mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 12:41:09 +01:00
ok-behavior-trees
205
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
df7832aa43 |
Replaced our NPC AI with Behavior Trees. (#96628)
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.behaviortreeg https://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> |
||
|
|
88e84645b1 | Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 | ||
|
|
62ad8d3520 |
Allows arbitrary/custom/"unlimited" bodypart overlay layers (#96684)
## About The Pull Request `EXTERNAL_FRONT`, `EXTERNAL_ADJACENT`, and `EXTERNAL_BEHIND` are no longer bitflags Instead they are strings, that correspond to the sprite's icon state's postfix ie `wings_FRONT` / `wings_ADJ` Bodypart overlays now define their layers in terms of `postfix` to `rendering layer` For example wings are defined as: ```dm layers = list( EXTERNAL_FRONT = BODY_FRONT_LAYER, EXTERNAL_ADJACENT = BODY_ADJ_LAYER, EXTERNAL_BEHIND = BODY_BEHIND_LAYER, ) ``` Which translates to ```dm layers = list( "FRONT" = 2.5, "ADJ" = 22.9, "BEHIND" = 32.2, ) ``` ## Why It's Good For The Game What does this mean? One, you are no longer constricted to the three existing layers when adding a bodypart overlay. You can decide to put it on whatever layer you need... ```dm layers = list( "FRONT" = 2.4, // I specifically need this to render above other front overlays! ) ``` Two, you can easily add a new layer without needing to mess with core bodypart code at all ```dm layers = list( "FRONT_HIGHER" = 2.4, // I need a special layer "FRONT" = 2.3, ) ``` Three, you don't have to use the `EXTERNAL_FRONT` `EXTERNAL_ADJACENT` etc. at all if you don't want to. You can organize your layers however you want... ```dm layers = list( // I can make my icon states `wings_top` and `wings_bottom` instead of `wings_FRONT` and `wings_BEHIND` to make it easier to parse "top" = BODY_ADJ_LAYER, "bottom" = BODY_BEHIND_LAYER, ) ``` Ultimately, this makes it a ton easier to work with bodypart overlays, as you no longer need to learn what FRONT/ADJ/BEHIND means. You can just add your sprites and define your layers and you're done ## Changelog 🆑 Melbert refactor: Surprise, a follow up refactor to species part rendering, report any oddities with them (wings/snouts/tails/etc) /🆑 |
||
|
|
de4c3b255d | Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 | ||
|
|
5c16d8d75e |
Walking Aid Component (#96294)
## About The Pull Request So I saw someone was adding a limping quirk in https://github.com/tgstation/tgstation/pull/96200 and I had tried to do the same back in https://github.com/tgstation/tgstation/pull/71470 a few years ago. The codebase has evolved enough to support this behavior that was not present initially during my first attempt. One of the big features of my old PR was to add cane-like behavior to a bunch of other pole objects. This PR introduces a new modular `/datum/component/walking_aid` component, moving canes/crutches away from hardcoded object behavior. This component is now attached to the following items: - Brooms - Mops - Staves - Scythes - Spears - Canes - Crutches There are also some notable changes I made to how things work, detailed below: - Walking aid objects must be held on the same side as the affected leg (if your right leg is missing, you need to be holding crutches on your right arm) - Objects lose their ability as a walking aid while being wielded with two hands (ex. spears) - Limping/Limbless are now both affected by a walking aid, where before only crutches helped assist limbless mobs - "Walking Aid" examine tag when the walking aid object is examined All walking aids (except crutches) reduce limbless slowdown by 40%, and completely ignore any limping penalties. Crutches reduce the limbless slowdown by 60% and are much faster. ## Why It's Good For The Game 1. Mah Immersion 2. More modular code 3. Examine tags are peak 4. Assistants can now justify carrying spears as medical equipment 5. Cane/Poles should help with limblessness, but not as helpful as crutches While I wanted pole items to offer mobility support, they needed to remain less effective than dedicated medical crutches. During testing, I found that a 40% reduction is the point where the benefit becomes noticeable. ## Changelog 🆑 add: Pole objects like mops, brooms, staves, scythes, and spears can now be held in a hand to act as walking aids, mitigating limping from fractures and reducing missing-leg slowdowns. balance: Walking aids must be held in the hand on the same side as the injured or missing leg to provide support, and lose their effectiveness if actively wielded with two hands. balance: Objects with the walking aid reduce limbless slowdown by 40%, while dedicated medical crutches reduce it by 60%. refactor: Refactor cane and crutch code logic into a modular walking aid component /🆑 |
||
|
|
f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
|
|
41a044bb41 |
Fixes tentacle rod sharing casing typepath with ling tentacle (#96109)
## About The Pull Request Closes #96011 ## Changelog 🆑 fix: Fixed changeling tentacles not being able to fire /🆑 |
||
|
+37 |
21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
17f6533531 |
Animated wand of animation works and animated wand of animation animating a wand of animation works (#95982)
## About The Pull Request Fix 1: argument 4 on a new mimic is delete parent, not not having googly eyes, so the issue there is clear fix 2: `remove_thing_from_blackboard_key()` had no handling for the list not yet being up, so it crashes thinking it's been called where `clear_blackboard_key()` should've been. fix 3: same as 1 but on wand of nothing, replaced copypaste with just calling the function ## Why It's Good For The Game fixes #95981 fixes an animated wand of animation animating a wand of animation runtiming Also the same problem with the wand of nothing ## Changelog 🆑 fix: animating a wand of animation works, and that animated wand of animation animating a wand of animation does not runtime /🆑 |
||
|
|
039a0a8180 |
Wizard Wand blind box & wand bandolier (#95563)
## About The Pull Request  This PR adds 16 more wands to the game, try and guess what they all do! I finished coding this PR 6 weeks ago but it turns out I had to sprite 16 wands after that before I could PR it. <details> **Wand of Animation**- It's like the Staff of Animation but doesn't recharge itself, obviously. **Rod of Babel**- Grants victims a new random spoken language and then removes all of their other languages. **Shearing Rod**- It renders you bald. If you are covering your hair with a helmet, it pops the helmet off (possibly its most useful effect). If you're already bald, your bald head will shine brightly and blind nearby people. **Party Wand**- Fires projectiles that are incredibly alcoholic. Two of them will destroy the livers of most targets and kill them (although it gives them a good leadup time to get that fixed before dying of alcohol toxicity), so try one at a time if you're just there to have fun. **Wand of Ice**- Freezes people temporarily, making them really cold and unable to move. It also spawns slippery ice on impacted tiles. **Wand of Chaos**- Forces targets to hallucinate from a curated list of hallucinations. It looks and is named sort of like the Staff of Chaos just in the hopes that people are more likely to believe that the wizard did actually just instantly kill them, set them on fire, or turn them into a demon. Even if it doesn't, a lot of these cause you to stop moving or be temporarily knocked down or in some other way disoriented. **Lifting Rod**- Removes gravity from a target for two minutes, which funcionally immobilises them if they're in the middle of a room or you can use on yourself to cross big pits. **Rod of Compassion**- Heals you and your target a little bit, and also gives you both Pacifism for 30 seconds. This gives you time to talk out your problems, or deliver a monologue. **Wand of Snacking**- Turns things into pizza. If fired at a mob, will put some pizza in their hands and force them to start eating it. Unlikely to be deadly, but it might spawn mouldy pizza, a food they are allergic to, ethereal battery acid pizza, or pizza which dismembers you. **Pestilent Wand**- Confers a transmissible plague which causes you to periodically cough out vermin of various degrees of danger and hostility depending on disease level, treated via traditional methods of exorcism. **Wand of Pratfalls**- Slips and pies the target as well as creating small amounts of lube foam. **Wand of Rebellion**- Removes a limb from the target, then animates that limb. Stop hitting yourself. **Rod of Repulsion**- Throws things you shoot away from you. **Switching Rod**- Swap places with the hit atom, as with the spell Swap. **Restraining Rod**- Summons a tentacle from the ground to grasp the target, immobilising them for 20 seconds or until someone helps them. **Wand of Zapping**- Briefly locks up the target's nerves with lightning (it's secretly a classic ss13 taser). </details> They are available to wizards via the new option "Wand Assortment (Bargain Bin)" which only costs a single spellbook point, but gives you an assortment of 6 wands picked at random from this list of new wands and some of the existing ones. If you buy two or more sets of wands (and are wearing the wand