This PR replaces our current NPC AI with a [behavior tree
system](https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)).
Behavior trees are a common way of creating AI in which you place nodes
in a tree structure to define what actions an AI should take.
AI controllers defined a list of /datum/ai_planning_subtree types in
behavior_nodes. Each subtree was a self-contained unit that could call
queue_behavior() to fire off /datum/ai_behavior actions. The controller
iterated subtrees in order, each one deciding independently whether to
queue something and deciding whether the next subtree would run.
This has a few issues:
1. There's no real structure; you are just defining a list of things to
try in order.
2. There was a loooot of subtrees that were basically the same as
another but with some slight modification
3. It was hard to understand.
Controllers now define a single json file describing a tree of nodes.
The tree is composed of structural composites:
Sequence - do A, then B, then C (and so on)
Selector - try A, if it fails try B, then C (and so on)
Parallel - run A and B simultaneously, with configurable failure/success
policies and or looping behavior
Subplan - loop a child continiously
Along that we also have "Decorators". These are nodes that basically
check a condition (E.g.; do we have a combat target). These decorators
can be used to gate behavior and are re-useable across behavior trees.
They also have a concept known as "Observers". Which lets them cancel
lower priority behavior in case their condition changes (Which we check
whenever a signal fires that fits that specific decorator). This makes
the AI much more responsive to change in environment.
For behaviors, we still use the ai_behavior datums. These are the actual
behaviors such as "Move to X", "Attack X". The only major change is that
these can no longer sleep() since they now run in the ai_controller.
Lastly, we now also have subtrees, except now they are essentially
pieces of behavior tree that can be re-used, or even overriden at
runtime or as a variable. Allowing for making modular AI made out of
several smaller trees.
You can set variables on these nodes directly via the extension (see
below), which should reduce the need to make subtypes of behaviors by a
lot. All of these vars are saved on the JSON and will be applied at
runtime.
If you are using subtrees, you can also assign "bindings" to these
variables, which will allow instances of the subtree to override those
variables.
Since a tree structure with variables becomes hard to parse in a JSON,
I've made a VSCode extension to edit these JSONs:
https://marketplace.visualstudio.com/items?itemName=BehaviorTreeG.behaviortreeghttps://github.com/CabinetOnFire/BehaviorTreeG
<img width="1795" height="1268" alt="image"
src="https://github.com/user-attachments/assets/56aa2f0b-3cf9-449f-bca4-8281fca82db6"
/>
This extension allows you to edit the behavior tree JSONs, and browse
through all the behaviors/decorators/subtrees we have
If you'd like more info on how to build these AI check out the
learn_ai.md. I will also make a tutorial to go over more depth on what
the system offers because I kind of suck at doing technical write-ups.
Targetting has been changed to. I've made a new acquire_targets behavior
that takes a target_source (what am I targetting) and
targetting_strategy (what does the candidate need to fulfill to be
considered a target). This allows us to make composites targetting
combinations to reduce the amount of specific find_and_set esque
behaviors we had before. Not everything is ported to this system but
that would be a longer term goal.
I've added a new build_bt script that converts all the behavior tree
JSONs into compiled versions. Why is this needed? Because I wanted to
keep using defines in behavior trees, so we need a way to convert this
into literal values before we send it to DM. This script runs on compile
and should also run in CI (If I didn't fuck that up!). This saves to a
new build/ folder.
I've ported every single AI in the game to this system (except raptors,
Kobsa is working on those so should be in soon!), so I do expect some
bugs to come out of this. But I also fixed some issues that have
probably been in the game for a long time such as:
- Fixed penguins being unable to fish
- Fixed bileworms not being able to devour people
- Fixes goldgrubs not grubbing gold (they could not mine!)
- Lizards actually eat food they find
Either way, I'd reccomend a long TM on this.
1. (Hopefully) a better development experience for making AI
2. Less copy-paste for behaviors, we should be able to re-use more
pieces to make behavior
3. Behavior trees is a more common pattern in making AI, so it should be
easier to find resources to find out how to do things.
🆑 CabinetOnFire, Iamgoofball, SmartKar, Ben10omintrix
refactor: Replaces our AI system with behavior trees, porting all
datum/ai to it
/🆑
I will add this PR with more details down the line. I think I got the
big picture but its a big PR, so sorry if I missed something important.
