Commit Graph

294 Commits

Author SHA1 Message Date
carlarctg
b7d4c7f967 Chance to become crab on DNA meltdown (#82985)
## About The Pull Request

Sometimes when you get a nonlethal instability consequence you will now
become crab

## Why It's Good For The Game

You should be abel to reach teh peak of evolution when messing with your
genetics

## Changelog

🆑
add: Chance to become crab on nonlethal DNA meltdown
/🆑
2024-05-10 01:32:33 +01:00
John Willard
611c48be40 Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
2024-04-09 02:36:31 -05:00
Profakos
b20c982404 Converts slimes to basic mobs (#82176)
## About The Pull Request

After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.

General

- 	The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.

Actions
- 	Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.

Hunger 

- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.

Environment

- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.

AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- 	Slimes faces are a bit more randomly picked now.

## Why It's Good For The Game

- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.

also
fixes #81463

## Changelog

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
2024-03-27 16:40:52 -06:00
13spacemen
31996c114b [no gbp] fix span type errors with poll alerts (#81979)
type mismatch due to feeding non text into span defines
2024-03-14 17:36:08 +00:00
13spacemen
357799c8a5 Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.

Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate

Also prints to chat who the chosen one was

Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
2024-03-06 08:24:36 +00:00
13spacemen
908d6f1a2b Better Ghost Selection (#80283)
## About The Pull Request
Revived my old PR https://github.com/tgstation/tgstation/pull/68901

Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No
| Never for this round" that is hard to read and steals window focus,
with a nice clean alert in the top right that counts down. If it's the
same event/mob they stack with 2x, 3x, etc. It also shows how many
candidates/ghosts are signed up.

The poll alerts have screentips too, they countdown and show if you're
signed up, how many people are signed up, if you chose "never for this
round" (which is cancelable)
## Why It's Good For The Game
![Screenshot 2023-12-13
030302](https://github.com/tgstation/tgstation/assets/46101244/04061a6b-cd9a-4546-9d71-bba6a6b70d87)

Way easier to see what role is available, you get a nice pic of the role
and get it's name in big text, you can cancel "never for this round",
and you can cancel signing up for a role before the timer is up
## Changelog
🆑
refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts
can select a role, deselect it, alt-click it for "Never For This Round",
can cancel "Never", can see the countdown, and can see how many other
people are signed up for the role poll.
/🆑
2023-12-22 11:44:55 -08:00
Time-Green
3ed292efab Fixes AIize and borgize (#80393)
Fixes #80314 

Fixes these two admin procs. I have no idea what posessed the coder of
AIize, they were just deleting every bodypart prior to qdelling the
mob??

🆑
fix: Fixes AIize and borgize gibbing you
/🆑
2023-12-17 17:33:54 +01:00
Ben10Omintrix
ce6f2724cd basic cats and mini kitchen helpers (#79800)
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


![catmouse](https://github.com/tgstation/tgstation/assets/138636438/8f146be4-c7b2-41d3-8301-734be49b5efc)

![catfish](https://github.com/tgstation/tgstation/assets/138636438/f8df54f2-9183-406d-afbd-f90f415f7f3d)

if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)


![cathouse](https://github.com/tgstation/tgstation/assets/138636438/9515a78c-fdfe-461b-bad2-6b497117c694)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts

## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai

## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
2023-11-28 21:51:37 -07:00
san7890
b251b9dbb0 Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) 2023-11-18 19:24:32 -08:00
lizardqueenlexi
7b720a0081 Basic Shades (#79469)
## About The Pull Request

Makes shades into basic mobs. As they are solely player-controller and
have no AI, this was a very simple conversion.

Things of note:
- I've made shades use the same "theme" system as constructs, to
determine their drops and coloration - as opposed to these things being
manually set by the type of soulstone they're held in.
- I've reorganized files slightly, putting both constructs and shades in
a new "cult" basic mob folder.

