mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-18 21:15:21 +00:00
09fae31ecb8bdcd06fce508aa4c5e5ffe8a193f0
29 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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 |
||
|
|
002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
||
|
|
b65f729901 |
Nanotrasen basic mobs. (#78917)
## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 |
||
|
|
9e6cbf2538 |
Basic skeletons (#79206)
## About The Pull Request Turns skeletons (the simple animal version) into basic mobs. This was another incredibly simple conversion, since skeletons don't really do anything but walk at you and beat you to death. Because I thought it was funny, though, skeletons will now seek out cartons of milk and drink them. Real milk will heal them for a significant amount, but soymilk, being false milk, will deal them grievous injury instead! Skeletons beware... I didn't add any other sorts of milk due to limited ability with existing AI behaviors to identify milk containers (they actually only look for the carton items). Other than that, I've done some flavor adjustment for skeletons' attacks - their effects and sounds will now suit the weapon they're actually holding - for example, skeleton templars now actually use their swords instead of slashing you with their horrible fingers. Along with this I gave the basic skeletons a normal slashing sound, instead of the weird, impactless hallucination sound they used to use for some reason. I never liked that sound. Finally, I've reflavored the spear-wielding skeleton mobs to "undead settlers", following the naming of the corpses dropped by snow legions as of #76898, rather than being named after an offensive term for Inuit people. These skeletons do, after all, appear in settlements on alien worlds. To enable the flavor of milk drinking, I expanded the `basic_eating` component to allow drinking rather than eating flavor, with a different sound and its own set of verbs. This deletes whatever they drink from, but c'est la vie. ## Why It's Good For The Game Ticks 6 more entries off the simple animal freeze. While skeletons are still extremely simple, being largely-identical mobs that only exist to beat you to death, being basic mobs should make them slightly better at this job. Also, again, I think it's really funny that you can distract skeleton mobs with milk, or even hurt them. ## Changelog 🆑 refactor: Hostile skeleton NPCs now use the basic mob framework. They're a little smarter, and they also have a slightly improved set of attack effects and sounds. They love to drink milk, but will be harmed greatly if any heartless spaceman tricks them into drinking soymilk instead. Please report any bugs. /🆑 |
||
|
|
847514310d |
Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level (#78803)
## About The Pull Request Saw this in CI.  ~~Quick fix for it--because turrets are not mobs trying to call this proc on them will runtime. So let's give them their own implementation of the proc.~~ Just kidding, let's refactor faction checking entirely ## Why It's Good For The Game Fixes an issue with basic mob AI targeting and turrets. ## Changelog 🆑 fix: basic mobs will no longer runtime when trying to check the faction of a porta turret refactor: faction checking is now done at the atom/movable level /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
8747a621cf |
[NO GBP] you can hit tendrils in melee again (#78856)
## About The Pull Request adds an `else . = ..()` to spawner's attackby check so you can just break them with your crusher in case you need to be rid of it ## Why It's Good For The Game sometimes you just need to melee a spawner ## Changelog 🆑 fix: Necropolis tendrils and other mining mob spawners can be hit in melee again. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
||
|
|
0ff97e28fe |
Tendril Tagging - scanning necropolis tendrils with a mining analyzer updates its GPS tag (#78738)
## About The Pull Request Makes it so that if you wave a mining analyzer over a necropolis tendril (kinda like a geyser), its GPS tag is updated with a code for what it spawns and a numerical designation. Unlike geyser scanning, this awards no points, and is solely for figuring out what tendril spawns what fauna. <details> <summary>Screenshots in the dropdown:</summary>    Updated: now on the `structure/spawner` level, allowing it to cover icemoon spawners.  Updated again: now it has an associated examine thing.  </details> Also removes the redundant `gps` variable because it got componentalized. ## Why It's Good For The Game I think being able to know what one of fifteen eerie signals is spawning without having to memorize which one is spawning which thing at what coordinate, or just vaguely going "oh so that's where the legion tendril was today". ## Changelog 🆑 qol: Miners can now tag monster spawners (necropolis tendrils, animal dens, demonic portals, and netherworld links) by using their mining scanner on it, which updates their GPS tag (and/or gives them one) to give it a numerical designation and a short identifier for what it's spawning. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
||