---------
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
This PR moves most of the code for using an item to commit suicide from
`human` to `living`, so that anything with hands can use what it is
holding to commit suicide.
This was surprisingly painless, as most `suicide_act` procs were already
written without the assumption that the person killing themselves was a
human even though they couldn't be anything else.
This might occasionally mean that in some cases (like drones) it may
reference anatomy that they don't have (like necks) but I think that's
not a big deal and don't worry about it.
## Why It's Good For The Game
It's funny.
## Changelog
🆑
balance: Anything with hands can now use the things it is holding to
commit suicide
/🆑
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.
"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.
TL;DR consistency and stuff
## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:
- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.
## Changelog
🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
## About The Pull Request
21 things.
Additionally, an actual refactor(a real one) of refunding of item-based
spellbook entries, as in the three summons, which hasn't worked for four
years and now does.
Lastly, the holopayment stand IDs can project can now accept payment.
## Why It's Good For The Game
They want you to think this is worth 210 gbp, don't believe the lies
## Changelog
🆑
fix: Wizards can now successfully refund summoning items
fix: Holopayment stands can now take payment
code: 21 things have been moved from attackby() to item_interaction()
/🆑
## About The Pull Request
Was doing a little audit of these `bodyshapes_with_variations` flags, a
couple weren't needed because they inherit `NONE` from their parent, and
in one case there was a skirt that was missing it (which only has the
effect of allowing it to enter `get_bodyshape_icon()`, which it doesn't
need to be doing, but otherwise nothing anyone would notice.
## Why It's Good For The Game
Cleaner code
## Changelog
Not player-facing, this doesn't actually affect anything.
## About The Pull Request
This PR moves out hud offsets into a separate proc on atom level, which
lets mobs override it as to control their atom HUD positioning. This
fixes weird hud offsets on mobs who are located in files larger than
their own icon, or have a very offset but small/detached detail on their
sprite (blood-drunk miner, raptors, megacarps)
This also lets humans adjust their HUDs based on their height, which
should prevent hud clipping for spacers.
<img width="93" height="88" alt="dreamseeker_iBapCH9y5a"
src="https://github.com/user-attachments/assets/f429d4d9-6e1f-451e-9908-54c8a1373f1a"
/>
Main reason behind this change is to allow humans to override their
sprite width/height according to their bodypart overlays, which fixes
immerse and brimdust sac inlaid overlays being shorter/thinner than
expected.
Before & after:
<img width="172" height="188" alt="dreamseeker_5l78R30uLI"
src="https://github.com/user-attachments/assets/0b62ac27-71e6-4b3b-92d0-cf3e73eb458d"
/>
<img width="222" height="189" alt="dreamseeker_9hX6FXLvK9"
src="https://github.com/user-attachments/assets/ab36bc36-abd5-4bdf-965d-ee3951ce9b11"
/>
These values are cached and only updated on ``update_body_parts`` as to
save on a bit of performance.
## Why It's Good For The Game
Fixes jank visuals
## Changelog
🆑
fix: Brimdust sac and fluid immersion overlays no longer look weird on
humans with extra-wide or tall bodyparts or organs
fix: Some mobs now have more sensible health HUD positions
fix: Health and security HUD now scales with player height, no more huds
clipping into spacer hair
/🆑
## About The Pull Request
Adds female gender shaping to digi species (such as lizards), for the
top half only.
<details><summary>Shown here</summary>
<img width="337" height="464" alt="dreamseeker_HhKjfrmJ1f"
src="https://github.com/user-attachments/assets/a5a57580-6798-40e4-925c-b3a63e0e540e"
/>
</details>
Also just adds a bunch of bodyshape args now that we are passing that to
the clothing rendering. This will help with anything where you want
unique digi handling for any specific items. Also fixes some missing
args and even improper args in some of these proc overrides.
## Why It's Good For The Game
Makes things more convenient for coders. Adds some more customization
options for feminine lizardfolk.
## Changelog
🆑
code: bodyshape is now accessible in build_worn_overlays() and similar
procs.
image: lizards now have support female gender shaping for their suits
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Pretty simple one this time.
Cleans up pinpointer code, previously the ranges at which pinpointer
arrows determined how close you were to an object were hardcoded
numbers, now I've moved those numbers over to a set of variables so you
can determine what's close/medium/far.
Autodocs pinpointer variables and subtype variables as well.