belt from the first one) then instead of spawning wands in a belt it will spawn them in a bandolier, which fits into your backpack or can be worn on a suit slot. Wand bandoliers in a suit slot will automatically replace an empty wand you try to fire with a wand that still has ammo in it. Several of these wands' projectiles are now also possibilities from firing the Staff of Chaos (making it more chaotic) and some of them also have their own Magicarp types. Also I made it so that if you animate an animating weapon then it focuses on animating more things instead of shooting its animating bolts at mobs that are already animate. I could do this for more specialty wands too at some point (door wand projectiles don't exactly hurt anyone) but if I do that it'll probably be in a different PR. ## Why It's Good For The Game A good number of these wands come from a downstream antagonist that's essentially a lower-threat wizard. I thought these were all fun or funny effects to have in the game upstream but also not ones that people would typically want to buy as a dedicated spell (or alternately, that would be pretty good as a dedicated spell but quite boring), so instead they're limited use spells that you get in bulk for cheap. I didn't think we'd really want to bulk up the spellbook with several different kinds of themed bundle though (and frankly, they don't share themes), so it's a blind box instead. The bandolier was added to compensate people for buying random wands multiple times, so they can have more of a wand-based playstyle. Now you can spend all of your points on 60 wands (maybe more if you take the gambling trait...) and be a sort of wizard cowboy, or split them among your apprentices, or just leave them everywhere like candy and see whether the crew fuck things up for themselves with their new power I guess. ## Changelog 🆑 add: Adds 16 more wizard wands to the game, which wizards can buy cheaply but randomly, or are available via Summon Magic. add: If a wizard buys more than one set of wands they will receive a "Wand Bandolier" holster which fits in the backpack or, if worn in the suit slot, will automatically exchange an expended wand for a full one. balance: Staffs (and wands) of animation that are animated will try to animate other objects instead of firing at living mobs, which are already animated. balance: Animating a wand of nothing will turn it into a wand of animation (and animate it). balance: The staff of chaos can now do more things. balance: Magicarp now additionally come in Babbling, Frigid, Quantum, and Weightless varieties. Collect them all! /🆑 |
||
|
|
79e7aa569e |
fixes up some math defines to use byond builtins instead of workarounds (#95652)
## About The Pull Request this translates some various - `FLOOR(x, 1)` -> `floor(x)` - `CEILING(x, 1)` -> `ceil(x)` - `SIGN(x)` define is gone, just uses the native BYOND `sign()` now. Also, the `MODULUS` define is just a wrapper for the [BYOND `%%` operator](https://ref.harry.live/operator/modulomodulo) now. would be nice if someone double checked to make sure there's no potential subtle oddities resulting from this. ## Why It's Good For The Game These procs presumably did not exist whenever the defines were written - and they are BYOND builtins, meaning it will just be, say, one `sign` instruction, instead of two comparisons and a subtraction. ## Changelog no player-facing changes |
||
|
|
d1301078e4 | Academy redone (#95298) | ||
|
|
7dc7a789d3 |
Snow cabin fake holy wand keeps its sprite (#95490)
## About The Pull Request Makes the var edited fake healing wand in snow cabin a real subtype ## Why It's Good For The Game closes #95484 |
||
|
|
da64374423 |
Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request - The `prosthetic replacement` surgical operation has been reverted to be closer to how it used to work: The operation is done targeting the limb that's missing The change was made out of necessity, as surgical state was tied to limbs - you had to operate on the chest to re-attach limbs because there was no limb to operate on. To circumvent that, I have done the unthinkable of adding stumps when you are dismembered. - Missing limbs are now represented as an invisible, un-removable, un-interactable limb. Making this change was not as difficult as originally anticipated, and (at least surface level) seems to have broken very little. Surprisingly little had to change to make this work. Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()` with an optional `include_stumps` argument. Similarly, `get_bodypart()` had an optional `include_stumps` added. This means we ultimately barely needed to change anything, and in fact, some loops/checks were able to be streamlined. ## Why It's Good For The Game - As mentioned, this change was out of necessity and was easily the least intuitive part of the broader changes. Reverting it back to how it used to work should make it far easier for people to pick up on, and means we can cut out a bunch of bespoke instruction sets that I had to include. - The addition of stumps also adds a ton of future potential - code wise it allows for stuff like better damage tracking (we can transfer damage between limb <-> stump rather than limb <-> chest), and feature we can do "fun" stuff like have stumps bleed on dismemberment that you can bandage. ## Changelog 🆑 Melbert del: "Add prosthetic limb" surgical operation has been reverted to be a bit closer to how it used to work - you operate on the missing limb / limb stump, rather than on the chest. refactor: Missing limbs are now represented as limb stumps. In practice this should change nothing (for now), as no features were rewritten to make use of these besides surgery. Please report any oddities with missing limbs, however. /🆑 |
||
|
|
a3498fdcd7 | Material Science 1: A bunch of math (#95090) | ||
|
|
00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
||
|
|
f58b8511f0 |
Refactors effect_system (#94999)
## 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. /🆑 |
||
|
|
38cc7f9ba5 | Makes killing yourself with wands more fun (#94876) | ||
|
|
6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
||
|
|
ac6c47f601 |
Several file changes just to make high frequency blade null rods block mechs, mech melee blocking finally implemented (#94089)
## About The Pull Request High frequency blades, both null rod variant and admeme variant, can block mech melee attacks. For the former, that is the only thing it can block. Great if you're fighting a lot of mechs as a chaplain I guess. And you're also really committed to the bit. Weapons that were vibro subtypes are now claymore subtypes. The only difference here is that they now have 30% block instead of 35% AP. Null rod high frequency blades are now two-handed. This mostly determines force changes (10 unwielded, 18 wielded), and mech attack block chances. Mech melee attacks respect block...assuming the blocking source can even block the attack in the first place. Currently, the few sources that can block/avoid mech attacks are; - high frequency blades - energy katanas - Those staff nullrods (its a holy force field, iunno) - wizard modsuit shield (and it will eat literally every single charge it has to do that) - Sleeping Carp evasion (and only at half the possible chance) - CQC defense mode (themed as dodging the attack, and also halved) - probably something I overlooked when I implemented OVERWHELMING_ATTACK originally and have overlooked here as well. Just think 'could this help avoid being hit by a road roller being dropped on you' and go with your gut as to whether or not it is appropriate if you spot something in the wild that seemingly can block a mech. ## Why It's Good For The Game > High Frequency Blade I wanted to elevate the meme and that is as deep as this goes. Also I wanted to make this two-handed, much like the true version. The only thing it is lacking is the cool attack functionality, but I'll be damned if I can get that to work in a sensible fashion for a crew weapon... > Vibro subtype A lot less of these than I thought. And most of them seemed more appropriate as claymore types anyway. > Mech Block I seeded this previously by making mech clamps respect block. I've now come back to fully implement it in order to facilitate MGR memes. For the most part, mechs should still enjoy being largely unblocked by most sources, even from things like operative suit shields, and certainly not from actual shields (which I've stripped the ability to block the attack from entirely) and melee weapons. The sources that can block them do so poorly. Or, in the case of the high frequency blade, very well and that's pretty much the only thing it IS good at blocking. ## Changelog 🆑 balance: High frequency blades (both null rod and admin versions) are able to block melee attacks from mechs. balance: High frequency blade null rods are now two-handed weapons. balance: Mech melee attacks can be blocked or avoided by a few rare sources. /🆑 |
||
|
|
a8fe50f4f4 |
Makes the mech clamp attack do only brute damage, checks for block and armor, and gives it an attack animation and sound. (#91563)
## About The Pull Request
If you use the mech clamp offensively, it actually performs an attack
animation and sound, and properly checks armor and block. It only deals
brute damage.