|
|
f861532d24 | Basic Legion & Hivelord (#78624) | ||
|
|
5db7992b09 |
basicmob clowns (#78448)
## About The Pull Request this is a mostly 1 to 1 port of simpleanimal clowns to basicmob clowns this means they have 1 more brain cell and they waddle https://github.com/tgstation/tgstation/assets/70376633/0c5f01c7-fea2-4d8c-9fc1-764c1557e1b8 ## Why It's Good For The Game  ## Changelog 🆑 refactor: clowns are basicmobs now /🆑 --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
81e59f7ff2 |
Goldgrub basic (#77733)
## About The Pull Request the goldgrub is now a basic monster. the goldgrub will now look for walls to mine and look for ores to eat. if he finds any nearby humans he will escape and dig away. also if he sense a storm is coming he will dig away and only come back out when the storm is gone. the goldgrub will escape from u but u can now befriend the goldgrub. if u feed him ores he will love u and become ur pet u can ride him or make him follow u. he will also help u mine, if u leave him to mine for a bit and come back to him later u can ask him to spit out all the materials he mined and he will give them to u. also if u feed him a bluespace ore, he will lay an egg and have a baby. the goldgrub is very protective over this egg he will drag it around with him. the goldgrub baby will follow his mom or dad until he grows up to be like his mom or dad ## Why It's Good For The Game give the goldgrub more character and now he can help miners to mine if they befriend him ## Changelog 🆑 refactor: the goldgrub has been refactored please report any bugs add: the goldgrub can now be tamed and he can have babys /🆑 |
||
|
|
72174845f5 |
Basic Watchers & Basilisks (#77630)
## About The Pull Request This one is a double feature because Watchers and Basilisks share the same typepath. You might see a couple more of those. As is tradition I decided to fuck with them rather than just port them. Here's what's up. **Basilisks**   - Have a new soulless sprite which looks less like a living blue hedge. - Walk at you and shoot you while you are not in range (just like before). - Become supercharged if they become "heated" by lava, lasers, or temperature weapons. This was a feature they also previously had but they would never encounter lava, so now it also works if you use the wrong gun on them. - Lose their supercharge if you cool them down. - Otherwise pretty normal mobs. **Watchers** https://www.youtube.com/watch?v=kOq_Bf78k5A Here's a traditional video of me intentionally getting hit by mechanics (trust me its definitely on purpose) - They glow emmissively a little bit so you can see them from further away. - Their eyes light up about 0.5 seconds before they are able to shoot at you. - No longer melee attack, instead try to stay out of melee. - Will occasionally put you into "Overwatch", meaning they will shoot you rapidly if you move or act while they're staring at you for a brief time period (after which you become immune for 12 seconds, and during which other watchers will play fair and stop shooting at you). - If they start taking damage they will also start using their "Gaze" attack, look away or suffer some kind of negative effect! - - Normal watcher gaze flashes and confuses you. - - Magmawing watcher gaze obviously burns (and briefly stuns) you. - - Icewing watcher gaze freezes you and throws you backwards. - Magnetically attract and eat diamonds. They also used to do this, but just if they happened to coincidentally walk past some. **Other accompanying changes** All basic mobs will now adopt the "stop gliding" trait if they get slowed down too much. I moved behaviour for "fire a projectile from this atom" into a helper proc because I was using it in three places and I will probably use it in more places. There are probably other places in the existing code which could be using this. I think I made the basic mob melee attack forecast default a little more forgiving, they were fucking me up too much and I am the playtester. ## Why It's Good For The Game Another one off the list. New tricks for old dogs. Framework for making mobs with ranged attacks "fairer" (you can see when they are ready to shoot you). More (hopefully) versatile AI behaviours which we will reuse later (I hope I'm not duplicating one someone already made). If our players "enjoy" them enough we can give more mobs "don't look at me" mechanics. Removes some soul sprites. ## Changelog 🆑 refactor: Basilisks and Watchers now use the basic mob framework. Please bug report any unusual behaviour. sprite: Basilisks have new sprites. add: Basilisks will go into a frenzy if heated by energy weapons or temperature beams as well as by lava. add: Watcher eyes will be illuminated briefly when they are ready to fire at you. add: Watchers can now briefly put you into "Overwatch" and penalise you for moving while they can see you. add: Wounded watchers will occasionally punish players who look at them. balance: Unusual watcher variants are more likely to appear. /🆑 |
||
|
|
16cecf864d |
Goliath basic mob (#76754)