Removed a functionally useless variable off of crew pinpointers, moving
from a boolean-`has_owner` to just checking against the assigned
`pinpointer_owner` mob.
Lastly, tweaked some of the numbers on the ventpointer, a pinpointer
purchasable by shaft miners for points. Namely, I've lowered it's
minimum range to 8 from 14, meaning that you can get closer before it
says that you've arrived at your vent, as before you could still be
completely off screen and be unable to find the vent. In addition, I
adjusted the close and medium range variables to be wider than the
standard range, since in practice using the ventpointer in-round tends
to just show a red arrow for the vast majority of the time you're using
it.
## Why It's Good For The Game
Pinpointer code improvements were mostly because I was in the area and
in theory, pinpointer code should be more flexible considering how much
of the game's core game-modes rely on pinpointers to function properly.
On ventpointers, these things are clearly meant to be somewhat
inaccurate, but due to having the distance values on pinpointers
hardcoded, It was previously impossible to ever even reach close range
on the vent before it claimed you had arrived. I've lowered the close
range value to be in the ballpark of a single screenwidth of tiles in
all directions, and adjusted the other colors so that you can get a
better idea if you've switched vent targets. As a result, the
ventpointer should be a more valuable investment as a direct result.
## Changelog
🆑
balance: The mining ventpointer has been adjusted so that it can now
more accurately show the distance to the nearest vent, and will now
claim you've arrived if you're within 8 tiles away from a vent, down
from 14.
code: Several backend improvements to the pinpointer functionality and
adjustability.
/🆑
## About The Pull Request
Lack of KEEP_TOGETHER on some mobs (unlike objects and blood overlays,
we operate under the assumption that all mobs have KEEP_TOGETHER and
thus all of our code is designed to support it) caused brimdust overlay
to leak through onto other objects
## Changelog
🆑
fix: Fixed brimdust overlay on wide mobs leaking onto other objects
/🆑
## About The Pull Request
Bileworms now attack by firing a barrage of arcing projectiles at their
target, one guaranteed to hit their turf and the rest spread around
them. Bileworms fire 5 shots and vileworms fire 7 at a faster rate.
The projectiles themselves deal 20/25 burn damage and scale with MELEE
armor (as ACID is mostly for atom armor and not mob) on mobs and ACID on
objects.
Bileworms now have a short jump animation before they burrow, during
which they can be stunned by getting shot or hit (only damaging
projectiles count, so you need to melee with your crusher if you want to
stop a burrow). Doing so prevents them from attacking for 2.4 seconds,
after which they burrow back underground without an animation (as to
avoid chainstunning)
They will not burrow immediatelly after firing, now only repositioning
if their target is 3 or less tiles away from them or if they have been
hit by an attack. Their health has been increased to 110/175 to
compensate for them now being able to be stunned, as those are above
important breakpoints for damage, making them require 1 more swing after
backstab/1 more shot to kill respectively.
When attacking NODE drones bileworms will have 30% less spread, making
them a priority target to take out during vent defense, but not as
dangerous as brimdemons or legions.
https://github.com/user-attachments/assets/9d11959f-c90b-4fd5-b93f-bc514237e9bf
Full video of 7 bileworm/5 vileworm fights with better visuals and no
compression can be seen here: https://streamable.com/6thbmm
(Both underground firing and dead sprite issues have been fixed after
the recording)
Worm jumping sprite/animation by ArcaneMusic, edited by me
## Why It's Good For The Game
Bileworms are not fun to fight for both PKA and PKC users, there is no
counterplay to their burrowing, and they are not engaging during vent
defense. This should address all of these issues, and make them more fun
to fight.
## Changelog
🆑 SmArtKar, ArcaneMusic
balance: Bileworms now fire arcing shots instead of cross patterns, and
can be stunned by hitting them during the burrow animation. Their health
has been slightly buffed to compensate.
/🆑
## About The Pull Request
Goliaths no longer instantly stun the mobs they hit with their tentacle
for full 10 seconds, instead leashing them to the spot they were grabbed
at or dragging them towards themselves. The ranged tetris-piece attack
has been changed to a full cross which tethers the target preventing
them from moving away more than 1 tile, while the line and the ring
attacks tether the mob directly to the goliath itself and drag them in.
https://github.com/user-attachments/assets/0b566a12-17ae-4a8a-97ac-5734c89c83d4
The tentacles can be manually removed after standing for 6 seconds, or
by hitting them for 75 damage total (3 PKC swings, or 5 bayonet hits).