As a consequence of these changes, it actually logs attacks made against
mobs that die when gibbed.
Also, xenos take x3 damage from the clamp.
## Why It's Good For The Game
This is a pretty sinister kind of attack, as it is completely silent
except for throwing a warning into chat, and can be done even in a large
crowd of people. Someone who isn't aware that the clamp can be used this
way may not even understand what is happening before it is too late.
> block check
While mech melee doesn't normally check block, this is an improvised
attack on a non-combat mech. I think it should stay a bit weak compared
to a proper mech melee in most ways and have some additional
limitations.
> Xenos
I thought this was already a thing. It's thematically on point, no?
## Changelog
🆑
balance: Mech hydraulic clamps perform an attack animation and sound
when attacking mobs.
balance: Mech hydraulic clamps can be blocked and respect armor.
balance: Mech hydraulic clamps do triple damage to xenomorphs.
/🆑
(cherry picked from commit
|
||
|
|
fb9824a401 |
Makes the mech clamp attack do only brute damage, checks for block and armor, and gives it an attack animation and sound. (#91563)
## About The Pull Request If you use the mech clamp offensively, it actually performs an attack animation and sound, and properly checks armor and block. It only deals brute damage. As a consequence of these changes, it actually logs attacks made against mobs that die when gibbed. Also, xenos take x3 damage from the clamp. ## Why It's Good For The Game This is a pretty sinister kind of attack, as it is completely silent except for throwing a warning into chat, and can be done even in a large crowd of people. Someone who isn't aware that the clamp can be used this way may not even understand what is happening before it is too late. > block check While mech melee doesn't normally check block, this is an improvised attack on a non-combat mech. I think it should stay a bit weak compared to a proper mech melee in most ways and have some additional limitations. > Xenos I thought this was already a thing. It's thematically on point, no? ## Changelog 🆑 balance: Mech hydraulic clamps perform an attack animation and sound when attacking mobs. balance: Mech hydraulic clamps can be blocked and respect armor. balance: Mech hydraulic clamps do triple damage to xenomorphs. /🆑 |
||
|
|
7f435407a5 |
DRAGnet; new sprite, new functionality (#90713)
## About The Pull Request  New sprites for the DRAGnet, coming alongside some functionaltiy changes. DRAGnets are now bulky, and do not fit in backpacks. They also cannot be dual-wielded. DRAGnet no longer have the trap snare functionality. You know, the infamous bola bullet. DRAGnets now have two functions; The first function is straight up a scatter disabler blast that does a total of 55 stamina damage point blank (it's like, 5 less than what it did before). The second function is a single bolt that, when it hits a living mob, dealing 30 damage and staggering it briefly slowing it down. It also places down a wide net of transportation fields around the target, much like the net functionality does on live (but that's attached to the scatter function, not the single bolt)  ### Misc Changes DRAGnets now cost more form cargo, at 3600 credits. (This barely matters for departmental orders) ## Why It's Good For The Game The sprite is ancient. Like nearing two decades old ancient. I believe the INTENTION was this thing  It didn't really work out that way.  Either way, the new sprite is cool and more unique in my opinion. Fitting its status as an energy weapon. As for balance changes; I've wanted to do this for a very long time but put it off a lot. I think this is about the most moderate approach I have. It otherwise functions pretty much as expected, maintaining the cool niche functionality while exorcising the problem bits; one-handed energy shotgun bit, and the bola shot bit. I think I've spent at least the last...four or so years hammering on about the horror that is this gun for balance? And even when it was seeing more widespread use from people who recognized how bullshit it really was, I didn't really want to get rid of the bit I actually quite liked, which was the teleportation field. I'm happy with this version. ## Changelog 🆑 NecromancerAnne (Code, Mild Sprite Edits) Michiyamenotehifunana (Sprites) image: Replaces the decrepit DRAGnet sprite with something newer and more interesting. balance: Completely reworks the DRAGnet. They are now bulky energy guns. balance: Snare is now a single shot bolt that deals 30 stamina force, staggers the target and lays out a net of teleportation fields that can transport anyone standing on them for too long to a DRAGnet beacon. balance: Net has been replaced with a scattershot disabler round. /🆑 |
||
|
|
1c3c50c9e9 |
DRAGnet; new sprite, new functionality (#90713)
## About The Pull Request  New sprites for the DRAGnet, coming alongside some functionaltiy changes. DRAGnets are now bulky, and do not fit in backpacks. They also cannot be dual-wielded. DRAGnet no longer have the trap snare functionality. You know, the infamous bola bullet. DRAGnets now have two functions; The first function is straight up a scatter disabler blast that does a total of 55 stamina damage point blank (it's like, 5 less than what it did before). The second function is a single bolt that, when it hits a living mob, dealing 30 damage and staggering it briefly slowing it down. It also places down a wide net of transportation fields around the target, much like the net functionality does on live (but that's attached to the scatter function, not the single bolt)  ### Misc Changes DRAGnets now cost more form cargo, at 3600 credits. (This barely matters for departmental orders) ## Why It's Good For The Game The sprite is ancient. Like nearing two decades old ancient. I believe the INTENTION was this thing  It didn't really work out that way.  Either way, the new sprite is cool and more unique in my opinion. Fitting its status as an energy weapon. As for balance changes; I've wanted to do this for a very long time but put it off a lot. I think this is about the most moderate approach I have. It otherwise functions pretty much as expected, maintaining the cool niche functionality while exorcising the problem bits; one-handed energy shotgun bit, and the bola shot bit. I think I've spent at least the last...four or so years hammering on about the horror that is this gun for balance? And even when it was seeing more widespread use from people who recognized how bullshit it really was, I didn't really want to get rid of the bit I actually quite liked, which was the teleportation field. I'm happy with this version. ## Changelog 🆑 NecromancerAnne (Code, Mild Sprite Edits) Michiyamenotehifunana (Sprites) image: Replaces the decrepit DRAGnet sprite with something newer and more interesting. balance: Completely reworks the DRAGnet. They are now bulky energy guns. balance: Snare is now a single shot bolt that deals 30 stamina force, staggers the target and lays out a net of teleportation fields that can transport anyone standing on them for too long to a DRAGnet beacon. balance: Net has been replaced with a scattershot disabler round. /🆑 |
||
|
|
b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
|
|
4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
||
|
|
7ddc30783a |
Adds better attack animations and alternate attack modes (#88418)
## About The Pull Request This is the first PR in a series attempting to modernize our damage and armor, both from a code and a gameplay perspective. This part implements unique attack animations, adds alternate attack modes for items and fixes some minor oversights. Items now have unique attack animation based on their sharpness - sharp items are now swung in an arc, while pointy items are thrust forward. This change is ***purely visual***, this is not swing combat. (However, this does assign icon rotation data to many items, which should help swing combat later down the line). Certain items like knives and swords now have secondary attacks - right clicks will perform stabbing attacks instead of slashing for a chance to leave piercing wounds, albeit with slightly lower damage - trying to stick a katana through someone won't get you very far! https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1 Turns out that spears acted as oversized knives this entire time, being SHARP_EDGED instead of SHARP_POINTY - in order for their animations to make sense, they're now once again pointy (according to comment, originally they were made sharp because piercing wounds weren't very threatening, which is no longer the case) Another major change is that structure damage is now influenced by armor penetration - I am not sure if this is intentional or not, but attacking item's AP never applied to non-mob damage. Additionally, also fixes an issue where attack verbs for you and everyone else may differ. |
||
|
|
e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
|
|
d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
||
|
|
58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
