Commit Graph

199 Commits

Author SHA1 Message Date
Ben10Omintrix
55c41fb9ad basic honkbots (#81920)
## About The Pull Request
this refactors honkbots into basic mobs. its mostly a faithful 1:1
refactor but i couldnt keep my hands to myselves so i gave them some new
behaviors.

honkbots now love playing with clowns, they will go seek out for clowns
and celebrate around them. also, if the honkbot finds a banana peel or a
slippery item near it, it will actively drag people onto them

honkbots will now go out of theirway to mess with secbots and annoy them

## Why It's Good For The Game
refactors hinkbots into basic bots and also undoes some of the silliness
i did in the previous basic bot prs. i also added lazylist support to
remove_thing_from_list.

## Changelog
🆑
refactor: honkbots are now basic mobs, please report any bugs
add: honkbots will try to slip people on banana peels
/🆑
2024-06-05 10:17:34 -04:00
John Willard
8442124bcd Gondolas are now basic mobs (#83451)
## About The Pull Request

This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.

Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.

## Why It's Good For The Game

The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.

## Changelog

🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-05-31 16:48:31 -06:00
Ben10Omintrix
761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00
John Willard
430896b5cf Blueprints tgui (#82565)
## About The Pull Request

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

## Why It's Good For The Game

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

## Changelog

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑
2024-04-10 11:55:29 -07:00
Thunder12345
5bef7fadcf GAGSifies the jester costume (#82339)
## About The Pull Request

Updates the jester costume to support GAGS.


![image](https://github.com/tgstation/tgstation/assets/5479091/d76f4aaf-d3aa-489a-8a0b-cf443bda7252)

## Why It's Good For The Game

More freedom for players to customise their jestering.

## Changelog
🆑
image: The jester costume now supports GAGS
/🆑
2024-03-31 20:05:22 +02:00
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
John Willard
2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -06:00
xXPawnStarrXx
409527e3e3 New GaGs clothing: Part 1 - 'Dress'ing up! (#81785)
## About The Pull Request
I'm going to keep this simple, I have added four GaGs configs and the
sprites for some outfits, I intend to expand on the recolouring
abilities, so you will be able to use more than just spraycans.
The outfits are as follows; The Cardigan skirt (formerly named black
skirt), the Evening gown (It's no longer the 'RED' gown, since it can be
any colour), the striped dress and the sailor dress.


![image](https://github.com/tgstation/tgstation/assets/53197594/04c2e2ee-1d26-484e-9dde-b90cb7c33175)

![image](https://github.com/tgstation/tgstation/assets/53197594/e2ca4171-7b28-4fb2-9cc0-e6916367995e)

![image](https://github.com/tgstation/tgstation/assets/53197594/2c5a0985-b4fc-4fc3-8da1-13923f2742fb)

![image](https://github.com/tgstation/tgstation/assets/53197594/537006c0-1e67-4278-89d6-b4e294c335e8)
## Why It's Good For The Game
Customisation is always good, allowing players to express their
character how they want isn't a bad thing!
## Changelog
🆑
image: added gags sprites for; Sailor dress, Evening gown, Cardigan
skirts and striped dresses.
/🆑
2024-03-15 17:23:47 -04:00
Jacquerel
9d9da3a790 Spider web graphics (#81839)
## About The Pull Request

Here is what webs look like.
It looks like pure ass and I hate seeing it.

![image](https://github.com/tgstation/tgstation/assets/7483112/fe3279e6-4d69-48d3-abb7-fb4b1c61396e)

Here's my attempt at making them look nicer.

![image](https://github.com/tgstation/tgstation/assets/7483112/0a5b1034-f021-4a5b-bc93-c590334c7d42)

Notes: Genetics Power webs now have a slight purple tint to
differentiate them from regular spider webs, so spiders aren't confused
about why they can't cross these ones.

On the backend I condensed a lot of these typepaths to inherit from each
other instead of not doing that. In the future I am going to use this to
cut down on the excessive amount of action buttons we have for these
too.

Here's (most of) what the action buttons look like. this screenshot also
demonstrating that we have a serious problem with how many buttons we
give to spiders.

![image](https://github.com/tgstation/tgstation/assets/7483112/c78ce4f3-dbfd-4434-b318-dfe2a88ce838)

After this is merged I will embark on two further projects:
- Wallening version
- Reworking spider web placement to not be a function of having 15
action buttons, it's _so bad_.

While I was working on this I noticed that AI spiders would not
automatically place webs on certain crossable tiles, because we forgot
to pass an argument to a proc. I fixed that too.


Oh also final change I almost forgot to document:

![dreamseeker_MiooTij0sG](https://github.com/tgstation/tgstation/assets/7483112/7ae262d9-7b89-45b9-beb3-f6921963e04e)

I made you jiggle if you get stuck in a web.

## Why It's Good For The Game

The previous sprites looked bad and these look less bad.

## Changelog

🆑
fix: AI-controlled spiders can correctly recognise where they can place
webs.
image: New sprites for most kinds of spider web
/🆑
2024-03-06 16:05:49 -07:00
Ghom
88bdabe53b Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.

To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.

As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)

*By the by, you can also find it during the national hotdog day.

Screenshots of the new location:
![museum
cafe](https://github.com/tgstation/tgstation/assets/42542238/1c0d93b7-90d5-4459-a48d-81430f0d3613)
![museum
restrooms](https://github.com/tgstation/tgstation/assets/42542238/5a9e049d-6acc-464b-998d-901e43154bae)


## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.

Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.

## Changelog

🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑
2024-03-05 18:19:39 -07:00
SyncIt21
df2ce692ee General maintenance for all things boulder related. (#81358)
## About The Pull Request
**1. Qol**
- Adds screen tips & examines for screwdriver & crowbar acts on BRM,
Refinery & Smelter
- Adds examines to display number of boulders stored inside a refinery &
maximum number of boulders it can hold. Right click screentip to remove
boulders
- Adds examines to display maximum number of boulders than can be
teleported by a BRM & screentips for interacting with wires
- More audio & visual feedback for refinery processing. If a boulder
requires multiple steps you will get a balloon alert saying "crushing"
for refineries & "smelting" for smelters along with a sound per process
tick(which is every 2 seconds so no need for cooldown) giving you a
better idea of what's happening in the pipeline
- BRM now will display all lights when the "Automatic boulder retrieval"
is on & turn off the lights when disabled along with examines giving you
a visual indicator of its state