They also naturally retract after 10/15 (cross/line and ring) seconds
like before.
Goliaths themselves have received a massive speed boost, going from 3
second movement delay to 1.2 seconds (150% buff) and no longer can
friendly fire with their tentacles (and ancient goliaths have their
trophy drop guaranteed)
Brimdemons, lobstrocities, watchers and legions also received some
changes:
- Brimdemons no longer can wound with their beams (they were basically
guaranteed to land a nasty burn wound with the initial blast), but are
now affected by laser armor and their beam DOT (not the initial 25 burn
damage upon firing) has been increased from 5 to 7. Their blasts can now
be interrupted by hitting them from their side or from their back
- Lobstrocities have had their retreat distance decreased from 8 to 6,
making them much less likely to randomly lose aggro on the miner (their
aggro range is 9 tiles, meaning that even a single tile of movement on
miner's part will result in lobsters losing interest in them when on CD)
- Watchers now try to stick to 3-5 (previously 4-6) tiles of distance
between themselves and their target, and legions try to maintain 4-6
tiles of distance as opposed to running away completely. This should
make fighting both of them more interesting and engaging, and make
dealing with them during vents less cancerous.
Sprites for the tentacle item and mob overlay are by thgvr from
https://github.com/shiptest-ss13/Shiptest/pull/2432
## Why It's Good For The Game
Goliaths are extremely outdated in their attack design, 10 second
hardstuns are basically a guaranteed death if there are any other mobs
around and aren't very engaging to fight on their own as they are very
easy to evade with 3 second movement delays.
Change to lobstrocities should just make their AI less jank, and
watcher/legion range changes should make them less slippery when
fighting with PKC or zero range PKA, or during vent defense.
## Changelog
🆑 SmArtKar, thgvr
balance: Goliaths no longer hardstun, but instead bind and drag their
targets in with their tentacles. They are, however, much faster now.
balance: Brimdemon beams can no longer wound, but deal a bit more DOT
damage. Their beams can also be interrupted by hitting them from the
side or back in melee.
balance: Watchers and legions now try to maintain a few tiles of
distance from their targets instead of retreating.
fix: Lobstrocity AI should no longer sometimes flee out of their aggro
range when retreating.
/🆑
## About The Pull Request
When a mob enters a tile above the vent its top half (and the rig, if
the vent has been tapped) will turn transparent and clickthrough. The
bottom half residing on the tile below is still clickable.
https://github.com/user-attachments/assets/5ed1cd3a-4f33-4692-adce-471eb2942d45
Same applies to ore type overlays. Also I've cleaned up ore vent code a
bit.
## Why It's Good For The Game
During combat some mobs, especially legion skulls, can end up hiding
behind the vent and be extremely hard to hit, requiring the player to
pull up the alt click menu to dispatch of them. This should resolve that
issue.
## Changelog
🆑
qol: Ore vents now turn transparent and clickthrough when a mob enters
the tile above them. The bottom half of the vent is still clickable.
code: Cleaned up ore vent code
/🆑
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## About The Pull Request
1. Adds doppler radar towers to Lavaland and the Icemoon
Weather radios now need a doppler radar on the target z-level to get an
accurate reading. Without a radar tower, the expected timing of incoming
storms will be off by a random factor.
Lavaland and the Icemoon both have a few towers mapped into them.
The towers themselves can be constructed with plasteel if they some how
get destroyed. They also have an in built GPS.
Each tower requires a cable connection to function. They need a pretty
small amount of power to function.
2. Adds anomalous radar towers
Attaching a weather anomaly core to a radar tower results in an
anomalous radar tower.
<img width="260" height="409" alt="image"
src="https://github.com/user-attachments/assets/3430b0aa-0bbc-44df-ae75-67c2c3cca5a6"
/>
This allows you to cancel ongoing storms **or summon storms yourself**.
Each cancellation and summon uses a percentage of the core's charge.
After the charge runs dry, the core is destroyed, and the tower goes
back to being normal.
Yes, you can construct a radar tower on the station to summon storms on
the station, *including* rad storms.
All storms summoned abide by radstorm rules, meaning maint is safe.
Summoning onto the station uses significantly more charge.
3. Limits weather anomaly cores to 5
Because they are charge based and spamming weather events all round
would be annoying, slightly lowers the max core count.