That's more or less it. As I said, shades are simple.
## Why It's Good For The Game

Basic-izes another mob and cleans up the code a little. Removes the last
cult-related simplemob, too.
## Changelog
🆑
refactor: Shades now use the basic mob framework. Please report any
bugs.
/🆑
2023-11-03 22:39:33 +00:00
lizardqueenlexi
08274f8343 Basic Constructs: Proteon (#79425)
## About The Pull Request

Last one! Makes proteons into a basic mob, and completely removes the
simple_animal construct supertype.

Proteons aren't really designed to be played by a player, instead being
a nuisance mapped into various ruins and traps. As such, they don't
really have any special abilities. Instead, the hostile variant has a
somewhat unique behavior. They'll viciously attack anyone who comes
close, but, being frail little cowards, if a proteon takes damage it
will immediately flee. After a random period between 2 and 4 seconds, it
will stop fleeing and come back for more.

In addition to this, a few other things have been done, some only
related because they're in files I touched.
- Moved proteons from the file for the Cleric's Den to their own file in
the basic constructs folder. Given that they're used in several
different ruins, they might as well not just be in the file for one.
- Simple constructs have been cut, and with them the procs for
healing/repairing on shades and cult structures, as those are no longer
needed.
- Because I was touching it anyway, I touched up the file for trap
structures. They no longer use any one-letter variable names, and time
is now universally listed in seconds rather than deciseconds in that
file.
- I removed a completely unused blackboard key from ice demons. This is
something I noticed due to a change I ended up not making while working
on proteon AI, but I figured I might as well leave it gone.
## Why It's Good For The Game

Kills the last three simple construct typepaths, bringing us to the
destined 19 removed. Huzzah!

The proteon AI routine should inject a little spice into fighting
proteons, especially for the unprepared - unlike many mobs, they won't
stand there and take it if you decide to fight back, but you can never
safely ignore them when they run away. They still aren't particularly
dangerous.
## Changelog
🆑
refactor: Proteon constructs now use the basic mob framework. The ones
encountered in ruins are a bit flightier now, and will briefly flee
combat if attacked - only so that they can return and menace you again
soon after. Please report any bugs.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-01 17:07:20 -06:00
Emmett Gaines
96d7e9c690 Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.

🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑
2023-10-17 13:07:31 -06:00
Jacquerel
504e6acfa3 Basic Mob Gorillas (#78918)
## About The Pull Request

Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.

IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.

When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.

I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),

And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.

## Why It's Good For The Game

https://www.youtube.com/watch?v=npuuTBlEb1U

## Changelog

🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
2023-10-11 16:58:29 -06:00
lizardqueenlexi
ec4defe598 Basic Constructs: parent type + Harvester (#78807)
## About The Pull Request

I kind of hate cult as a whole, but I like these little guys. Let's
basic-ize them.

This PR begins the process with the harbinger of the Red Harvest, the
Harvester! Their actual capabilities have been changed very little,
except that most of their unique properties have been moved to
components and elements. The basic parent type of constructs has also
been set up to make the next bunch of conversions easier.

- Constructs capable of repair now receive the healing hands component.
Healing hands has been extended, to allow the healing particles to come
in custom colors, and to allow it to print the target's health if the
target is not a carbon.
- Repairing constructs also receive a new element: Structure repair is a
lighter-weight variant on healing hands that allows repairing clicked-on
atoms of specified types.
- Constructs capable of damaging walls, meanwhile, receive the wall
smasher element.

Harvesters in specific have two special elements: 
- The existing "amputating limbs" element, making them instantly rip a
limb off of any carbon they attack. As before, if they attempt this on a
carbon with no arms or legs, the harvester will hear Nar'Sie's call to
bring the victim to her.
- A new "wall walker" element, allowing them to walk through walls of
specified type (cult walls for harvesters) and allowing them to drag any
atom through as well.