## About The Pull Request Converts Goliaths to the basic mob framework and gives them some new moves because I can't leave things well enough alone. I am planning on touching all the lavaland fauna and then maybe even the icebox ones if I haven't got bored. The Golaith is the first because it is iconic. https://www.youtube.com/watch?v=JNcKvMwT4-Q Here's me getting killed by one as a demonstration. Despite my poor performance I would contend that they aren't a _lot_ more dangerous, but they are a little more dangerous. The chief difference here is that they have two new attacks which they will only use in response to being attacked. If fired at from range, they will target the attacker with a line of tentacles (it doesn't track you, so is easily sidestepped). If attacked in melee, they will surround _themselves_ with tentacles, on a longer cooldown. Something else you may notice in this video: I discovered that basic mobs are actually _too smart_ to be Lavaland fauna. Typically (unlike their old form) a mob on our new AI system is smart enough to attack someone _the moment they come into range_ rather than only checking on predictable ticks, which would make using the Crusher an essentially unviable prospect. To counteract this, Goliaths now have a delayed attack component which gives you a visual warning and short duration to get out of range before they swing at you. I will probably put this on all mining fauna that get reworked, it wouldn't be a terrible thing to put on other mobs to be honest. Other changes: The goliath stun is now a status effect with _buckles_ you to the tentacle as if grabbed, as well as its previous effects. While this seems purely worse, any nearby helpers can now help-click on you to instantly remove the debuff. Experiencing the effect of a Lobstrosity Rush Gland makes you immune to being grabbed by tentacles and an implanted one will automatically trigger and free you if you are hit, and the explosive effect of Brimdust also causes the tentacle to retract (although you'd need to take damage for this to happen). Using the tools of the land, you can make these creatures less threatening. The ability for a Goliath to chain-apply the ability has now also been reduced, it won't refresh its duration if you are hit when already buckled. When not occupied hounding miners, Goliaths will intermittently dig up the asteroid sand and eat any worms that this produces. I also made some new sprites for riding a Goliath because they've been broken since the Lavaland mob update and also kind of were ugly before then anyway:  Other code changes: - I made an element which only lets an attached object move every x seconds. This is because Goliaths are far too slow to use the speed system (the glide just looks bugged as hell) but one thing I am invested in when converting these is to make sure that they share the same behaviour when player or AI controlled. This is disabled while you're riding them because it was interminably slow. - The Goliath tentacle trail uses a supertype object now shared with the Meteor Heart which did something kind of similar. ## Why It's Good For The Game It begins the process of moving one of our larger subsets of NPCs onto the newer framework for NPC behaviour. It adds a little bit more life to an iconic but slightly uninteresting foe which mostly just walked at you slowly. This PR contains a few components I expect to apply more widely to other mobs in the future. ## Changelog 🆑 refactor: Goliaths now use the Basic Mob framework, please report any unusual behaviour. add: Goliaths learned a couple of new attacks which they will use in self-defence. balance: Help-clicking a miner grabbed by Goliath tentacles will immediately free them, as will the effect of several items you can scavenge from around Lavaland. image: New sprites for the Goliath saddle. /🆑 |
||
|
|
4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
||
|
|
50b37c8c7f |
Faction defines (#73681)
## About The Pull Request Quite a lot of mobs had faction defines as a string, which always has a chance for error. For example, the clown mob spawner had their faction written as "clown", when the official faction name was "clowns", and a define existed for it anyways! This PR moves every single string based factions over here. No references or special role factions. Hopefully I didn't miss anything. I also moved a global define used for picking your uplink provider's flavour to the only file that used it, datum_traitor.dm, and renamed them a bit to avoid confusion. I have also noticed that the mimic faction was assigned to the petrified player with += instead of |=. |= would ensure no duplicate factions, so I have changed it. Future improvement: I have noticed that there is a lot of bloat with factions that contain only one or two entries (examples: gnomes, floating eyeballs, penguins, the pet lizards), and some always appear in pairs (vines and plants, the rare exceptions being killer tomatoes and strange reagent spawned pine trees), but trimming consolidating them is a matter for a different time. ## Why It's Good For The Game Makes assigning factions a bit less error prone. I can finally remove the ```/// Later all mob factions will be moved here and their current factions replaced with faction defines.``` comment. Later is NOW. ## Changelog Nothing player facing |
||
