot has an inbuilt mop which it will use to smack mice and cockroaches ## Why It's Good For The Game refactors cleanbots into basic bots and fixes them getting stuck sometimes while patrolling. also janitors being able to order them around can make them a bit more useful as tools for the janitor ## Changelog 🆑 refactor: cleanbots are refactored into basic bots. please report all bugs fix: fixes cleanbots getting stuck sometimes while patrolling add: janitors get a new skillchip which allow them to communicate with cleanbots /🆑 |