Other than laying the groundwork, there's not much else here. I started
with Harvesters specifically because they are only ever
player-controlled, which makes things easy.

I'm not completely happy with the use of healing hands here - it gets
the job done, but currently loses a bit of the previous flavor (a
healing beam as a visual; printing the target's health in cult span). I
may extend it further to allow this behavior.

I've included an UpdatePaths script, even if these things shouldn't be
mapped, just in case something fucky is going on on a downstream. You
never know.
## Why It's Good For The Game

Constructs, currently, occupy _19_ spots on the simple animal list. This
is something close to 10% of all the remaining ones. Also, like
everything to do with cult, construct code is janky, old, and
desperately in need of updating. This is the first step.
## Changelog
🆑
refactor: Harvester constructs have been updated to the basic mob
framework. This should have very little impact on their behavior, but
please report any issues.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-10 15:55:09 -06:00
Jacquerel
d43b4a568a Update clothing appearance following species change (#78185)
## About The Pull Request

Fixes #78179
Monkey clothes didn't fit following black charged slime transformation
(I hate xenobiology)
Moved the proc call which updated the clothing appearance from turning
into or returning from being a monkey into generic `on_species_gain` on
the basis that this would effect any species with weird clothing offsets
(such as transforming into a golem from the same source) and we don't
want a bunch of specific checks against it.

Also I just tidied up that proc a little bit.

## Changelog

🆑
fix: Your clothes and such should correctly reposition themselves if a
black charged slime extract turns you into a monkey.
/🆑
2023-09-10 20:19:34 +02:00
san7890
4b8de7b79f Refactors the notransform variable into a trait. (#78146)
## About The Pull Request

Hey there,

There were more than a few times (like in cinematic code) where we might
need to accurately know the source of what's adding this trait (or have
multiple sources for the whole 'we don't want this mob to do shit while
we transform this mob'), so in order to rectify this potential issue,
let's refactor it into a trait.

## Why It's Good For The Game

Some code already declared that there might be issues with this being a
boolean var (with no way of knowing _why_ we don't want this mob to not
transform (or not do anything idk). Let's remove those comments and any
future doubt in those instances with the trait macros. Also, stuff like
`TRAIT_IMMOBILIZED` which does a similar thing in many contexts was
already a trait that was regularly added in conjunction with flipping
the variable, so we're able to flatten all that stuff into
`add_traits()` and `remove_traits()` now. nice

I also cleaned up quite a bit of code as I saw it, let me know if it
should be split out but I guarantee that if I didn't do it- no one will
for the next two years.

## Changelog

🆑
refactor: If you transform into another mob and notice bugs with
interacting with the game world, please create a bug report as this
framework was recently refactored.
/🆑

Probably fucked up somewhere, lmk

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-07 16:45:50 +01:00
Bloop
1bfee08d54 Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories (#77806)
## About The Pull Request

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23214

This fixes a few bugs and cleans up code a bit:

1) Greyscale colors that were changed via the VV modify greyscale menu
will now update the mob's worn clothing accordingly. It wasn't doing
this before. Accessories in particular needed a bit of extra work to
update in this way because it wasn't coded with this case in mind.

2) Accessories will call `equipped()` and `dropped()` when they get
added/removed. This will fix issues like item flags being incorrectly
set, action bars not being added, etc.

3) Accessories will now be returned by `get_all_gear()`. This will
probably fix a few issues I'm not aware of.