**2. Code Improvements**
- Splits types of boulders into its own file `boulder_types.dm` for easy
maintainability
- Moves beacon for refinery machines into its own file
`boulder_processing/beacon.dm` for easy maintainability
- Moves the cooldown for processing a boulder `processing_cooldown` into
the refinery machine itself. Since 100's of boulders can be created per
round this var can take up memory quickly so by moving them into the
refinery machine it gives us some savings
- Compressed & merged procs such as `create_mineral_contents()` ,
`flavour_boulder()` etc with the vent code. These procs were only used
by the vent 1 time & by merging the code we removed if conditions to
check if a parent vent was passed or not(since now that's always the
case). Helped in removing boilder plate code

**3. Fixes**
- **Fixes vents always spawning "Small size boulders" & not medium, nor
large boulders.**
 Once a vent generates a boulder it calls  `flavour_boulder()`

084f56938c/code/game/objects/structures/lavaland/ore_vent.dm (L385)
however this proc also accepts 2 more params `size` which would always
default to `BOULDER_SIZE_SMALL` and `is_artifact` which is simply unused
in the proc

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L219)
Therefore vents would always generate small boulders giving us no
varity. Now the boulder size is set depending on the vent size &
durability for each boulder is set to a random value between 2 & the
boulder max size giving us the flavour we actually wanted

- **Fixes "Expanded Gulag boulders" using "normal gulag material list"
when setting its custom materials.**
If you look at the `add_gulag_minerals()` proc it always picks from the
`gulag_minerals` list & accepts no params

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L235-L236)
So when we try to pass params to this proc which in reality doesn't
accept any we were wasting our time doing this

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L274)
And for our case `expanded_gulag_minerals` list was simply unused
because our proc doesn't care about it and it went back to just using
`gulag_minerals` list thus ignoring our list

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L282)
As i said in the "Code Improvement` section when i moved boulder types
into it's own unique file this was fixed & now expanded gulag boulders
actually has a chance to spawn with bluespace crystals inside them

- **Fixes manual tapping of ore vents by hand not using a cooldown**
`produce_boulder()` accepts a cooldown var for when you need to manually
tap the vent by hand.

e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L374)
This var was always set to FALSE because we never passed `TRUE` into it.
Not once here

e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L124)
Nor here

e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L131)
Now we just pass `TRUE` so tapping these vents by hand have a cooldown

- **Fixes BRM off icon state never being used**
When the room ran out of power it would still look on. Now we use that
state correctly

- **Fixes Automatic Boulder Retrieval by the BRM not actually being
automatic**
You must have noticed that once you do "Right click" and wait for all
the boulders it can teleport (determined by `boulder_processing_max`) to
be teleported it stops permanently after that. Even if more boulders get
generated it won't do anything, You have to again "Right click" &
retoggle automatic boulder retrieval on again, thus forcing someone to
stand there & monitor the BRM

Now once you set Automatic Boulder Retrieval on you can leave & forget.
It will teleport boulders as & when available thus enabling automation
properly.

- **Fixes boulders ejected from refineries via right click from getting
teleported back into the machines loc**
Fixes
https://github.com/tgstation/tgstation/pull/78524#issuecomment-1911666995.
The problem is refinery machines & the BRM keep track of all the
boulders that entered into it via the `boulders_contained` list.

Now we directly check `contents` for boulders so we don't have to
maintain 2 seperate lists to keep track of boulders. It also now uses
`processed_by` var of boulders to ensure refinerries don't retake in the
same boulder it just processed. Not sure where exactly the problem got
fixed but implementing these 2 measures fixed it regardless.

- **Fixes boulders with 0 durability[a.k.a steps] from getting ejected
out**
Fixes
https://github.com/tgstation/tgstation/pull/78524#issuecomment-1914551952.
So inside `process()` we constantly decrease the durability of the
boulder till it becomes 0.

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L159)

  When it reaches 0 it calls `breakdown_boulder()`

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L164-L165)

This proc has a chance to reject the boulder if it could not process any
materials

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L219-L222)
  
  **"Without resetting its durability"** over here

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L241)

So it ends up rejecting a "0" or worse -1 durability boulder. Now we set
the durability in `remove_boulder()` so regardless of what circumstances
the boulder is ejected it always gets a positive durability

- **Fixes BRM & Refinery from rapidly spitting out boulders in their loc
which causes lag in the long terms**
Fixes #81404. Basically even if there is 1 boulder sitting at a BRM's
loc or an refineries loc. Operations are haulted i.e. the BRM will not
teleport any more boulders & the refinery will keep their already
processed boulders inside till their locs are cleared from boulders.
This prevents large number of boulders from pilling up in long rounds

- **[Priority : High] Fixes refineries incorrectly removing materials
from processed boulders**
Fixes #81109. This bug is quite serious because it can't literarily
affect any random item with custom materials in game. This one line of
code over here can break the entire material economy as we know it

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L217)
  
**"DONT DO THIS"**. The `custom_materials` list is a **"read only"**
list & if you ever want to change it call the `set_custom_materials()`
proc with your new values but do not edit this list manually as it is
done here.
  
All lists related to materials are cached by the `SSmaterials`
subsystem. List values are cached & shared across multiple objects so
when you edit those values like here, you might end up effecting an
item/multiple items in some random corner of the map that shares this
list.

This also causes boulders with empty list of materials to get spawned at
random so yeah again plzz don't do this

**4. Refactors**
- Repathes `obj/machinery/boulder_processing/brm` -> just
`obj/machinery/brm`.
Even though semantically it looks nice that the brm is a subtype of
`obj/machinery/boulder_processing` from a code & operation perspective
they have 0 similarities.

1) The BRM does not accept boulders feed into it from a conveyer belt
unlike a refinery but instead picks boulders from `SSore` subsystem &
put it on the conveyer belt. This means procs for accepting boulders
such `CanAllowThrough()`, `breakdown_boulder()`, `accept_boulder()` etc
have no use in the BRM. Their just code clutter at this point
2) The BRM overrides `process()` & does not call its parent proc making
that code wasted
3) It has no use for silo materials & mining points making those vars go
to waste

With so much wasted code its better to just let go off all of it & just
make it a basic instance of `obj/machinery` making maintainence easy

- BRM now teleports boulders in a batch (batch size determined by
`boulders_processing_max` max value from upgraded parts is 7) with a
boulder appearing every 1.5 seconds rather than spawning all at once.
After a batch is processed it has a cooldown of 3 seconds before
repeating the process if automatic boulder retrieval is on. This stops
the conveyer belt from getting crowded with boulders and makes the
refining process more efficient.