||
|
|
4a60f108ab |
[MIRROR] Cult Vs. Heretic: 7 Months Later Edition (#28477)
* Cult Vs. Heretic: 7 Months Later Edition * conflict fix --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
4eaa299c0b |
Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request This PR was originally meant as a replacement for the Bloody Bastard blade, but then I stopped existing for 7 months. Now that I'm here again, I'm finishing the job once and for all. ### **HERETICS VERSUS CULTISTS** ### Heretics Heretics can now sacrifice cultists, which will give them one of three gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester. The gifts given are weighted to be spread out equally with each type. They will also gain one knowledge point. - The Cursed Blade is a free heretic blade that is more powerful than the normal heretic blade, including a small block chance. It can also be used to draw heretic runes off combat mode. - The Crimson Focus is a necklace that grants focusing and a minor regeneration effect which also affects nearby heretics, at the cost of gaining the BLOODY_MESS trait while wearing it. Additionally, it can be squeezed to heal 50 points of brute/burn damage, injecting yourself with three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy Water. Yes, this isn't good. - The Rusted Harvester is a heretic 'monster' summon. It's a normal Harvester, but instead of Area Conversion and Forcewall, it has Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but only cultists, with a delay. It has an aura of decay, corroding the environment and withering enemies near it, but it's VERY fragile. Rusting cultist item dispensers will now cause them to turn into a Heretic object. Altars turn into small heretic runes, Archives turn into Codex Cicatrixi, Forges turn into Mawed Crucibles. Ideally, Heretics would be able to gain an amount of these new powers and use them to turn the tide against the cultists, amassing their power and almost forming a sect of their own in turn which sweeps over and converts the cult. ### Cultists When a Cultist sacrifices a heretic, two things will happen: - A new item will be available for creation at one of the dispensers. - The Heretic will be trapped inside a powerful Haunted Blade. `/obj/item/melee/cultblade/haunted` ` name = "haunted longsword"` ` desc = "An eerie sword with a blade that is less 'black' than it is 'absolute nothingness'. It glows with furious, restrained green energy."` This blade will be stronger across-the-board than a normal cult sword, and will even allow those who wield it to cast one heretic spell from their previous path. The only downside? The heretic can also cast one spell. It's up to the trapped spirit if it wants to help you, or be a nuisance. The unlocked items are: - The Cursed Blade, again. For cultists, it can be used to draw runes twice as fast as usual, and they can even right-click it to teleport to safety, just like a heretic! - The Crimson Focus, again. Cultists are twice as fast at carving spells into their body, and they gain a 5th spellslot as long as they wear the amulet. It still causes hemophilia and grants weak regeneration. - The Proteon Orb. This orb will create a gateway to Nar'sie's own realm, spawning one Proteon every 15 seconds, which ghosts can possess. The gateways cannot be placed close to one another. Originally, they were going to be able to create a Harvester Shell, but there were some concerns of it being too OP. The true Bastard sword has been fully deleted. The null rod conversion has been changed to a Bloody Halberd instead. I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp stats. ### Other All the items above can be used by both Heretics and Cultists, no matter how they were first created. Hell, even normal crew can use them! This is probably not the best idea a lot of the time, though. There are a lot of other changes in this PR. A loooooot. I will likely miss some in the changelog, but I'll try to be as thorough as possible. There's probably also some leftover garbo that I didn't find and clear out yet. ## Why It's Good For The Game Cult and Heretics, despite being mortally opposed, have very few interactions with eachother, especially now that the Blade's gone. The only thing of note is just the Heretic's unfair complete resistance to stun hand, which is only marginally better than the alternative. This PR will reintroduce their animosity, and give both sides a very, very good reason to fight eachother. The Cult will gain a sick sword that keeps the heretic in the game, and unlike with the original implementation, will recieve a cult-wide bonus in the form of a powerful, well deserved, and fun new item to summon. The Heretic will gain powerful trinkets and knowledge from the sacrifices, incentivizing them to become a terrifying cult-hunter. And if they do succeed in wiping out the cult, they will have quite the rewards to help with their ascension. The crew, while mostly unaffected, will have a damn good reason to not just Side with the heretic, out of fear of what they may become after the cult is stomped down. They can also use a few of the items here in an attempt to get one up on either side, as long as they manage to stay clear of the side-effects. Let the heretics eradicate the apostates. Let the cultists root out the heathens.  The haunted longsword creates an aura of darkness (disabled for the cultist for the image) Sprites... are not great. Hopefully someone comes by and improves them. code: Added get_inactive_hand() as an easy shortcut for carbons code: Wall walker element can now accept a trait for wall-checking fix: Fixed soulsword component being unable to invoke the post summon callback refactor: Turned Heretic rust turf healing into an element, given to Rust Walkers and Rusted Harvesters refactor: Converted Limb Amputation from an element to a component Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im cool |
||
|
|
19e80c32c7 |
[MIRROR] Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base (#28184)
* Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base (#83012) Yes, I know preventing the nuke disk teleporting to the icebox syndicate base (or possibly the wendigo arena) is removing soul. Please don't kill me :( ## About The Pull Request Adds some missing variables to instances of get_safe_turf() so they will only teleport to the given z-level. Replaces some instances of get_safe_turf() with get_safe_random_station_turf(). ## Why It's Good For The Game First, the differences between get_safe_turf() and get_safe_random_station_turf(): ### get_safe_turf() - gets a random safe turf on a z-level (usually any of the staiton z-levels), not accounting for the /area/ - should be used if you don't care if it spawns on the station or not, or if you need to specifically teleport to a z-level - not very expensive performance wise ### get_safe_random_station_turf() - gets a random safe turf that will always be a station area, ignoring z-level. - should be used if you NEED the turf to be on a station's area - slightly more expensive performance wise than get_safe_turf, but still very cheap Some code was using get_safe_turf() when it should've been using get_safe_random_station_turf(), and some code that should be using get_safe_turf() were incorrectly using the zlevels arg instead of zlevel arg (Yes, there is a difference), or didn't include it at all. All the changes were made to my best judgement. If you're curious about a change, please ask and I will explain why I did it. ## Changelog 🆑 BurgerBB fix: Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base --------- Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
||
|
|
b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
e87045b377 |
Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base (#83012)
Yes, I know preventing the nuke disk teleporting to the icebox syndicate base (or possibly the wendigo arena) is removing soul. Please don't kill me :( ## About The Pull Request Adds some missing variables to instances of get_safe_turf() so they will only teleport to the given z-level. Replaces some instances of get_safe_turf() with get_safe_random_station_turf(). ## Why It's Good For The Game First, the differences between get_safe_turf() and get_safe_random_station_turf(): ### get_safe_turf() - gets a random safe turf on a z-level (usually any of the staiton z-levels), not accounting for the /area/ - should be used if you don't care if it spawns on the station or not, or if you need to specifically teleport to a z-level - not very expensive performance wise ### get_safe_random_station_turf() - gets a random safe turf that will always be a station area, ignoring z-level. - should be used if you NEED the turf to be on a station's area - slightly more expensive performance wise than get_safe_turf, but still very cheap Some code was using get_safe_turf() when it should've been using get_safe_random_station_turf(), and some code that should be using get_safe_turf() were incorrectly using the zlevels arg instead of zlevel arg (Yes, there is a difference), or didn't include it at all. All the changes were made to my best judgement. If you're curious about a change, please ask and I will explain why I did it. ## Changelog 🆑 BurgerBB fix: Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