## Why It's Good For The Game

<details><summary>Works</summary>


![dreamseeker_xijzQB0ALa](https://github.com/tgstation/tgstation/assets/13398309/eccb35d5-e1ea-4e2c-9906-f5b8c2187d24)

</details>

<details><summary>get_all_gear()</summary>


![dreamseeker_WsG0Uu2tIe](https://github.com/tgstation/tgstation/assets/13398309/d5c272d4-1990-454c-b48f-4da7b6a5f859)

</details>

<details><summary>get_equipped_items()</summary>


![dreamseeker_qe4hMngAO3](https://github.com/tgstation/tgstation/assets/13398309/06469b93-2a58-49db-be7f-c748576bf481)

</details>


<details><summary>item_flags get set now, hopefully preventing future
issues related to that</summary>


![image](https://github.com/tgstation/tgstation/assets/13398309/29a0e25a-a88f-4547-99f8-888da6b85e4d)

</details>

## Changelog

🆑
fix: greyscale colors will now update on the mob when modifying them via
the VV menu
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-26 20:47:59 +02:00
Ben10Omintrix
cc64ed0ca4 convert the bear to a basic mobster (#77143)
## About The Pull Request
the bear now a basic and he have a new behaviers. the bear now can go to
climbed the trees! he will looked for a tree to climbing and if he
founded a tree he will go climb him. also the bear now love honey he
will look for a bee hives to stole the honey from it so botanists must
be care. the bear will drag the honey behind him so u must chased him to
get the honey back again

## Why It's Good For The Game
the bear is a basic now so he and have more behavier for more depth
mechanis

## Changelog
🆑
refactor: the bear is a basic now. please report any bugs
add: the bear will climb trees and search honey
/🆑
2023-07-28 19:34:39 -06:00
Ghom
d9677e39be Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)


## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
2023-07-26 17:52:18 -06:00
MrMelbert
8c1e35e1c0 Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests (#76612)
## About The Pull Request

This PR refactors mind language holders into non-existence

As a result, `update_atom_languages` is no longer necessary

Mind-bound languages are transferred via `/mind/proc/transfer_to`

Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.

Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.

Makes a bunch of unit tests to ensure language transfer over certain
events works as intended

## Why It's Good For The Game

Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).

Instead of tracking two language holders, we can simply use sources
better and only track one.

This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.

## Changelog

🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
2023-07-10 18:34:57 +00:00
Ben10Omintrix
4034c6c81c make the mushroom a basic monster (#76570)
## About The Pull Request
i maked the mushrom from the simple monster to a basic monster so he is
dont a simple anymore but now he is a basic.i followe the instrucions in
the guide learn-ai.md to maked this pr. i also give the mushrom a extra
feture he will go and hunt food mushroms on the floor to ate them and
when he ate them he will heal small his hp

## Why It's Good For The Game
he is now a basic monster so he is not simple anymore. it is good
because he is a more advance ai and he will stil go and do the same stuf
he did when he is simple but he is now a basic

## Changelog
🆑
refactor: Mushrooms have been refactors, please report any
bugs/unintended behavior
add: the mushroom basic mob can eat the mushroom plant to heal itself
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 19:25:02 +00:00
Jacquerel
6745b79653 Monkeyize() now gives you an anonymous monkey name. (#76459)
## About The Pull Request

Previously Lesser Form would transform you into a monkey with the same
name as you had before transforming.
Nobody has complained about this because nobody uses Lesser Form for its
intended purpose, but it should probably work for that anyway.

Now when you use Lesser Form it will call you "monkey (420)" or
something instead, so it's less obvious that you're just larping as a
monkey.
I checked and you still get your name back if you're a normal human who
gets turned into one and back via DNA machine don't worry.

Also I unit test it.

## Why It's Good For The Game

Allows ability to be used for its presumed intended purpose.

## Changelog

🆑
fix: Lesser Form monkeys no longer maintain the name of the form you had
prior to transformation.
/🆑
2023-07-02 23:44:55 -06:00
Tim
2a19963297 Add UI preference menus for AI hologram and status displays (#75740)
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
2023-06-23 08:43:26 +00:00
Time-Green
664fd2e4fa Fixes AIize (#75867)
closes #67028

🆑
fix: Fixes AIize not working
/🆑

Params were inverted for anything carbons and humans

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-07 17:30:58 -06:00
san7890
9ae0802ead Converts Killer Tomatoes to Basic Mobs (#75516)
Just another lightweight PR porting over a simple animal to the basic
mob framework with zero additional AI implementation (it's a killer
tomato- it spawns into the world to maul you. how much more intricate
does it need to be?).
2023-05-19 16:55:59 -05:00
san7890
bf6f81a9b5 Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.

Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game

I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.

Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.

I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.

also fixed up some code in the area, numerous bugs were found and
exploded
2023-03-18 01:57:06 +00:00
Jacquerel
2b76197397 Makes Lesser Form into one ability & unit tests it (#73572)
## About The Pull Request

Fixes #73491
Every time I have used this ability lately it's been fucked. 
It would vanish from my actions at arbitrary moments, and also sometimes
transform me into a horrible monkey-man thing instead of a monkey. This
is a shame because being able to become a monkey can be pretty fun, even
if it makes you very vulnerable to being butchered.

Refactoring it into being one action instead of two actions which add
and remove each other fixes the part where the action just disappears.
It reliably sticks between transformations now, regardless of whether or
not they were voluntary.

I also noticed that when I was turning into a monkey it wasn't dropping
the changeling "fake clothes" outfit pieces I had on as a human, leading
to a really fucked up looking monkey. I fixed this by adding `force =
TRUE` in the drop to ground proc in the check for if the equipment you
have is still valid after your species changes. I don't _think_ this has
any side effects but I never do and then someone finds some.
For good measure I also made all of the changeling equipment abilities
which don't work if you are a monkey detect if you become a monkey and
retract themselves.

I also noticed that for a long time Last Resort has been trying and
failing to give you Lesser Form (well, Human Form rather) as a Headcrab,
so I fixed that and now you actually get the ability.

Finally I did a _little_ bit of housekeeping in general on the
changeling actions, mostly balloon alerts. I think these definitely need
more attention than I gave them though. I left a lot of the `to_chat`s
in place because many of them give information you want to be a little
sticky, or refer back to in order to double check what you just did.

I also added a unit test which flips back and forth a few times to
ensure the ability still works.
This required adding an "instant" flag to the monkeyize/humanize procs
to skip the timers, and idenitified a couple of weird issues.
First point: Humanising a monkey would remove the monkey mutation and
then call humanise again, which would not skip itself because it still
regarded you as being a monkey. I changed the order of operations here
slightly so that it will early return.
Second point: Calling `domutcheck` on `human/consistent` would runtime
because we skip the bit which sets up any mutations in their DNA. This
is a part of changeling transformation, so I just made it return
instantly.

## Why It's Good For The Game

You can use this ability again without getting stuck permanently as a
monkey, or it just deleting itself from your list of abilities for no
reason.
Turning into a monkey with fake outfit pieces on won't turn you into an
abomination.

## Changelog

🆑
refactor: Changeling's Lesser Form is now one ability instead of two
which keep swapping, which should consistently turn you back and forth
without deleting itself from your action bar.
fix: Hatching from an egg left by a Last Resort headcrab should
correctly grant you Lesser Form in addition to your other abilities.
fix: Turning into a monkey while using the Changeling space suit won't
leave you as a monkey with a weird inflated head.
qol: Using lesser form as a monkey with only one stored DNA profile will
skip asking which profile you want and will simply transform you
immediately into the only option.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-02-24 18:14:04 -07:00
tattle
97446833f4 Better cyborg creation logging (#72532)
## About The Pull Request
A bunch of code improvements (better variable names, SECONDS defines,
autodocs etc) plus more logging for newly-created cyborgs. Also cyborgs
do not re-sync if they're already synced to the malf AI.