|
|
8da1bae8e7 |
Refactor mob spawner component so that it is independent (#73645)
## About The Pull Request Went down a rabbit hole with touching the migo files... I noticed that all of those mobs had a reference to `/datum/component/spawner` on them which looked a bit off. After investigation it seems like this component is breaking the prinicple of using an ECS system by assigning a reference to itself on every mob it creates? There doesn't seem to be a good reason to do that, as we can just use signals. This also doesn't work for basic mobs, because most of them don't _have_ this reference to assign to. If we don't want to add it to every basic mob (and why would we?) it would make more and more converted mobs invalid for spawners. Also it means that it has never been valid to create a Monkey spawner, which seems like a big oversight. I replaced all of the parts dependent on telling the mob where it was spawned from with signals. Megafauna seemed to have a reasonable amount of code related to "not straying a certain distance from what spawned them", but as far as I can tell unless someone varedited one onto a map we have never had a spawner which creates megafauna (nor would we want one? That would virtually always cause it to respawn instantly after being killed). ## Why It's Good For The Game Improves future maintainability Brings implementation up to current standards. Makes the code work the way I would have assumed it already worked in the first place. ## Changelog 🆑 fix: Mob spawners will no longer break if instructed to spawn certain kinds of basic mob, or monkeys. /🆑 |
||
|
|
7c30d9d746 |
Basic Wumborian Fugu & Fugu Gland (#73415)
## About The Pull Request Fixes #72677 and also converted the "Wumborian Fugu" mob to a basic mob rather than a simple one. I will be totally honest: I didn't need to do that in order to fix the bug. I just didn't like looking at the rest of the code in that file. Also I have some kind of sickness which makes me do this. This ended up being one of those "see something related and fix it as well" ones so there's a couple of only tangentially related changes in here. If you want me to split it up I will but I think this one is _probably_ fine because the wide-ranging changes are pretty simple ones? So what this PR does is: - Refactors simple mob into basic mob. - Cleans up its really ugly ability to work in a hopefully nicer way. - A one line fix to the linked issue above. - Modifies the default cooldown on `basic_melee_attack` and `attack_obstructions` to be a widely used cooldown rather than a random value used by no mob that we have. - Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and added a new AI behaviour called "use_mob_ability", the difference between the two being that the former requires a target and the latter does not. I... don't actually use this because I realised after adding it that I still want a target for this mob, but someone will need it eventually. - Change everywhere that is passing references to abilities to actions to pass weak references instead. - Adds an element to handle "spawn this stuff when a related mob dies". - Found a few places where people were setting `environment_smash ` as if it did anything (including me) and replaced them with the proper ai_controller implementation instead, updated the comment to make it clearer although that won't prevent copy/paste errors. - Registered to the "movement speed updated" signal to ensure that basic mobs actually notice that you have applied a movement speed modifier. ## Why It's Good For The Game Fixes a linked issue. Refactors some code which made me sad whenever I saw it. Restores some mob behaviour which nobody noticed was missing, but was. Fixes some apparently unreliable code I added in a recent PR reliant on basic mobs using movespeed modifiers. Adds element we will definitely need again in the future. ## Changelog 🆑 fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders, or other basic mobs. fix: Syndicate mobs will once again attack windows to try to reach you, and space ruin spiders won't. fix: Netherworld-themed mobs will correctly adjust their speed as they take damage. refactor: Made the Wumborian Fugu into a basic mob, which should act largely the same way but may have slightly different speed and reaction times. /🆑 |
||
|
|
7e41cd3c0b |
Netherworld Mobs Refractor (#73086)
## About The Pull Request This PR refactors netherworld mobs into basic mobs as best as possible. Also makes some of them run faster when they are getting damaged or deal more damage. Now the mobs might be able to keep up a little with the players. ## Why It's Good For The Game Makes the mobs have better movement and more dynamic movement. Makes the quality of these mobs better. ## Changelog 🆑 add: Added new damage buffs for netherworld mobs refactor: Refactors netherworld mobs into basic mobs /🆑 |
||
|
|
b174af7661 |
Basic Mob Carp Part VIII: Basic Mob Carp (#72073)