||
|
|
61e29d5d65 |
[MIRROR] Staff of Shrinking for the wizard (#27708)
* Staff of Shrinking for the wizard (#83115) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds a new staff for the wizard that shoots shrink rays. Also a corresponding wand that comes with the wand belt. Shrinking is a mechanic already implemented by abductors, but it's not often used because it doesn't fit their kit super well. That's a huge shame because shrinking stuff/people is really funny. And you know where funny stuff fits well? The wizard kit. OH YEAH and being shrunken now gives you the squash component so you can be squashed as though you were a roach, though this only deals 10 damage instead of gibbing you tiny staff  tiny wand  exhausted wand turns back to a big wand sprite :)  ## Why It's Good For The Game Shrinking stuff is funny, plus it gives the wizard something new to do besides polymorphing everyone or turning everybody to stone or ei nathing people. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: New funny wizard staff/wand that shrinks stuff. add: Being shrunken now leaves you vulnerable to being crushed to death. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Staff of Shrinking for the wizard --------- Co-authored-by: PKPenguin321 <pkpenguin321.git@gmail.com> |
||
|
|
261548f09d |
Staff of Shrinking for the wizard (#83115)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds a new staff for the wizard that shoots shrink rays. Also a corresponding wand that comes with the wand belt. Shrinking is a mechanic already implemented by abductors, but it's not often used because it doesn't fit their kit super well. That's a huge shame because shrinking stuff/people is really funny. And you know where funny stuff fits well? The wizard kit. OH YEAH and being shrunken now gives you the squash component so you can be squashed as though you were a roach, though this only deals 10 damage instead of gibbing you tiny staff  tiny wand  exhausted wand turns back to a big wand sprite :)  ## Why It's Good For The Game Shrinking stuff is funny, plus it gives the wizard something new to do besides polymorphing everyone or turning everybody to stone or ei nathing people. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: New funny wizard staff/wand that shrinks stuff. add: Being shrunken now leaves you vulnerable to being crushed to death. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
||
|
|
2fa469566c |
[MIRROR] Balance changes to swords, energy shields and modsuit shields. [MDB IGNORE] (#25531)
* Balance changes to swords, energy shields and modsuit shields. (#80072) ## About The Pull Request ### Sword Weaponry Mundane sword weapons of all sorts do not block ``LEAP_ATTACK`` attacks whatsoever. These attacks include tackles, xeno tackles and bodythrows. Energy swords and double energy swords only gain 25% block probability against such attacks. ### Double Energy Sword No longer grants outright energy projectile immunity while employed. Instead, it just has a high probability of reflecting (the typical 75% to block any other attack). So, very solid defense against energy projectiles, but not immunity. Against non-reflectable projectiles, like ballistics or nanite bullets, the desword only has 50% block, similar to an energy sword. To compensate for the loss of defensive power, we'll make it all the more rewarding for getting on top of someone with the sword by giving it 40 force while active. And also it costs 13 TC. ### Combat Energy Shield This also lost outright energy projectile immunity, but gained the standard blocking power of shields on top of the ability to reflect energy projectiles when they block them. This significantly increases the shields potential effectiveness while no longer pigeonholing the shield to only energy weapons. (This makes them exceptionally good against tackles and body throws, by the by). Deathsquads still have the perfect deflection energy shield so that they can continue to spam pulse shots with impunity. ### MODsuit Shield Module Only has one charge instead of three, but it recharges in half the time. This is no longer such a perfect defense, and does somewhat need you to be thinking about how you're utilizing the shield rather than not thinking about defense at all by barreling forward under three potential hits worth of protection. Also much cheaper, at almost half price of 8 TC. Because of how cheap it is (and how much it still is necessary to keep you alive), I've put it into the core equipment box (which brings the price up to 22 TC. As a reminder, this is not meant to be at any discount, and is more aimed towards teaching newer players which items contribute towards success. If you don't want all the times within, don't buy this box, just buy what you want separately.) ## Why It's Good For The Game This is a doozy of an explanation, I hope you're ready for it under the spoiler. <details> With my tackling and bodythrow prs, numerous people expressed exasperation at the fact that these two tools may have been keeping some outlier antagonist gear from becoming too easy to steamroll with if you already knew what you were doing. My intent was to create consistent rules and behaviours that both A) did not rely on bugs to keep the balance of power from tipping one way or the other, and B) was at least consistent or had consistent rules established. This PR is tackling overperforming gear combinations for already competent nukies that may have, over time, crept out of control, and applying some consistency to the rules around similar equipment. AND also deals with quite possibly the most braindead element of game design we've tolerated for about a decade, and half a decade after it was necessary to maintain that decision. Part of the culprit of this issue is that, specifically in regards to nukies, crew can't use the vast majority of their weapons effectively against them. This largely is because this antagonist can gain immunities to those types of equipment. And that is rapidly increasing as we move closer towards outright ballistic removal. I don't think the game is made healthier by everyone on the station having to fight armed mercenaries with spears, and doesn't make much thematic sense either. More so, most greener players probably just don't know this is how it works, and so surprise Pikachu when their lasers bounce off nukies harmlessly. (This bit reminds me of the problem of new players using disablers against simple mobs) But of course, that isn't the only part of the problem. The other half is due to being able to be layered on a much more broad defensive tool in the form of the MODsuit Shield Module, whose three charges could render the mindful nukie near untouchable if they're pairing it with some other layered defense, such as a desword. Notice that this doesn't really address armor. The culprit is negation, and not mitigation, and we should be sparing in how easily we hand out outright effect negation simply because it isn't super obvious to a new player why it happened, and how to resolve it. At the very least, we should look to find ways to add options for players to overcome these problems. Especially with teamwork. Energy projectile immunity made sense while there floated around an energy projectile that ostensibly would down you in a single shot. Nukies ALSO had projectile weapons that worked much the same (c-20r stun bullets, taser shot bulldogs, etc.), so it was predominantly tit-for-tat. These immunity granting equipment pieces forced crew members to get shotguns and ballistic guns to fight these dangers; something more available at the time. We've exercised large bits and pieces of this from the game a long time ago, but we still have some remnants convinced we're still in a taser-rich, ballistic available environment. We need to move the games languishing tools into the modern era and re-established their place in the game. Namely, the double-energy sword and the combat energy shield are almost entirely unchanged besides refactors for the last decade or so, even while the game around them have changed. They've been a continuous sore point for me in all my time developing and a constant nagging issue. I want to deal with it now. MODsuit Shield Module is just kind of really good and only made stronger the more defenses you have. It's good to have a defense like this, but I think it is too brain dead. With only one charge, it will save you from a lost joust here and there, but it won't make it as simple as running right at every problem you encounter and eating a volley of attacks while you kill someone with impunity. **With regards to traitors**, since they also get double-energy swords; I'm open to suggestions if this is hitting them far too hard, but I'm not terribly concerned using this weapon for a few reasons. **Firstly**, I think their presence amongst the crew make it a much better weapon for tots than