## Why It's Good For The Game
Related to #44349 , we want to make sure we know who's synced to who. 

## Changelog

🆑 Tattle
admin: cyborg creation details (synced AI and default laws) are now
logged
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-01-14 06:14:01 +00:00
Jacquerel
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.
/🆑
2022-12-25 18:24:18 -08:00
Tastyfish
ebc0227176 Makes dog a basic mob [MDB IGNORE] (#70799)
About The Pull Request

    Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...

    Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
        The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.

    I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.

    Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
        Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.

    Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.

    Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.

I've tested base collars across multiple pet types.

For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.

image
Why It's Good For The Game

Very big mob converted to a basic mob.
Changelog

cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
2022-12-06 09:13:13 +13:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
MrMelbert
70db96c46f Convert mouse and rat to basic mobs (#70728)
* Converts mice and rats to basic mobs

* Update paths

* Fixes

* Tweaks

* .

* Use helpers

* Unit test

* Correct the targeting

* Fixes the unit test?

* Fixes the unit test

* Docs

* update the path script with pr id

* Faction check tweak

* Review

* AHH
2022-10-28 08:49:17 -04:00
Tim
6d12dc69ef Refactor /mob/living/carbon/alien/humanoid to be /mob/living/carbon/alien/adult (#70481) 2022-10-20 08:48:12 -07:00
IndieanaJones
99e5714184 Fixes Invisible Equipment on Monkified Monkeys (#68009)
Fix invisible monkey equipment
2022-06-26 19:58:20 -04:00
GoblinBackwards
edcd1d70ba Fixes AIize (Player panel Make AI button) killing the client of whoever it was used on (#66168)
* Fixes AIize (somehow)

* Why does this even exist it's never false

* Someone please explain why this is a bad idea
2022-04-17 01:16:03 -04:00
Seth Scherer
025b1ddfaf Elementizes cult halos + cult eyes + fixes some issues with them (#63683)
* should be good

* autodoc

* signal rearranging

* final comment

* review
2022-01-03 14:35:06 -06:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
John Willard
2834383245 Makes all default job titles, defines. (#63357)
Jesus christ we were just waiting for someone to misspell something eh?
2021-12-14 17:48:46 -08:00
Ryll Ryll
b5089e714b Cleans up unnecessary transformation options in admin player panel (#62832)
I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.
2021-12-02 09:29:06 +00:00
John Willard
b39ccd408e Beepsky refactor and Bot code improvement (#62510) 2021-11-08 01:35:54 -08:00
Ghom
b79dd74fd0 Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. (#62624)
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2021-11-07 16:42:41 -08:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
Mothblocks
5a4c87a9fc tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request

Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.

Splits game preferences into its own window.

Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.

This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.

Fixes #60823
Fixes #28907
Fixes #44887
Fixes #59912
Fixes #58458
Fixes #59181
Major TODOs

Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc

    A lot of specialized testing so that people's real data don't get corrupted

Changelog

cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
2021-09-15 10:11:11 +12:00
Timberpoes
25de7ded2b Fixes being able to spam ghost role notifications. (#61085)
There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.

Examples are laughter and slaughter demon antag_spawners.

It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.

I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.

There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)

Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.
2021-09-01 13:01:54 +01:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
Celotajs
190d0a0384 Replace alert usage with tgui_alert (#58419)
Pretty much every alert() call is replaced with tgui_alert, except one I replaced with tgalert as a fallback. If tgui_alert exists, why not use it?
2021-05-20 22:43:27 +12:00
tralezab
2a22f30de4 Robot Factory now replaces you if you're jobbanned from cyborg (#58554) 2021-04-20 19:06:17 -07:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
NotRanged
2c12e87256 Cleans up blob code, removes a lot of hardcoded stuff, many new defines (#56306)
Cleaned up, commented on, and (hopefully) improves a lot of blob code.
Put pretty much everything balance-related (except for the strains themselves) into a define file, for easier viewing, changing, and balancing.
Added a bunch of new functionality that new strains (some of which I plan to add in the future) could use: from increased expansion range to more spores per factory.
2021-02-02 14:20:28 -03:00