With this BRM wires are removed because only it had only 1 wire
responsible for toggling boulder retrieval but now since this process is
automatic, we have true control over the timing of boulders spawned &
don't want to leave it in the hands of players

## Changelog
🆑
qol: adds examines & screentips for crowbar, screwdriver acts to BRM &
refinery machines
qol: adds examines about the number of boulders stored & processed to
BRM & refinery machines
qol: BRM now has its lights turn on/off depending on wether automatic
boulder retrieval is on/off for visual clarity along with examines
qol: refinery machines now display ballon alerts & plays sounds more
frequently when processing boulders for better feedback
fix: vents now spawn boulders of all sizes & not just small ones
fix: expanded gulag boulders now have correct materials in them.
fix: manual tapping of vents now has a cooldown applied as intended.
fix: BRM has its light turned off when area power goes off
fix: boulders ejected from refineries by hand no longer teleport all
over the place occasionally.
fix: refineries no longer eject boulders with 0 durability
fix: Boulders & refineries no longer pile up on top of BRM's &
refineries in long rounds. Their locs have to be clear of boulders
before they spit out more boulders to prevent a large pile of boulders
from causing lag
fix: sheets ejected from lathes no longer get rejected when inserted
back which could happen at random, no more boulders with empty materials
code: splits boulder types into its own file along with other items
code: merges & autodocs procs, vars related to boulders
refactor: repaths BRM to a simpler subtype
refactor: BRM now spawns boulders in batches(batch size can be increased
with upgraded parts) with a boulder appearing every second. After a
batch is processed a 3 second cooldown is applied to stop the conveyer
belt from clogging up, With this BRM wires are removed as there is no
need for timers to be attached to wires which intefers without our batch
processing timings.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-18 03:40:57 +01:00
Ghom
16009a3ccf [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) 2024-02-16 01:46:29 -07:00
lessthanthree
0207210990 MuleBOT UI/ID Fixes (#81380)
## About The Pull Request

- Fixes https://github.com/tgstation/tgstation/issues/81363
- Fixes unable to set MuleBOT home from control panel
- Fixes missing MuleBOT ID from Botkeeper PDA app
- Adds input validation for changing MuleBOT ID from control panel
- Removes hardcoding of MuleBOT IDs and home destinations
- MuleBOT will now automatically set its home to the navigation beacon
on its initialization turf

## Changelog

🆑 LT3
fix: MULEbot will correctly display its loaded cargo on BotKeeper
fix: MULEbot home beacon can be set from control panel
code: MULEbot home location is automatically set on init
/🆑
2024-02-11 01:39:54 +01:00
Jolly
084f56938c [MDB IGNORE] Adds a map lint against using dir-var and icon-var edited windoors (#81272)
## About The Pull Request
Title.

Another big updatepaths PR thats been on my radar for awhile.

The dir banned var edit is self explanatory. However, I banned
icon_state from them as well as there are a big handful of windoors that
are either regular, and look like security doors, OR are their mirrored
counter part (a south right door var edited to look like a south left
door).

## Why It's Good For The Game

Avoid mapping sins like this


![image](https://github.com/tgstation/tgstation/assets/70232195/e672f64f-5bba-46f2-9043-c702497d08b2)

## Changelog

N/A to players
2024-02-07 18:20:21 -07:00
Ben10Omintrix
af67bd7490 basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches

## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor

## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
2023-12-08 16:26:10 -07:00
Profakos
bb781627ab The maintenance crate spawning crate is now a spawner (#80083)
## About The Pull Request

`/obj/structure/closet/crate/maint` was a type of crate that spawned a
completely different crate, and then deleted itself. I have decided to
swap this out for an actual spawning effect.

I have also did some subtypery to remove some duplicate code that
handled randomly opening the spawned closet/crate (through I am not that
satisfied with
`/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a
sensible typepath name, I would like to ask for suggestions). I also
removed a loot define, because it was no longer needed as its contents
were used on a single page.

## Why It's Good For The Game

Things that act like spawners should be spawners.

Maybe this fixes the CI issue on northstar where a mousetrap box gets
deleted before it initializes during create and destroy? It was placed
above a spawner that spawned one of these self deleting crates. I am
unsure, I could not replicate this issue during testing.

## Changelog

Nothing player facing.
2023-12-03 15:46:58 -07:00
Ben10Omintrix
a3c24dd74e Basic bots (medibots) (#79955)
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months

medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!

![chickembot](https://github.com/tgstation/tgstation/assets/138636438/09d4519d-0a34-4b7f-898b-260f894bfdce)

![hatbot](https://github.com/tgstation/tgstation/assets/138636438/088e0618-108d-4fb4-a29b-771cfa027fb3)


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑
2023-12-01 22:49:18 -07:00
san7890
87f32e149f Patches Up Gifts In Anticipation Of The Holidays (#80035)
## About The Pull Request

I decided to look at why everyone loves (and I despise) Christmas too
much, and was met with a lot of smelly code. In fact, some of it was
completely busted! Let's fix several things.

* We no longer use a GLOB for "every possible item you can cram into a
gift box", we now use static lists scoped to the proc. That saves us
some pollution for something that really didn't need it (and only was
set up that way for cacheing I believe). We also static-cache stuff that
we weren't doing previously, to save even more work (in anticipation for
entropic heat death of universe).
* Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
path and this new one is cleaner. This also uncovered a bug.
* Mappers would var-edit gifts to have a unique mapped-in type, but the
code never respected this. I fixed it so the behavior should now respect
that rather than override the variable on Initialize(). Now the goat
plushie gift will always have said goat plushie rather than just any
toy.
* Procs should now have the proper arg nomenclature.
* Also just cleans up a lot of single letter variables and the like.
There was some cooked shit that's now alphabetized and nicely
multilined.
## Why It's Good For The Game

Ho ho ho.
## Changelog
🆑
fix: Some mapped-in gifts that were supposed to guarantee a certain gift
weren't spawning that exact gift type, this has been patched to reflect
the mapper's intent.
/🆑
2023-12-01 23:11:35 -05:00
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
Rhials
99ca59271a Makes the Bitrunning Den area a cargo subtype (#79907)
## About The Pull Request

Converts the bitrunning areas from a station area subtype to a cargo
area subtype.

`/area/station/bitrunning -> /area/station/cargo/bitrunning`

`/area/station/bitrunning/den -> /area/station/cargo/bitrunning/den`

This includes an updatepaths script. Neat!
## Why It's Good For The Game

It's a cargo role, and it's always located within cargo. I think it's a
cargo area. Unity for _all_ jobs under the great Cargonian umbrella!
## Changelog
🆑 Rhials
code: Bitrunning/Bitrunning Den areas are now cargo area subtypes,
rather than station area subtypes.
/🆑
2023-11-25 11:46:27 -08:00
Profakos
4b4ada0339 Slime type datum, and cleans up slime related code (#79852)
## About The Pull Request

I have decided to help out with basic mobbing slimes, and found out,
that this code is ancient and crusty. So I have decided to refactor and
tweak things bit but but, until the moment I will hit AI related stuff.