## Why It's Good For The Game
Weather manipulation seems super appropriate for weather anomaly cores.
Initially it was just going to be the machine, but then I thought "what
if I want the frame of the machine to be available roundstart on
Lavaland to encourage cooperation with miners" and then I thought "what
if it tied into the weather radios, which opens up rare sabotage
methods"
So that's how we got here. The towers exist to facilitate the anomaly
use while also allowing enterprising traitors to sabotage, potentially
leaving their target unaware in a storm.
## Changelog
🆑 Melbert
add: Adds doppler radar towers to Lavaland and the Icemoon. These towers
ensure weather radios have accurate readings.
add: Adding a weather anomaly core to a radar tower upgrades it, giving
you control of weather - allowing you to cancel storms or even spawn a
weather event of your choice. However, the core will expire after use,
requiring replacement.
add: You can construct radar towers with plasteel. Even on the station.
Yes, you can summon weather onto the station.
balance: Limits weather anomaly cores to 5.
/🆑
## About The Pull Request
Title.
<img width="682" height="543" alt="afbeelding"
src="https://github.com/user-attachments/assets/d2ce739f-1b13-4397-92d6-7fceaef4e70f"
/>
## Why It's Good For The Game
Bug fix Good
## Changelog
🆑
fix: The buttons for lavaland organs no longer show up after their
removal from your body.
/🆑
## About The Pull Request
Updates subdermal implants so that they have `implant_info` and
`implant_lore` variables instead of one unchanging `get_info()`. Also
rewrites/updates/tweaks/etc. lore for every implant that had get_info()
blocks.
Makes beacon implants (the ones you teleport onto) turn off (hide
themselves on prisoner management consoles) after ten minutes, matching
the tracking implant's functionality.
Deathrattle implants are now `allow_multiple = TRUE`, so you can have
multiple deathrattles implanted.
Reworked the implant pad's UI to have collapsible sections for implant
info, implant lore, and also have buttons for configuring deathrattle
implants.
Adds a box of expeditionary deathrattle implants to the mining vendor.
For 900 points (585 points if delivered), you receive a box containing 5
expeditionary deathrattle implants, which **ONLY ALERT TO DEATHS IN
MINING WASTELAND AREAS (e.g. not ruins, not space, not station) (this is
important)**, an implanter, and an implant pad.
The intended workflow is that you initialize one deathrattle implant,
use that network for all the other deathrattles, and implant yourself,
your mining buddies, your QM, and a paramedic, maybe. However since they
start unset you could theoretically make one really big deathrattle
network. Good luck getting people to volunteer for implanting, though,
and as above, it only really works if you die outside of the station.
Also, repaths kheiral cuffs to be accessories, so you can attach them to
uniforms. They're still functional as suit sensor extenders and GPSes
(when off-station).
<details><summary>Screenshots</summary>
<img width="469" height="91" alt="image"
src="https://github.com/user-attachments/assets/2c88b151-e5ab-415a-8c41-0f166f439315"
/><br>
<img width="300" height="350" alt="image"
src="https://github.com/user-attachments/assets/0764983a-1160-48ab-aa6a-d1aaf08a682e"
/><br>
<img width="300" height="350" alt="image"
src="https://github.com/user-attachments/assets/98e84368-300b-453a-89a4-d922c80628e8"
/>
</details>
## Why It's Good For The Game
Deathrattle implants are cool. Being able to know that your coworker
exploded, after a non-negligible amount of setup and wrangling your
fellow spaceman to let you implant them, is probably a good thing.
Introduces a cooperative avenue of "Wait, my coworker just died" instead
of "Hey, they haven't yelled something on comms, did they roll antag?
(No. They died.)"
Kheiral cuffs being uniform attachments is because having to sacrifice
glove slot for them annoyed me a lot.
## Changelog
🆑
add: Nanotrasen has begun rolling out (unconfigured) expeditionary
deathrattle implant kits for their mining teams for 900 points (585
points, if manually delivered). These only alert for deaths on raw
mining wasteland, and will not work in space, ruins, or on-station.
balance: Kheiral cuffs can now be attached to uniforms as accessories.