nukies (in isolation) simply because they can find ways to exploit it via tools they gather from the station. It is a force multiplier. Traitors also have a much bigger element of surprise usually. **Secondly**, round-start traitors typically grow to be a bit stronger over time, but I don't foresee many waiting to pay for the double-energy sword unless they're already flush with TC. So if a traitor is in a position after they've unlocked access to it to buy one of these, they are probably doing pretty okay for themselves. </details> ### TL;DR Defense stacking and attack immunities are not particularly healthy things to both design around, or experience in-game. They are kind of just relics of the past made only sorer once I ripped off a few bandaids. This is a source of a number of symptomatic issues in the game, so let's fix that and make it easier on all of us going forward. Much of the way these things worked operated on extremely outdated design considerations. It doesn't make sense for them to work like this today, and only makes things harder by keeping the status quo. ## Changelog 🆑 balance: Mundane sword-like and medieval weapons are not able to block tackles, xenomorph tackles and body throws. balance: The double-energy sword and energy sword have trouble blocking physical projectiles, body throws and tackles. balance: The double-energy sword also no longer has guaranteed energy projectile deflection; only doing so on a successful block (75% chance to block). balance: But it does have 40 force now, so it is more lethal a weapon. Traitors can purchase the sword for only 13 TC (down from 16 TC). balance: The combat energy shield (The one you hold) now functions as a normal shield (it used to only protect you against energy projectiles and nothing else). It loses guaranteed energy projectile deflection, but still reflects the projectile so on a block. feature: Death commandos continue to have their energy shields deflect all incoming energy projectiles. Because who cares about deathsquads being balanced? balance: The MODsuit shield module only has one charge, but recharges every 10 seconds. It also costs 8 TC (down from 15). It is also now in the Core Gear beginner box (bringing the total price up to 22 TC). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Balance changes to swords, energy shields and modsuit shields. --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
||
|
|
8d77b1be89 |
Balance changes to swords, energy shields and modsuit shields. (#80072)
## About The Pull Request ### Sword Weaponry Mundane sword weapons of all sorts do not block ``LEAP_ATTACK`` attacks whatsoever. These attacks include tackles, xeno tackles and bodythrows. Energy swords and double energy swords only gain 25% block probability against such attacks. ### Double Energy Sword No longer grants outright energy projectile immunity while employed. Instead, it just has a high probability of reflecting (the typical 75% to block any other attack). So, very solid defense against energy projectiles, but not immunity. Against non-reflectable projectiles, like ballistics or nanite bullets, the desword only has 50% block, similar to an energy sword. To compensate for the loss of defensive power, we'll make it all the more rewarding for getting on top of someone with the sword by giving it 40 force while active. And also it costs 13 TC. ### Combat Energy Shield This also lost outright energy projectile immunity, but gained the standard blocking power of shields on top of the ability to reflect energy projectiles when they block them. This significantly increases the shields potential effectiveness while no longer pigeonholing the shield to only energy weapons. (This makes them exceptionally good against tackles and body throws, by the by). Deathsquads still have the perfect deflection energy shield so that they can continue to spam pulse shots with impunity. ### MODsuit Shield Module Only has one charge instead of three, but it recharges in half the time. This is no longer such a perfect defense, and does somewhat need you to be thinking about how you're utilizing the shield rather than not thinking about defense at all by barreling forward under three potential hits worth of protection. Also much cheaper, at almost half price of 8 TC. Because of how cheap it is (and how much it still is necessary to keep you alive), I've put it into the core equipment box (which brings the price up to 22 TC. As a reminder, this is not meant to be at any discount, and is more aimed towards teaching newer players which items contribute towards success. If you don't want all the times within, don't buy this box, just buy what you want separately.) ## Why It's Good For The Game This is a doozy of an explanation, I hope you're ready for it under the spoiler. <details> With my tackling and bodythrow prs, numerous people expressed exasperation at the fact that these two tools may have been keeping some outlier antagonist gear from becoming too easy to steamroll with if you already knew what you were doing. My intent was to create consistent rules and behaviours that both A) did not rely on bugs to keep the balance of power from tipping one way or the other, and B) was at least consistent or had consistent rules established. This PR is tackling overperforming gear combinations for already competent nukies that may have, over time, crept out of control, and applying some consistency to the rules around similar equipment. AND also deals with quite possibly the most braindead element of game design we've tolerated for about a decade, and half a decade after it was necessary to maintain that decision. Part of the culprit of this issue is that, specifically in regards to nukies, crew can't use the vast majority of their weapons effectively against them. This largely is because this antagonist can gain immunities to those types of equipment. And that is rapidly increasing as we move closer towards outright ballistic removal. I don't think the game is made healthier by everyone on the station having to fight armed mercenaries with spears, and doesn't make much thematic sense either. More so, most greener players probably just don't know this is how it works, and so surprise Pikachu when their lasers bounce off nukies harmlessly. (This bit reminds me of the problem of new players using disablers against simple mobs) But of course, that isn't the only part of the problem. The other half is due to being able to be layered on a much more broad defensive tool in the form of the MODsuit Shield Module, whose three charges could render the mindful nukie near untouchable if they're pairing it with some other layered defense, such as a desword. Notice that this doesn't really address armor. The culprit is negation, and not mitigation, and we should be sparing in how easily we hand out outright effect negation simply because it isn't super obvious to a new player why it happened, and how to resolve it. At the very least, we should look to find ways to add options for players to overcome these problems. Especially with teamwork. Energy projectile immunity made sense while there floated around an energy projectile that ostensibly would down you in a single shot. Nukies ALSO had projectile weapons that worked much the same (c-20r stun bullets, taser shot bulldogs, etc.), so it was predominantly tit-for-tat. These immunity granting equipment pieces forced crew members to get shotguns and ballistic guns to fight these dangers; something more available at the time. We've exercised large bits and pieces of this from the game a long time ago, but we still have some remnants convinced we're still in a taser-rich, ballistic available environment. We need to move the games languishing tools into the modern era and re-established their place in the game. Namely, the double-energy sword and the combat energy shield are almost entirely unchanged besides refactors for the last decade or so, even while the game around them have changed. They've been a continuous sore point for me in all my time developing and a constant nagging issue. I want to deal with it now. MODsuit Shield Module is just kind of really good and only made stronger the more defenses you have. It's good to have a defense like this, but I think it is too brain dead. With only one charge, it will save you from a lost joust here and there, but it won't make it as simple as running right at every problem you encounter and eating a volley of attacks while you kill someone with impunity. **With regards to traitors**, since they also get double-energy swords; I'm open to suggestions if this is hitting them far too hard, but I'm not terribly concerned using this weapon for a few reasons. **Firstly**, I think their presence amongst the crew make it a much better weapon for tots than nukies (in isolation) simply because they can find ways to exploit it via tools they gather from the station. It is a force multiplier. Traitors also have a much bigger element of surprise usually. **Secondly**, round-start traitors typically grow to be a bit stronger over time, but I don't foresee