I might have gone a bit overboard, and performed a melange of fixes. I
have done the following in order:

- Slime colour, core type and mutation list are now held by a single
`slime_type datum`. This means the slime's core is no longer spawned
using text operations on the slime's colour, and the slime's mutation is
no longer a single large switch statement that returns an exactly four
element length array. Icons are still based on the slime's colour
define, but that is now more changeable.
- Autodocced all the slime procs and vars I could find, while also
renamed them to be more descriptive. Also made Booleans actual booleans.
Also added code to confused code segments. For example, did you know
that slimes would forgive all its stacks of Feeling Very Attack Right
Now, if it has exactly one level of Discipline? I didn't, and I almost
turned the 1 in the check into a TRUE before I had a second look.
- Added defines to the slime hunger checks
- Cleaned up a lot of single letter vars in all code that referenced the
now changed variables.
- Large amount of if-chain pyramids have been turned into early returns.
More readable.
- Made the xenobiology camera shortcuts and actions always do the same
thing, though the action buttons still loop through all of the conents.
In addition, after seeing a comment lamenting about varied load orders,
I have made autolinking the monkey recycler is now done in
LateInitialize, which didn't exist when it was made.
- I have included an UpdatePath that changes the colours of premapped
slimes, but I did not do anything for the other values.
- I noticed slimes were unable to attack pacifist humans, due to trait
checking the human instead of the attacking slime. This has been fixed.
- The slime scanner has an examine block, and it now describes your
slimes' "mutation attempt chance", instead of like, performing math in
case the slime's current colour is one of the mutations, or hiding it if
it has none. This value is needed to breed rainbow slimes.

This has been an extremely large scrubbing. I am willing to try rip it
up into smaller chunks, even if most of it is just single letter vars
and if pyramids.

## Why It's Good For The Game

If code is more readable and expandable, it will aid in further
refactors.

## Changelog

🆑
refactor: Slimes's colour, core type and mutation list is now held in a
slime type datum
code: Slime's variables have been documented, and renamed a bit to add
clarity. Please report bugs that might stem from renaming.
fix: Slimes are not longer prevented from attacking pacifist humans.
qol: Slime scans now display the actual amount of genetic instability,
instead of hiding it if a slime doesn't mutate further, or tweaking it
if it might mutate back into itself. This will make it easier to parse
which slime to breed further to get a rainbow slime.
/🆑
2023-11-25 18:10:55 +00:00
Ephemeralis
0141f96a13 Refactor icemoon wolves into basic mobs and add taming + pack behavior (#79736)
## About The Pull Request

Ports icemoon wolves over to the basic mob framework with a bit of extra
stuff:

- Wolves call for help when attacked within a decently large radius.
Because you know, pack animals.
- Wolves can now be tamed with a slab of meat
- When tamed, wolves can be ridden like goliath mounts. Ride wolf, life
good. Pretend you're playing ARK and start shivering to death in thatch
huts for that High Roleplay experience.
- Tamed wolves have access to a bunch of pet commands (following, point
fetching, point attacking, play dead, etc) and will also defend their
owners vehemently if they're attacked.

You can probably tame multiple if you wanted to.

## Why It's Good For The Game

What part about riding wolves isn't entertaining? I don't really play
/tg/ that much so I can't argue too much about the balance implications
this might pose, but it's undoubtedly a stupid little gimmick and is
likely to be used by bored assistants and miners with too much time on
their hands.

Especially robust individuals will probably find a million things to do
with a basic mob capable of fetching, attacking on command and generally
being able to defend themselves decently well.

## Changelog

🆑 yooriss
refactor: Icemoon wolves now use the basic mob framework and should act
more intelligently, defending their pack.
add: Icemoon wolves can be tamed with slabs of meat and can be ridden as
mounts once friendly. Being rather large dogs, they also have access to
most of the pet commands you'd expect, such as fetching things, and
violently mauling people their owners point at.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-19 10:51:21 -08:00
san7890
b251b9dbb0 Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) 2023-11-18 19:24:32 -08:00
John Willard
2893b7fb97 TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594) 2023-11-16 18:00:43 -08:00
Ben10Omintrix
7a44f10993 basic gutlunchers and ashwalker ranching (#79508)
## About The Pull Request
this pr transforms gutlunchers into basic mobs and gives them a small
ranch that ashwalkers can manage. gutlunches come in various colors and
sizes! female gutlunches will come in different shades of red and males
will come in shades of blue. the child born will have a mix of his
parent's colors.
![the
farm](https://github.com/tgstation/tgstation/assets/138636438/41fdb1ed-e567-4c8d-bb83-b296f878c862)
female gutlunches can make various healing milk and medicine from its
udder. but it will need to consume ores before it can start making milk,
u can either feed it by hand or u can put ores in the wooden trough and
they will go eat from it whenever they get hungry. feeding it gold or
bluespace ore will improve the healing quality of the milk for a short
while

![trough](https://github.com/tgstation/tgstation/assets/138636438/b9c84d18-fdd8-476b-b779-bdfe49dd7e88)
the male gutlunchers are obedient pets. their stats vary from one
another in speed, attack and health. a male gutlunchers stats will
depend on the stats of his parents, the higher his parent's stats are
the better chances he has at rolling higher stats. so u can selectively
breed them to make sure they have the best stats possible. they will
listen to all ur commands and can mine walls or attack enemies if given
the command. also i wanted the farm to have wood fences so i added them
to the game, they cost 5 wood planks to make



## Why It's Good For The Game
refactors gutlunches into basic mobs. also i turned breeding into a
component so it can be applied to all animals and created a breed
command, pets that have this command and the component will go breed
with a partner u point at.

## Changelog
🆑
refactor: gutlunches have been refactored into basic mobs. please report
any bugs
add: ashwalkers have a small ranch they can manage
fix: wall tearer compnent wont runtime when interacting with mineral
walls
/🆑
2023-11-13 01:20:19 -07:00
Jacquerel
a1e46c5d31 Basic Guardians/Holoparasites (#79473)
## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-10 21:04:52 -07:00
Profakos
a5fabd8819 Changes to the lore of Knock (#79542)
## About The Pull Request

This PR renames Knock to Lock, and changes most of the knowledge gain
lore.