They retain their suit sensor extension/GPS functionality (still only
when off station Z-levels, though).
fix: Beacon implants now turn off (hide themselves on prisoner
management consoles) after ten minutes, matching the tracking implant's
functionality.
qol: Made the implant pad UI a little nicer to look at, with dropdowns
and demarcated sections.
code: Implants now have separated "immediately useful" information and
"extended lore tidbits" information as variables instead of one
unchangeable get_info() block.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat
Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack
It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways
## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
## About The Pull Request
Changes the unregistering of COMSIG_PROJECTILE_ON_HIT to
COMSIG_PROJECTILE_SELF_ON_HIT because COMSIG_PROJECTILE_ON_HIT isn't
used anywhere in grapple code but COMSIG_PROJECTILE_SELF_ON_HIT is.
See lines 70 and 71 for what I mean.
## Why It's Good For The Game
Fixes good.
## Changelog
🆑 BurgerBB
fix: Fix signal unregistration in grapple gun on hit.
/🆑
## About The Pull Request
Otherwise the effect is stuck at the max stacks icon and doesn't have a
background.
## Changelog
🆑
fix: Fixed the brimdust status alert sprite
/🆑
## 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.
/🆑
## About The Pull Request
Closes#93635
`unique_reskin` is no longer a list on `/item`, now `/datum/atom_skin`
The actual reskinning behavior has been moved out to
`/datum/component/reskinable_item`
PKC reskinning is now handled via alt-click reskin, rather than via the
retooling kit. The retooling kit has been removed.
There's no limit on how many times you can reskin your PKC (though
perhaps we limit it to one reskin and keep the retooling kit as a way to
allow a miner to reskin it a second time?)
The Ashen Skull unique reskin is still a trophy, and instead unlocks its
unique reskin option in the alt-click radial.
## Why It's Good For The Game
I'm unsure why the retooling kit exists on its own, when it's relatively
cheap and just performs the behavior of alt-click reskinning.
So to keep it consistent with all other forms of reskinning I've just
made it baseline. To accomplish that I refactored reskinning.
The new form of reskinning allows for greater potential in adding
reskins, allowing far more than just an icon state change. Also we can
put it on turfs and mobs and structures now which is cool I guess
There's also the added benefit of being able to see an item's reskins
without needing to instantiate it, which the loadout menu uses to great
effect.
## Changelog
🆑 Melbert
refactor: Refactored item reskinning (the alt-click way), report any
oddities with that
del: Deleted the crusher retool kit, now you can just reskin your
crusher with alt-click. The Skull skin is still locked behind having the
Ashen Skull trophy applied.
fix: Stunswords no longer have an incorrect lore blurb
fix: Fixed loadout item reskinning's UI
/🆑
## 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!
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366
Eliminates worries over virtualspace currency being sent to real
accounts.
When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:
<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>
Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:
It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.
In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).
<details> <summary> Working as intended </summary>
<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>
<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>
</details>
## Why It's Good For The Game
Fixes an exploit, improves the area flags situation slightly.
## Changelog
🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
## About The Pull Request
Most screen alerts that use the midnight hud style no longer have the
button baked in their icon. Other screen alerts with their own
background or shape (robot and mech alerts, atmos, heretic buffs or
debuffs etc.) are not affected. Also updated a couple sprites but didn't
spend too much time on them. Mostly reusing existing assets.
Montage of how the alerts look on threee different hud styles
(Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT
ALREADY):
<img width="293" height="323" alt="image"
src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20"
/>
It looks only a smidge iffy on the syndicate since the top and bottom
borders aren't layered over all the overlays, but it isn't something to
worry about in this PR.
## Why It's Good For The Game
Screen alerts always had the midnight hud button baked in their icon
states (now overlays), which completely disregard the player's hud
setting, much unlike action alerts buttons. Melbert has also said that
it'd be nice if the code for action buttons could also be used in screen
alerts and viceversa, to slim things down. That's obviously not what I'm
doing today, but having most of the screen alerts already without the
baked background will surely help if we ever pursue that objective.
## Changelog
🆑
refactor: Refactored screen alerts a little. Most should now fit the
player's hud style. Report any issue.
imageadd: A few screen alerts have been polished/updated a little.
/🆑
## About The Pull Request
Converts the following:
- Medical Kiosk
- Implant case
- Flamethrower
- Chemical implant case
- Pappercutter
Also I've looked at some alt click procs and adjusted some of their
returns
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147
full credit to @Kapu1178 for the juice
instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.
In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.
There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).
For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.