## About The Pull Request Wow we're finally here. This turns carp into Basic Mobs instead of Simple Animals. They use a variety of behaviours added in previous PRs to act in a marginally more interesting way than they used to. But don't worry there's still 2 or 3 PRs to follow this one until I'm done with space fish. Changes in this PR: Carp will try to run away if they get below 50% health, to make use of their "regenerate if not attacked" component. Magicarp have different targetting behaviour for spells depending on their spell; - Ressurecting Carp will try to ressurect allied mobs. - Animating Carp will try to animate nearby objects. - Door-creating Carp will try to turn nearby walls into doors. You can order Magicarp to cast their spell on something if you happen to manage to tame one. The eating element now has support for "getting hurt" when you eat something. Carp eating can rings and hating it was too soulful not to continue supporting. ## Why It's Good For The Game Carp are iconic beasts and I think they should be more interesting. Also we just want to turn mobs into basic mobs anyway. ## Changelog 🆑 add: Carp will now run away if their health gets low, meaning they may have a chance to regenerate. add: Lia will now fight back if attacked instead of letting herself get killed, watch out! balance: Magicarp will now aim their spells more intelligently. add: Tame Magicarp can be ordered to use their spells on things. refactor: Carp are now "Basic Mobs" instead of "Simple Mobs" fix: Dehydrated carp no longer give you a bad feeling when they're your friend and a good feeling when they're going to attack you. balance: Tamed carp are now friendly only to their tamer rather than their whole faction, which should make dehydrated carp more active. Order them to stay or follow you if you want them to behave around your friends. /🆑 |
||
|
|
100cb71111 |
Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)
## About The Pull Request Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, + space variants) Base Mob, Knife syndies, pistol syndies, SMG syndies,shotgun syndies, viscerators also changes some instances of the simple_animal path into the basicmob ones Removes civillian syndicates which were useless and also completely unused Also removes mech pilots:  Also, makes the basic targetting datums health check configurable basic attack behavior can now fire in bursts https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4 https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4 https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4 https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4 https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4 https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4 ## Why It's Good For The Game simpleanimal stinks basic mob good syndicate AI was really bad to begin with so here we are ## Changelog 🆑 code: Turned most syndicate mobs into basicmobs, making their AI better and (possibly) more deadlier! del: Removed syndicate mech pilots and syndicate civvies /🆑 Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com> |
||
|
|
b22e35c6e5 |
Small Seconds Define Cleanup for Spawners (#70719)
Hey there, I was doing some codediving, and I stumbled upon this spawn_time silliness in mob spawner code, so I just swapped everything to use SECONDS defines (since units are very epic). |
||
|
|
be0e6efdf6 |
[IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
|
||
|
|
6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
||
|
|
5c22a0cfc1 |
Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too. |
||
|
|
e092eb7427 |
[READY]Da small cytology update. Banana glutton and proper clown mob reagents. (#55694)
* HONK! * HENK! * HUNK! * HJONK! |
||
|
|
b13d244d76 |
Adds new clown mobs for admin use (#43675)
* new clown mobs and spawners adds several new types of clown mobs, a beacon to spawn them, and a honkrender that spawns clown hulks * added more clown varieties and fixes to previous * fixed unneeded capitalization and changed mob values removed unneeded capitalization and text errors and altered mob attack values to create more variation. Honkmunculus now does very little damamge but injects a small amount of meth. * Update clown.dm * clown changes and new clown new clown that spawns bananas. can leave large stacks if left unattended, so it may require some reworking. nerfed several overpowered clowns and gave chlown a beetle like stride * added cluwne to uplink, fixed redundant variables, added new clowns cluwne can now be purchased for 5 telecrystals as a clown exclusive uplink item. Bananas were greatly improved. new weak clown added. Gave some clowns extra parents to reduce variables. * Update code/modules/mob/living/simple_animal/hostile/retaliate/clown.dm Co-Authored-By: Pugnacious-Gnome <48869928+Pugnacious-Gnome@users.noreply.github.com> * IT LIVES ONCE MORE * forgive me for this sin * i wish git would detect case changes * this works |
||
|
|
6a70a982df |
[Ready] Megafauna VR Training Simulator (#42353)