## Why It's Good For The Game

The Knock Lore, is based on the Knock Principle from Cultist Simulator,
with the path description being copied from the wiki. Many other
keywords and concepts are fully lifted from that game (Locksmith's
Secret, Mother Of Ants, etc). In my vision, if a heretic path has to be
based on a principle from cultist simulator, it should have its own
spin, and also, the knowledge gain texts should tell a story. For
example, Ash tells the story of a watchman burning down their city after
being betrayed, and Cosmic is a love story between a knowledge seeker
and a monster from the beyond.

So I have decided to reflavour Knock. I have changed the name to Lock,
so at least it would feel similar, just like how Blade is akin to Edge.
Many powers also block people or confuse their paths instead of opening
new ways, and thus, I feel a path whose name implies that it *both*
opens and closes would be more self describing.

I have changed most of its lore to be about the Locked Labyrinth, where
knowledge seekers willingly trap themselves and submit themselves to
servitude to find ultimate freedom by progressing through its trials.
These are the Stewards, who are basically workers in an infinite and
malicious hotel in their dreams. Consider them assistants if you will
(this wasn't my intention when I wrote the lore, but thinking about it
in retrospect, it honestly fits). In the implied story, the heretic
joins their ranks, but keeps getting closer to the more corrupt members,
along with parasitic spirits. Ultimately, they manage to open the
Labyrinth's core, letting out the Stewards, allowing them to manifest in
the forms of heretic summon creatures.

The side path spells and the lock knowledge ritual I have not touched,
they were fine. Some items have been renamed and repathed.

I have kept the distinctive sound effect for using the Grasp, as its
unique enough. Though if someone did have a nice sound effect for
turning a lock and added some filters, I would add it.

**DB Issue**

I have renamed the achievement's define to MEDAL_LOCK_ASCENSION but kept
the value as "Knock", as I don't know how trigger a change in the DB. If
this is a blocking change, I'll try to figure out how to make a
migration file.

**Future improvements**

I would also come back later with another PR, that hands out names to
the eldritch beings spawned by the portal, based on the Stewards in the
knowledge gain lore that I added, along with some new ones that fit the
theme, and some jokey ones like Minotaur.

## Changelog

🆑
spellcheck: Renamed Knock to Locks, and changed most of the flavor text
of knowledge gain, and renamed some items and knowledges from the path.
/🆑
2023-11-09 19:49:17 +00:00
lizardqueenlexi
07f2214ac4 Basic Wizards (#79476)
## About The Pull Request

Makes NPC wizard mobs into basic mobs. These aren't actually used
anywhere, since their away mission was removed, so I figured I'd have
some fun with them.


![image](https://github.com/tgstation/tgstation/assets/105025397/901f3a92-74a3-492b-8435-43813ad2afa8)

Noteworthy changes are as follows:
- Wizard mobs can now wear any of the four basic colors of wizard robe
and hat. Rarely, they will wear the witch ("Marisa") outfit instead.
There was going to be a rare Tape Wizard spawn too, but the outfit
doesn't work correctly for some reason (see comments below).
- Wizard mobs no longer have a set spell loadout. Instead, they always
receive a random **targeted, primary spell**, a random **untargeted,
secondary spell**, and the spell **Blink**.
- Wizard subtypes (or var-edited wizards) can have any of the above
specified rather than random.
- Wizard AI will try to avoid ever being in melee, and will fire off
spells whenever possible with the priority order of primary > secondary
> blink. There is a mandatory 1-second waiting period between casts.
- Wizard mobs use "lesser" versions of Fireball and Blink. Lesser
Fireball does a little less damage and has a smaller explosion, though
it is still extremely dangerous. Lesser Blink simply has a smaller blink
radius so that wizard mobs don't just decide to leave.

Depending on their spell loadout, wizards can be _incredibly_ dangerous
mobs - stunning you with tesla blasts, shooting you with fireballs, and
more. Even weakened, fireball is the nastiest of these by far, able to
set you on fire or remove your limbs if you aren't properly protected.
Watch out!

The random lists have been kept pretty small, since I only wanted to use
spells that I know for sure work. Spell cards is pretty weak in AI
hands, since they don't take advantage of the fact that a human player
can spam it, but I wanted there to be a little variety in primary
attacks.

I included an UpdatePaths script here in case a downstream is using
these, but I doubt it was necessary.
## Why It's Good For The Game

Removes another simplemob.

The actual impact of this change is negligible, since this is an unused
mob, but it's possible that this lays the groundwork for these actually
being used - particularly since mappers can make them as powerful or
weak as they want by specifying a spell loadout. Wizards may make for a
tough boss challenge for a ruin or away mission, or a very mean surprise
for an admin to drop on an unsuspecting station.
## Changelog
As this is an unused mob, there are no player-facing changes.
2023-11-04 16:22:19 +00:00
Bloop
a35fd68910 Renames simple to basic proteon UpdatePaths script (#79467)
## About The Pull Request

Tin. Make sure you guys check the filenames for these! This the second
one I've caught. PR # for ref:
https://github.com/tgstation/tgstation/pull/79425

## Changelog

Nothing player facing
2023-11-02 21:39:01 -06:00
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
Profakos
bc18450afe Converts traders to basic mobs (#79187)
## About The Pull Request

This PR converts the two trader mobs into basic mobs, these being the
basic debug trader that buys ectoplasm and sells ghost burgers, and Mr
Bones, who buys empty milk cartons and bones, and sells bone relate
paraphernalia.

Traders now use dynamic appearance generation. The old sprites still
exist as hallucinations, and as shop signs.

Trader UI is now summoned via `COMSIG_ATOM_ATTACK_HAND`, which properly
cancels the attack chain, so there is no longer need to put it on
Interact.

I kept most of the original behaviour, but moved them off into a
component. I have also cached all the images generated for the radials,
I hope I have not overengineered it. I have also created a new datum,
which stores the trader's wares, needs, and speech patterns.

Admins can put the component along with the trader data on any living
mobs with an AI controller, turning them into traders. Keep in mind that
most AI has random idle movement, meaning they have a chance to walk
off, closing your trader radial.


![image](https://github.com/tgstation/tgstation/assets/2676196/a2b216e9-f9bf-46e1-83fa-3a41c8447176)

The trader AI consists of the following, first, when a trader sees
someone, they will deploy their shop, if one does not already exists.
The shop consists of a chair, and a holographic sign. If you attack
them, they will chase you with their weapons, and then return to their
chair when victorious. If the chair is somehow destroyed, they will
create a new shop when they see a new potential customer.


![image](https://github.com/tgstation/tgstation/assets/2676196/ad5fcd5a-996c-490f-938b-6bc11c91c4ee)

Mr Bones uses a variant of the AI, where they will run at you, and
deploy their shop when they reach you. I call this the jumpscare
variant. Below you can see me getting actually jumpscared because Mr
Bones has stepped on a yelling frog when I opened the maintenance door.