many waiting to pay for the double-energy sword unless they're already flush with TC. So if a traitor is in a position after they've unlocked access to it to buy one of these, they are probably doing pretty okay for themselves. </details> ### TL;DR Defense stacking and attack immunities are not particularly healthy things to both design around, or experience in-game. They are kind of just relics of the past made only sorer once I ripped off a few bandaids. This is a source of a number of symptomatic issues in the game, so let's fix that and make it easier on all of us going forward. Much of the way these things worked operated on extremely outdated design considerations. It doesn't make sense for them to work like this today, and only makes things harder by keeping the status quo. ## Changelog 🆑 balance: Mundane sword-like and medieval weapons are not able to block tackles, xenomorph tackles and body throws. balance: The double-energy sword and energy sword have trouble blocking physical projectiles, body throws and tackles. balance: The double-energy sword also no longer has guaranteed energy projectile deflection; only doing so on a successful block (75% chance to block). balance: But it does have 40 force now, so it is more lethal a weapon. Traitors can purchase the sword for only 13 TC (down from 16 TC). balance: The combat energy shield (The one you hold) now functions as a normal shield (it used to only protect you against energy projectiles and nothing else). It loses guaranteed energy projectile deflection, but still reflects the projectile so on a block. feature: Death commandos continue to have their energy shields deflect all incoming energy projectiles. Because who cares about deathsquads being balanced? balance: The MODsuit shield module only has one charge, but recharges every 10 seconds. It also costs 8 TC (down from 15). It is also now in the Core Gear beginner box (bringing the total price up to 22 TC). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
9c60ff1de1 |
[MIRROR] Removes Clone Damage [MDB IGNORE] (#25429)
* Removes Clone Damage * Update blackbox.dm * Modular * Update schema * Update database_changelog.md * More modular deprecated clone things --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
274eb2a52e |
Removes Clone Damage (#80109)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
||
|
|
d4bb0d4c86 |
[MIRROR] Adds Summon Cheese [MDB IGNORE] (#23430)
* Adds Summon Cheese * Update staff.dm --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
d93dfbc35c |
Adds Summon Cheese (#77778)
oh apparently this is my 100th PR on tg, which is weird because github reports 99 total, and i made at least one to the old voidcrew repo, and filtering tg prs by my name still shows 99. weird. here's to 100 more i guess? <sub>could have been better if it was a get, jhonflupwliiard watch ur back 🔫 </sub> ## About The Pull Request Adds a new spell granter book to the Wizard's Den - Summon Cheese, which grants the spell by the same name, which summons 9 heads of cheese. That's about it, I think. ## Why It's Good For The Game Wizards are a hungry bunch, so why can't they just summon food? They can even share, if they'd like, since the notion of a friendly wizard still exists <details> <summary>... </summary> alright fine i'm slightly malding over not getting the 77777 get so no more roleplaying in the pr body Wizard Grand Ritual now has a hidden goal of sacrificing 50 cheese wheels. Sacrificing a cheese wheel is done with invoking the grand rune, and each invocation/pulse of the rune will whisk away more cheese until all cheese on the rune is taken by whichever entity lurks in the other realm. The sacrifice will be hinted at in an _ancient parchment_ which will be on the bookshelf (when i add it lmao) alongside the spell book. Meeting this cheese goal will lock the wizard's grand finale rune and grand finale effect to special ones. The cheese rune is mostly identical to the normal grand rune, barring the custom sprites/animations. The cheese finale consists of the wizard getting permanent Levitation (nogravity + free space movement), a 0.5 modifier(reducing incoming damage in half) to every damage type, a comically strong mood buff and **The Wabbajack**(separate sprite pending) - a juiced up chaos staff which can fire a lot more projectiles than a normal one can (it will get more, I may even make a few just for it). Everybody else (including any invader antags) gets hallucinations, 175 brain damage and a comically strong mood debuff, as well as a vendetta against the wizard. If the victim was already suffering from hallucinations from a trauma (including the quirk), they are instead healed. if you didn't catch the obvious reference, this entire shtick is a tribute to Sheogorath. the rune makes use of daedric script, and most of the catchphrases are a direct quotation of the Daedric Prince of Madness, so if any of those things can get us in trouble somehow, let me know. i will be sad but i will comply. This shtick is intended as an easter egg, really, so I wasn't really planning on expanding the wizard grand finale into heretic paths thing or whatever. Oh, and finale grand runes now allow the wizard to select the effect even if it's time-gated. If it is, you just won't be able to invoke it until the time comes. The rune will tell you how much time is left until you can invoke it. And grand finale runes with a finale effect selected also glow in the color of their effect. I also think I fixed some step of the grand rune animation not triggering but I'm not sure. <details><summary>Some rune animations (some are subject to change)</summary>   </details> ## Why It's Great For The Game it's funny </details> ## Changelog 🆑 Sealed101, EBAT_BASUHA for spritework add: Wizard's Den now has a book of Summon Cheese in the Studies Room /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
dcd2d0e418 |
[MIRROR] Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station [MDB IGNORE] (#22637)
* Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station (#76974) ## About The Pull Request This PR adds a new wizard ritual (the kind that require 100 threat on dynamic) This ritual allows the wizard to select one spellbook entry (item or spell), to which everyone on the station will be given or taught said spell or item. If the spell requires a robe, the spell becomes robeless, and if the item requires wizard to use, it makes it usable. Mostly. - Want an epic sword fight? Give everyone a high-frequency blade - One mindswap not enough shenanigans for you? Give out mindswap - Fourth of July? Fireball would be pretty hilarious... The wizard ritual costs 3 points plus the cost of whatever entry you are giving out. So giving everyone fireball is 5 points. It can only be cast once by a wizard, because I didn't want to go through the effort to allow multiple in existence ## Why It's Good For The Game Someone gave me the idea and I thought it sounded pretty funny as an alternative to Summon Magic Maybe I make this a Grand Finale ritual instead / in tandem? That's also an idea. ## Changelog 🆑 Melbert add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to grant everyone on the station one spell or relic of their choice! /🆑 * Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
4e91d057d7 |
Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station (#76974)
## About The Pull Request This PR adds a new wizard ritual (the kind that require 100 threat on dynamic) This ritual allows the wizard to select one spellbook entry (item or spell), to which everyone on the station will be given or taught said spell or item. If the spell requires a robe, the spell becomes robeless, and if the item requires wizard to use, it makes it usable. Mostly. - Want an epic sword fight? Give everyone a high-frequency blade - One mindswap not enough shenanigans for you? Give out mindswap - Fourth of July? Fireball would be pretty hilarious... The wizard ritual costs 3 points plus the cost of whatever entry you are giving out. So giving everyone fireball is 5 points. It can only be cast once by a wizard, because I didn't want to go through the effort to allow multiple in existence ## Why It's Good For The Game Someone gave me the idea and I thought it sounded pretty funny as an alternative to Summon Magic Maybe I make this a Grand Finale ritual instead / in tandem? That's also an idea. ## Changelog 🆑 Melbert add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to grant everyone on the station one spell or relic of their choice! /🆑 |
||
|
|
efbe50f2b2 |
[MIRROR] Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection [MDB IGNORE] (#22495)
* Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection (#76852) ## About The Pull Request Refactors arcane barrage (the wizard spell) and blood barrage (the weird version of the same spell that cultists get) into the magic subtype. No longer are they rifles...for some reason. Also they have sprites once again! Yay. Fixes https://github.com/tgstation/tgstation/issues/76561 So as to not replicate a really crappy system used to get the hand swapping working, I've just opted to take this opportunity to make arcane barrage an automatic fire weapon. Yes, this is kind of a feature, but it's...it's appropriate, don't you think? And I don't think meaningfully changes its fire rate? Blood Barrage no longer harms cultists/constructs shot by it and now properly just heals them/injects them with unholy water. Why all this was shoved into the Bump() proc is beyond me, but it works now. Fixes https://github.com/tgstation/tgstation/issues/76560 I've improved the variables for some of the cult spells, and I've also fixed what I think is one the most pesky parts of how drawing blood works. So, rather than using range(), it uses view(), which seems to cause the spell to be a bit funky with lighting? So if you're in darkness (gosh cultists in dim light, how unheard of), this spell struggles to gather up blood. Not anymore it doesn't! Lastly, it only worked on blood pools or droplets, not blood trails. So, you could bleed a character out by dragging them around, but not sap up the blood they're dropping from doing so. Only the intermittent blood splatters or your own bloody footprints count. Here is the funny thing with that. It still cleans up the blood trail. You just couldn't activate the blood draw from the trail or treat it as blood. Now you can. Blood trails now give you +5 charges, and you can activate the blood draw using blood trails. ## Why It's Good For The Game Arcane Barrage/Blood Barrage: This was some really old code and I'm still not sure why they were made as a separate spell to the madoka reference, which at this stage is still better than this spell. But at least it is using a sensible subtype with a reasonable, more modern component to facilitate the 'rapid firing barrage of magical bullet' image this spell is meant to invoke. As a result of all this nonsense, this spell had its sprites broken because it kept being attached to stuff in the rifles folder. Let's put a stop to that here and now and break it independently instead. Oh also cultists getting shot by healing bullets that still killed them is both funny and dumb and the way it worked was bonkers. Blood Draw: A cultist trying to determine, on the fly, what blood is a valid for the blood draw is nearly impossible from visual alone. You'd be convinced this part of the spell is broken just because having a splatter and a trail on the same tile massively obfuscates whether you're looking at valid sources of blood. I've struggled to understand as a player what was going on and why it was so selective about what was acceptable. Now I see that the problem was one of visual accuracy, bad type checking, and really, really outdated code that should have been improved with better procs. Blood trails are also actually made from dragging out a creature's bloody corpse. For humans, the most common source of blood trails, this does actually mean they're losing blood to produce these trails. It stands to reason this should be a valid source (bloody footprints are, after all). I gave them a...somewhat minor amount of charge contribution just to keep it moderately sane for how much blood it generates. ## Changelog 🆑 refactor: Arcane Barrage and Blood Barrage are magic gun subtypes and not rifle subtypes. Also they have sprites again. qol: The barrage spells now use the automatic component to do its thing. fix: Blood Barrage once again heals cultists and constructs without hurting them. code: Cleans up how Blood Rites finds blood to draw in. You can now just click turfs as well as blood, and it should now be much more accurate about it. qol: Blood trails contribute to charges gained using Blood Rites. You can also activate Blood Rite's blood draw using blood trails. /🆑 * Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
746b75844c |
Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection (#76852)
## About The Pull Request Refactors arcane barrage (the wizard spell) and blood barrage (the weird version of the same spell that cultists get) into the magic subtype. No longer are they rifles...for some reason. Also they have sprites once again! Yay. Fixes https://github.com/tgstation/tgstation/issues/76561 So as to not replicate a really crappy system used to get the hand swapping working, I've just opted to take this opportunity to make arcane barrage an automatic fire weapon. Yes, this is kind of a feature, but it's...it's appropriate, don't you think? And I don't think meaningfully changes its fire rate? Blood Barrage no longer harms cultists/constructs shot by it and now properly just heals them/injects them with unholy water. Why all this was shoved into the Bump() proc is beyond me, but it works now. Fixes https://github.com/tgstation/tgstation/issues/76560 I've improved the variables for some of the cult spells, and I've also fixed what I think is one the most pesky parts of how drawing blood works. So, rather than using range(), it uses view(), which seems to cause the spell to be a bit funky with lighting? So if you're in darkness (gosh cultists in dim light, how unheard of), this spell struggles to gather up blood. Not anymore it doesn't! Lastly, it only worked on blood pools or droplets, not blood trails. So, you could bleed a character out by dragging them around, but not sap up the blood they're dropping from doing so. Only the intermittent blood splatters or your own bloody footprints count. Here is the funny thing with that. It still cleans up the blood trail. You just couldn't activate the blood draw from the trail or treat it as blood. Now you can. Blood trails now give you +5 charges, and you can activate the blood draw using blood trails. ## Why It's Good For The Game Arcane Barrage/Blood Barrage: This was some really old code and I'm still not sure why they were made as a separate spell to the madoka reference, which at this stage is still better than this spell. But at least it is using a sensible subtype with a reasonable, more modern component to facilitate the 'rapid firing barrage of magical bullet' image this spell is meant to invoke. As a result of all this nonsense, this spell had its sprites broken because it kept being attached to stuff in the rifles folder. Let's put a stop to that here and now and break it independently instead. Oh also cultists getting shot by healing bullets that still killed them is both funny and dumb and the way it worked was bonkers. Blood Draw: A cultist trying to determine, on the fly, what blood is a valid for the blood draw is nearly impossible from visual alone. You'd be convinced this part of the spell is broken just because having a splatter and a trail on the same tile massively obfuscates whether you're looking at valid sources of blood. I've struggled to understand as a player what was going on and why it was so selective about what was acceptable. Now I see that the problem was one of visual accuracy, bad type checking, and really, really outdated code that should have been improved with better procs. Blood trails are also actually made from dragging out a creature's bloody corpse. For humans, the most common source of blood trails, this does actually mean they're losing blood to produce these trails. It stands to reason this should be a valid source (bloody footprints are, after all). I gave them a...somewhat minor amount of charge contribution just to keep it moderately sane for how much blood it generates. ## Changelog 🆑 refactor: Arcane Barrage and Blood Barrage are magic gun subtypes and not rifle subtypes. Also they have sprites again. qol: The barrage spells now use the automatic component to do its thing. fix: Blood Barrage once again heals cultists and constructs without hurting them. code: Cleans up how Blood Rites finds blood to draw in. You can now just click turfs as well as blood, and it should now be much more accurate about it. qol: Blood trails contribute to charges gained using Blood Rites. You can also activate Blood Rite's blood draw using blood trails. /🆑 |
||
|
|
f7d35bc80d |
[MIRROR] Stops shields getting broken by pillows and disablers. [MDB IGNORE] (#21588)
* Stops shields getting broken by pillows and disablers. (#75759) ## About The Pull Request See the title. Doing so by adding a new arg for damage type to `check_shields()` and `hit_reaction()`. The other way would had involved a couple istype checks for item or projectile damage type, but this is a longer term solution and can tackle more than just that. ## Why It's Good For The Game Fixes #74876. ## Changelog 🆑 fix: Stops shields getting broken by pillows and disablers. /🆑 * Stops shields getting broken by pillows and disablers. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
88b898dffd |
Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request See the title. Doing so by adding a new arg for damage type to `check_shields()` and `hit_reaction()`. The other way would had involved a couple istype checks for item or projectile damage type, but this is a longer term solution and can tackle more than just that. ## Why It's Good For The Game Fixes #74876. ## Changelog 🆑 fix: Stops shields getting broken by pillows and disablers. /🆑 |