* lava arena is now not the default for swoop attack adds mass fire attack, sends fire lines out from the drake in 360 degrees lava pools now have a chance to be spawned with the fire breath attack adds greater delay for lava pools on lesser ash drake so they don't just all instantly get placed lava arena doesn't needlessly recalculate the turfs it will be using every pass now enraged state, procs when you try to escape from the lava arena attack without fighting it normally, colors the drake turns its brightness up as it glows, then shoots out fire everywhere, also heals the drake for 250 health. fixes a bug where fire lines wouldn't appear if their range would put the calculated end turf outside the map fixes a bug where indestructible open turfs would turn into basalt on the lava arena attack fixes a bug where lava arena safe spots would be on indestructible closed turfs drake swoops now have a greater default recovery time * fixes stupid text error * adds vr mining sleepers to the lavaland mining base which can be used to train with megafauna and test out other items removes useless code from colossus's file including having a dead icon of the drake and butchering results adds virtual versions of each megafauna which don't drop any items and are deleted upon death adds the vr mining map * adds virtual megafauna spawners and their respective icons, spawn 1 megafauna at their location and are indestructible changes default virtual megafauna hunter gear to be more like the default mining gear * adds more items to spawning in mining vr megafauna spawner nests can no longer be pushed virtual megafauna now have a limit to how far they can move away from their nest adds arenas and fast bluespace tile paths to each megafauna spawner and gives the mining base some walls to protect it * adds mining vr map to the away mission config adds perm portals, linked two way portals who are linked by id and can be set in mapping files by editing instance adds megafauna portals for the arenas fixes up some junk on the mining vr map adds a spawn delay for megafauna spawners after the linked megafaunas death fixes a bug where bubblegum could teleport outside of his arena * adds true spawn var to bubblegum to easily handle clones / virtual versions of it spawning fixes bug where virtual legion would release the real legion when damaged moves vr mining code to the away missions code to adhere to contributing.md * converts map files to tgm adds arena cleanup and fixes runtime bugs on virtual megafauna spawn and death * reverts local drake changes * fixes bug where drake corpses still had a gps signal removes worthless include * adds the crusher trophies to the vr mining kit no more granting null achievements you stinky virtual megafauna this map really didn't need to be 255x255 im sorry * even smaller map wowee also please compile * adds respawning item crates for the lavaland items and healing junk even smaller map and some filler spaces for possible future bosses removes lavaland map changes mining vr now works properly with other vr maps and is randomly selected working with normal vr sleepers on station fixes permanent being permanant my bad * lavaland map stop being changed * maybe a bit overkill with the amount of healing items * reordering i guess but why is the rum gone * work please * Update Lavaland.dmm * Update Lavaland.dmm * adds force stop option to portals so you can choose to not chain teleports with non linked portals.dm permanent portals now can be var edited mid game and still work (cool admin events? idk) permanent portals are no longer deleted if they don't have a linked portal adds one way portals, portals that lead somewhere but have no return portal. basically non hardlinked portals but able to be done in map and edit stuff adds recall portals for the vr megafauna arenas, one way portals but you can recall to them by using a one time use spell (no it is not tied to your real mind it is tied to the vr mind) virtual megafauna can no longer escape their arenas moves some virtual megafauna procs to the main megafauna file to reduce needless code * recall portals can now be chained and the portal recall spell can now go back in a stack reverse style * adds boss rush mode, fight all of the bosses successively with only one break in the middle without dying object spawners can now choose their datum spawner type through a var moves some virtual megafauna code from the megafauna file to the megafauna spawner datum * adds new goodies to the end of the boss rush removes a lot of the copy pastad code in the vr megafauna adds true spawn var, decides whether or not the megafauna should grant achievements or have an internal gps, used for bubblegum hallucinations and virtual megafauna internal gps are now added on the base megafauna path hierophant's crusher trophy no longer spawns at its beacon (let's be honest some people missed it because of this) so it works properly with the crusher loot var |
||
|
|
360bc5a82a | prevents spawner kills | ||
|
|
ce0828a98e |
Tendrils are now structure based [READY] (#41554)
* Tendrils are now structure based * Re-adds tendril wipe achievement neatens up ash walker variables gets rid of unnecessary variables in hivelord * Marks spawner children as admin spawned |