![image](https://github.com/tgstation/tgstation/assets/2676196/f47a5baa-e32d-4454-97f9-d90d027003d2)

I have also made an element that toggles an ai controlled combat mode
when it gains a target, and when it loses it. I am using it to make
Traders unable to trade while they are trying to kill a robber. To aid
this, I a have made
`/datum/ai_controller/proc/sig_remove_from_blackboard` send the
`COMSIG_AI_BLACKBOARD_KEY_CLEARED` signal, in case the trader kills a
mob that deletes itself on death. This means I could remove a signup
`/datum/component/appearance_on_aggro` was doing towards Qdeleting.

Below you can see Mr Bones shooting me with candy corn.

![image](https://github.com/tgstation/tgstation/assets/2676196/489e1072-e15a-412c-a8eb-9a3f0cca7bf6)


![image](https://github.com/tgstation/tgstation/assets/2676196/8f74b50f-ea35-467c-bb07-2ef38f84c453)

Traders actually only shoot you until you are conscious, so I survived
here in crit. Most mobs don't have crit state, so they just die, so I am
sticking by this voice line.

Thank you @CoiledLamb  for help with the sale sign!

## Why It's Good For The Game

Two more mobs off the list. The AI and Componentized behaviours allows
us to set up new kind of traders.

## Changelog

🆑
refactor: Traders are basic mobs now. Please alert us of any strange
behaviours!
code: If there is only one option, radial lists will autopick it. This
behaviour can be turned off via a new argument.
/🆑
2023-10-31 01:49:56 +00:00
lizardqueenlexi
0036e13af0 Basic Constructs: Wraith (#79235)
## About The Pull Request

Converts wraith constructs to basic mobs. The last of the "mainline"
constructs, though there's still one to go after this.

Wraiths are pretty much the same as they've always been - speedy
constructs that pack a bit of a punch, built around doing hit-and-run
tactics with their ability to ethereal jaunt. Notably, I've converted
their ability to recharge their jaunts with attacks into a new
component, `recharging_attacks`. This can be placed on any basic mob to
let them recharge a cooldown action by landing hits, which could
possibly be useful in the future.

NPC wraiths are pretty straightforward, with a twist - they will always
chase down and beat to death the lowest-hp mob they can see. Happening
upon one of these while wounded will end very badly! While I originally
wanted them to be more flighty and use hit-and-run tactics, I couldn't
figure out a way to do this that didn't look kind of silly and make them
less effective overall.

In addition to the wraiths, I've done some much-needed cleanup to basic
constructs as a whole, improving some things and covering some things I
missed along the way.
- Ectoplasm drop types from constructs is now properly based on their
theme. I _believe_ I've done this in a way that will pass unit tests
this time, but we'll see if my local tests were being honest with me.
- Player-controlled constructs now attack faster. I didn't realize that
being basic mobs capped them to attacking once every 2 seconds, which is
a gigantic nerf over the simple animal version. I cut this to just 1
second, which should be much closer to how it originally was.
- Artificers actually seek out and heal the most damaged ally they can
find, instead of the least damaged. Turns out the sort was doing the
exact opposite order from what I thought, which became much more obvious
when using the same targeting behavior on wraiths.
- I put the PR number in the juggernaut update script, which I somehow
missed on that one.
- Removed the extraneous "noncult" construct subtypes that didn't do
anything. The Artificer one, which does something, is still around.
## Why It's Good For The Game

For the same reasons as the previous three. 5 more simple animals gone,
and only one construct to go until I can nuke simple constructs from the
codebase entirely. Other than that, the new component could possibly
come in handy in future designs, and the NPC behavior should hopefully
be a little scary - even if just a little.
## Changelog
🆑
refactor: Wraith constructs have been converted to the basic mob
framework. NPC wraiths are now extra cruel and will attack the
lowest-health mob they can see at any given time. Make sure this isn't
you! Please report any bugs.
fix: Artificers and juggernauts no longer attack significantly more
slowly than intended.
/🆑
2023-10-30 02:28:32 +00:00
lizardqueenlexi
9e18c6575a Basic Pirate NPCs (#79284)
## About The Pull Request

Converts hostile pirate NPCs to basic mobs - specifically, a subtype of
trooper. As their behavior is not meaningfully distinct from other
troopers, this conversion mostly just sticks them on the existing AI
behavior while keeping the rest the same.

Pirates do have one new thing going for them, though, to differentiate
them from other troopers. They use the new **plundering attacks**
component, which means that every time they land a melee attack, they
steal money from the bank account of whoever they hit. This requires the
target to be wearing an ID with a linked bank account, so it's not the
hardest thing in the world to hide your money from them - but it's still
something to be wary of! If killed, any mob with this component will
drop everything they've stolen in a convenient holochip.
## Why It's Good For The Game

Takes down 5 more simplemobs, and (I think) converts the last remaining
trooper-type enemy to be a basic trooper. (It's possible there's more
I've forgotten that could use the same AI, though.)

The money-stealing behavior is mostly good because I think it's funny,
but it also makes the pirates something a little distinct from "yet
another mob that runs at you and punches you until you die". They still
do that, but now there's a little twist! This can be placed on other
mobs too, if we want to make any other sorts of thieves or brigands.
## Changelog
🆑
refactor: Pirate NPCs now use the basic mob framework. They'll be a
little smarter in combat, and if you're wearing your ID they'll siphon
your bank account with every melee attack! Beware! Please report any
bugs.
/🆑
2023-10-30 02:27:46 +00:00
GPeckman
5f923b097f Light-Eaten objects can no longer emit light after being turned off and then back on (#79240)
## About The Pull Request

#67676 described a bug where PDAs can apparently emit a small amount of
light after being affected by the light eater. As it turns out, the bug
is even worse than that. It doesn't work for just PDAs, it works for
basically any light source that can be turned off and on. Even
flashlights. In the following pictures, a flashlight has been
light-eaten and then turned off and on again:


![fine](https://github.com/tgstation/tgstation/assets/21979502/e880c3a8-4ae9-4b6c-8ee9-27dacdbb23ab)

Observe how the nightmare jaunt is available, as it should be. However,
one step closer to the flashlight:

![not
fine](https://github.com/tgstation/tgstation/assets/21979502/b35014d4-71e8-49cf-b0f6-479cdf2ba3fc)

The nightmare jaunt can no longer be used, because the flashlight is
still emitting light.