For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs
## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.
Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.
## Changelog
🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
## About The Pull Request
Now all mobs are unbuckled from falling objects and dropped
individually, similarly to how lava functions. Also updated jaunters to
be comsig-based rather than chasms snowflake checking for jaunters in
belt slots.
Closes#92663
## About The Pull Request
Tin, some more hard dels that were found. Additionally there was a
balloon alert meant to display phrases like "Kapow!" "Bam!" etc but it
is runtiming before it can do so because the mob gets deleted before the
balloon alert gets displayed. (solution for these sorts of issues is to
display the balloon alert on the `loc` instead.
## Why It's Good For The Game
Less chug, and a bugfix.
## Changelog
Probably nothing worth mentioning
## About The Pull Request
Converts as many time vars expressed in deciseconds as I could find to
use time defines.
## Why It's Good For The Game
Makes these values neater and more readable.
## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
## About The Pull Request
Monster cores now render above lying mobs and corpses, making them
easier to grab during fights. They reset to object layer once moved or
picked up to avoid visual issues.
## Why It's Good For The Game
During vent defenses when you encounter legions while low on heals you
may be tempted to grab a core to buff and regen, but as they're rendered
below mobs you either have to pixel hunt through a skeleton's ribs, or
use right click to pick it up via the context menu. Both of these
options make for a rather unpleasant experience, this should make it
less painful to do.
Technically applies to other mobs as well, but I doubt that anyone is
butchering monsters mid-fight for lobstrocity or brimdemon cores.
## Changelog
🆑
qol: Monster cores now display above corpses when dropped
/🆑
## About The Pull Request
- Rebuke effect (from god's eye and lobstrocity claw trophy) now works
on basicmobs, increasing the cooldown on their ranged attacks just like
it does for simplemobs.
- Bileworm spewlet trophy shots no longer hit your allied mobs, as
previously this would cause you to constantly hit your own
raptor/minebots/NODE drones, making it actively detrimental in some
situations. Its shots now deals brute damage instead of burn, as
otherwise its damage was reduced by 70% due to innate projectile
resistance of lavaland mobs, making it deal measely 6 damage every 10
seconds.
- MOD sphere module bombs now properly aggro lavaland mobs, as
previously they only worked on simplemobs (also fixed a direct
assignment to the blackboard in legionnaire spine code).
- They also no longer deal damage to minebots and NODE drones.
- Afterimages from the ice demon and their trophy can now be passed
through, although hostile AI would attempt to avoid doing so. This way
the trophy should no longer be an active detriment to players, and
demons themselves should be less jank to fight.
And if you're a heartless enough bastard, you can kill and butcher your
raptor to get a new raptor feather crusher trophy, which allows your
destabilizer shots to phase through your allied mobs similarly to
passthrough mods for PKA.
<img width="174" height="125" alt="Aseprite_3Olcd7oyVJ"
src="https://github.com/user-attachments/assets/99d7eebb-e36d-428b-aa48-f1261a173ca1"
/>
## Why It's Good For The Game
These changes should make vent defense more bearable, as right now its
very easy to accidentally damage and kill your own drone due to them
being hit by all AOEs in miner arsenal.
- Rebuke - should probably work on basicmobs as only remaining
simplemobs on lavaland are megafauna
- Bileworm spewlet - its a joke of a trophy at 6 damage as it has a 10
second cooldown, and it hitting your allies made vent defense much
harder than it should've been
- Sphere changes - should make bombs not kill your NODE/mining drones,
aggro helps prevent cheese.
- Afterimages - the trophy can end up bodyblocking you, this change
should make it less of a pain in the ass to use the trophy and to fight
the demons themselves.
- Raptor feather - useful for vent defense when you're using minebots or
have dismounted your raptor, right now its a pain for reasons mentioned
above
## Changelog
🆑
add: Added a raptor feather crusher trophy which makes your crusher
shots go through your allied mobs.
balance: Rebuke effect from lobster claw trophy and the eye of god now
applies to basicmob attacks
balance: Bileworm spewlet's damage is no longer reduced by 70% when
hitting lavaland fauna, and it no longer can hit allied mobs
balance: Sphere MODule bombs no longer hit NODE drones and minebots
balance: Ice demon/ice demon cube afterimages can now be walked through
by players
fix: Sphere MODule bombs now aggro basicmobs hit by their explosions
/🆑