This PR just fixes that behavior. Light-eaten objects will now be
totally dark again, even after being power cycled. Closes #67676.
## Why It's Good For The Game

Bugs bad.
## Changelog
🆑
fix: Light-Eaten objects can no longer emit light after being turned off
and then back on.
code: Flashlights now use light_on instead of defining their own
variable. Please report buggy behavior.
/🆑
2023-10-28 23:49:13 -04:00
Bloop
db2b00bf8f Renames the juggernaut UpdatePaths script (#79242)
## About The Pull Request

Tin. It did not have the correct PR number in its filename.
PR # was #79170 for reference

## Why It's Good For The Game

People in downstreams will have an easier time finding it now.

## Changelog

Nothing player facing
2023-10-25 21:58:48 -06:00
lizardqueenlexi
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.
/🆑
2023-10-24 23:20:27 +00:00
lizardqueenlexi
6dde9e4c4e Basic Constructs: Juggernaut (#79170)
## About The Pull Request

Converts juggernaut constructs to basic mobs. These guys are really
simple, so this is a pretty straightforward one.

The one notable thing about this PR is that I got annoyed that
projectile reflection code was copy-pasted in two different places (the
main one for things like the ablative trenchcoat, and right here on the
juggernaut). So, trenchcoat-style reflection is now a proc on
`/obj/projectile`, which is used in both places.

AI-controlled juggernauts are as simple as befits these big lugs, doing
nothing but slowly walking toward mobs and beating them to death with
their giant fists.
## Why It's Good For The Game

Removes another 5 simple animals.

Not too much else to say about this one, but it's easier to make
projectiles bounce off of things now if anyone wants to do that.
## Changelog
🆑
refactor: Juggernaut constructs now use the basic mob framework. Please
report any bugs.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-23 23:53:19 -06:00
lizardqueenlexi
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.
/🆑
2023-10-23 23:48:22 -06:00
lizardqueenlexi
1b8bcd0365 Basic drones (#79109)
## About The Pull Request

Fixes #68825
Fixes #72249
Fixes #70184

Converts maintenance drones to use the basic mob framework. As drones
don't use AI, this was mostly a perfunctory conversion, but I took the
opportunity to clean up drone code a bit and fixed a few bugs.

Noteworthy changes:
- Drones now have a `can_unhack` field. This is set to FALSE on
syndrones, because unhacking them doesn't make them stop being evil but
does cause some weirdness. Syndrones are unused right now, but you never
know.
- Drones use the Dextrous component for hand-having.
- Drones no longer have an internal ID card, instead being given
all-access with the `simple_access` component.
- Picking up drones now works the same as for other mobs, instead of
pointlessly copying the code into `attack_hand`. As a consequence, it is
now possible to punch drones if you want to for some reason.
- Drones can now reboot/cannibalize dead drones without being in combat
mode.
- Cannibalizing a drone that contains a client no longer runtimes - the
client is ghosted ahead of time.
- Drones now have TRAIT_ADVANCEDTOOLUSER, allowing them to properly
interact with machines.
- Trying to screwdriver a dead drone now gives a balloon alert about why
you can't do that.

In addition to these changes, I cleaned up the code quite a bit,
organizing things better and placing more useful comments throughout.
And removing a hell of a lot of single-letter variable names.

I will note that this PR does _not_ address #72129. The issue there is
that sprites for drones-as-hats are entirely nonexistent, and I'm not a
spriter. It shouldn't be too hard to fix if someone makes dronehat
sprites, though!

## Why It's Good For The Game
Kills 8 more simple animals.

In addition to that, drones were clearly a bit neglected, so this fixes
them up a bit and makes the code a little bit clearer. Maybe not that
much clearer, but it's something. It certainly leaves them in a better
place for further work if anyone wants to do that. Plus, a bunch of bugs
and other jankiness are fixed now, which is nice.

## Changelog
🆑
refactor: Maintenance Drones now use the basic mob framework. This
shouldn't come with any noticeable gameplay changes, but please report
any bugs.
fix: Drones can now interact normally with electrified doors.
fix: Drones' built-in tools can no longer be placed in storage objects
and/or thrown on the floor.
fix: Drones can now perform right-click interactions correctly, such as
deconstructing reinforced windows.
fix: Drones can now reboot or cannibalize other drones without being in
combat mode.
/🆑
2023-10-21 23:36:48 +00:00
lessthanthree
1abede91a1 Tram door/panel hotfix [NO GBP] (#79093)
## About The Pull Request

- The actions to open/close and lock/unlock are supposed to match
closets, but I got it backwards. Swaps them around.
- The lock now works as expected no matter if your ID card is in hand,
in a wallet, or in your PDA.
- Moves early return for when welder has no fuel.
- There was no indication spoilers were tampered/malfunctioning. Added
an overlay, examine text, context hint, and welder action so it's more
apparent to players.
- Fixing an emagged spoiler is now multitool-weld, to match the overlay.
- Added some missing var docs.
- Improved the wording of some tram error messages about why it's broken
(ie: no power.)
- Fixed crossing signals not showing correct status/examine text when
broken/no power


![image](https://github.com/tgstation/tgstation/assets/83487515/a5539303-88a4-469b-afaf-65c8d67ce2e8)

## Changelog

🆑 LT3
fix: Fixed tram cabinet LMB/RMB actions being reversed
fix: Tram cabinet can now read IDs inside PDAs and wallets
fix: Crossing signals now correctly indicate broken/no power
fix: Trying to repair tram (weld) without welding fuel fails
fix: You can actually unbolt the tram controller from the wall
qol: Tram spoilers now have visual and examine hints about being
malfunctioning/emagged
qol: Improved some tram error messages
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-21 22:37:41 +00:00
Ghom
9ed4bd202d Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958)
## About The Pull Request
Added a reagent holder to aquarium tanks and some code to enable the
fish to be automatically fed at selectable intervals of 1 minute to 7
(default 3). The holder can be accessed and filled by opening the
control panel, and emptied with a plunger if necessary. Simple plumbing
compatibility has been added as well, in case you think the 6 units of
capacity of the reagent holder (enough to feed a fish 60 times) are not
enough. The preset fishing tank starts with enough feed to keep its
contents alive for 30 minutes.

Beside that, I've fixed a small oversight with the fish analyzer goodie
pack. It should cost 150, not 500.
The fish catalog is now a goodie pack you can get as a goodie for dirt
cheap (25 creds) and a subtype of `book/manual`, so there's a slim
chance you may find it at the library or somewhere else.
Fixed a small oversight inside the fish catalog.
Mapped in a single aquarium kit for each station map, in the service
hallway/storage room where the techfab and cargo consoles are also
found.
Aquarium kits are now compatible with slapcrafting.

## Why It's Good For The Game
Aquariums require too much maintainance for a gimmick, and it's quite
awful to see the fish inside preset aquariums die 5 minutes into the
round. Also, you cannot get fish catalogs anywhere but from the aquarium
kit crate, which costs 1k credits, though its pertinence with fishing
goes beyond aquarium stuff.
Lastiy, I think it's good to give the crew a free aquarium kit. The
price of the supply pack is a bit out of reach for many, service could
use a bit of fisciculture too (I may make it a service pack later, so
that it can be ordered through the service console).

## Changelog

🆑
add: Aquariums now have a small internal reagent holder, accessible when
the panel is open and used to automatically feed the fishes at
selectable intervals, also compatible with plumbing.
add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or
rarely found at the library or maints.
fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not
500.
map: Added an aquarium kit to each station, found in the room where the
service techfab and order console also are.
qol: Aquarium kits are now compatible with slapcrafting (crafted by
hitting them with the required material without opening the menu).
balance: Moved the aquarium kit and fish supply packs from the "General"
section to "Service" and "Livestock" respectively, meaning they can be
ordered for free from the service orders console.
/🆑
2023-10-21 16:23:06 +01:00
lizardqueenlexi
0c17553a96 Basic Constructs: Artificer (#79015)
## About The Pull Request

Really getting into the meat of the constructs now. Artificers have
become basic mobs.

On the whole, this was a pretty rote conversion, with no significant
gameplay changes other than the switch to using healing hands rather
than a unique heal ability. The player experience as an artificer is
more or less identical.

The _interesting_ part comes with the AI for the seldom-used "hostile"
variant. Hostile artificers, being squishy and laughably weak, are now a
dedicated "medic" role for constructs. They will perform triage, always
seeking the most wounded construct (or shade!) to give healing to. They
will not attack at all, but they _will_ flee with great speed if
attacked and not busy healing. If they are healing another construct,
they will remain even if they are beaten to death.

I've added some more AI functionality that may come in handy in the
future, and done some refactoring to keep things from getting out of
hand:
- A planning subtree for finding targets that will always select the
most heavily wounded living target that the mob can see (or rather, the
one with the least health). Useful again for medical triage, or for
making a particularly cruel mob that always attacks whoever is easiest
to kill. I plan to use this for NPC wraith constructs when I convert
them.
- Targeting datums can now check a blackboard key to see if they should
only target wounded mobs. This is particularly useful for "medic" type
mobs such as this one.
- I've refactored the "minimum stat" behavior of targeting datums to be
stored in a blackboard key. This removes the need to have unique
subtypes for each different minimum stat we might want. Which... for the
most part, weren't even used, leading to proliferation of several
completely identical targeting datums in a bunch of different files.
Hopefully this change will make things cleaner.

In addition, this PR fixes a pair of bugs from #78807 that I didn't
catch:
- Healing constructs can now actually heal shades. Turns out I forgot to
add the correct biotype.
- Healing hands, when set to print the target's remaining health, no
longer does so as a visible message.

The one thing I didn't do that I kind of wanted to is make NPC
artificers heal themselves when wounded and not busy doing something
else, but it ended up being kind of annoying to make a mob willingly
target itself. NPC artificers never had this behavior before, so I
consider it okay, but maybe I'll circle back to it later.
## Why It's Good For The Game

Another basic conversion, another 5 items off the checklist. Very little
should change in-game, though I think the new NPC AI could make for
interesting challenges in ruins or bitrunning or something.
## Changelog
🆑
refactor: Artificer constructs have been converted to the basic mob
framework. This should change very little about them, but please report
any bugs. NPC artificers are now smarter, and will focus on healing
nearby wounded constructs - if you see them, take them out first!
/🆑
2023-10-19 23:03:27 -06:00
lessthanthree
7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
Jacquerel
cf5c1fa08c Basic Space Dragon (#78979) 2023-10-14 15:53:28 -07:00
lessthanthree
b414387591 Remove tiered canister construction (#78909)
## About The Pull Request

In https://github.com/tgstation/tgstation/pull/66210 we removed canister
tiers, but didn't change the construction code. Currently you still have
to build an unfinished frame with 5 iron, 'upgrade' it to tier 1 with
another 5 iron, then complete it.

This combines it all into a single 10 iron recipe.

## Why It's Good For The Game

Eliminates the extra steps in canister construction, since you can't
upgrade above tier 1 any more anyways.

## Changelog

🆑 LT3
qol: Canisters can now be built in one step, no upgrading required
/🆑
2023-10-12 10:58:07 -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
Ben10Omintrix
032419f30f ice demon basic mobs (#78539)
## About The Pull Request
ice demons are now basic mobs. they still have their behavior where they
can teleport around the player, run away from him and shoot him. they
now also have a new ability they will only use when they are on their
last legs, they will spawn weak and slow afterimage clones of
theirselves to attack the player. damaging these clones will also damage
the original ice demons. ice demons can also now be very easily
countered as they are very afraid of fires. they will run away from you
if they see u holding a lit torch/flare/welding tool and while running
away they will freeze the floors around them to try to slip u to stop u
from chasing them. ice demons now also get a new unique trophy! this
trophy will summon 2 friendly spirits that will help you kill ur target,
but these spirits will dissappear after a very short while.


https://github.com/tgstation/tgstation/assets/138636438/6a48fb15-f447-441a-91c6-48ca120dc22c



## Why It's Good For The Game
## Changelog
🆑
refactor: ice demons have been refactored into basic mbos. please report
any bugs
add: ice demons now have a unique trophy
/🆑
2023-10-08 03:04:35 +01:00
san7890
82904b766c Refactors Sloths into Basic Mobs (#78752)
## About The Pull Request

Hey there,

This just refactors sloths to the basic mob framework. Nothing new
should be added beyond them seeming a bit more sluggish and being a bit
smarter about the fights they pick/running away.
## Why It's Good For The Game

Three more subtypes off the list, we are now sub-200 simple animals left
to refactor. If people want to play catch with their sloth it should be
much easier to fit that in now.
## Changelog
🆑
refactor: Sloths are now basic mobs, however their overall sluggish
behavior shouldn't have changed much- let us know if anything is broken.
/🆑
2023-10-07 04:41:00 +01:00
Lamb
0218d4277d adds directional helpers for empty fire axe and mech removal crowbar cabinets (#78722)
## About The Pull Request
title. it's mostly so they can be used conveniently in areas you don't
want to put fireaxes, but do want an empty cabinet for reasons.
## Why It's Good For The Game
more flexible options for mappers, more convenient than making
directional variants yourself. it's what the helper is for
## Changelog
🆑
qol: gives empty fireaxe and mech removal crowbars cabinets directional
helpers
/🆑
2023-10-06 16:10:19 -06:00