* SNPC Updates
* SNPCs now use their custom processing by default, with a few tweaks. This is a temporary fix to ensure they work appropriately until @MrStonedOne's MC is in place.
* SNPC custom processing will now watch for a failed loop and restart itself.
* Verb added for debugging SNPCs easily, must be enabled.
* SNPC customization now has three quick options, as well as the original choices.
* Spawns removed from laggier parts of doProcess(), now using waitfor instead
* Security SNPCs will target people set to arrest.
* Chefs, Botanists and Bartenders should now function more appropriately.
* Removes commented code
* Fixes an invalid loop
* REALLY fixes it this time
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.
The grab item is gone entirely.
You can now only grab one mob at a time, instead of two (one for each hand).
Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.
Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
* Due to changes with the nearby code, NPCs no longer use nearby as a crowded check.
* Traitor targets now take priority above other things.
* Fixed chat defaulting to spouting known phrases
* Fixed a missing stat check for chat.
In favour of a better json based solution
This overhauls:
-AI ion laws
-NPC chatter text
The system is extended to support further splitting of a chosen line
where a line is picked and then searched for subkey's in the form of
@pick(\D+) - sub keys are then picked from the appropriate list that
matches the \D+ key and replaced over top of the placeholder
This is used to add braindamage gibbering messages to the system
* Fixes SNPCs still healing people
* SNPCs now use similar speech handling to Poly, and will mimic phrases in addition to their usual speech
* SNPCs can now be spawned as traitors, and given a special role.
* Greytide SNPCs now wear assistant outfits
* Certain jobs are now restricted to their area (can be toggled with restrictedJob)
* SNPCs start with a minor variation in stats
* Bartender SNPCs should now appropriately serve people
* Chef SNPC workflow redone, they will now prioritise preparing food over making it, and should serve more food to tables
* Third attempt at fixing infighting
* SNPCs should no longer repeatedly stun a target
* Friendly SNPCs now no longer have a combat module, and they are the station's faction
* NPCPool will routinely trim orders from it, reducing the amount of order ping-pong
* SNPC inter-faction relations should be fixed
* SNPC faction changed to synth by default
* Added a shouldUseDynamicProc toggle, which will tell the NPC to adjust their processing state based on players nearby
* SNPCs no longer drop a pile of stuff on customize
* Admins can now choose what crewmember to disguise the SNPC as, as well as the SNPC taking on the chosen player's appearence
* SNPCs will no longer try to randomly heal people
* Smartness values for traits fixed
* Job SNPCs that use enforceHome() should no longer take short trips to random locations
* Bartender SNPCs now serve drinks with more accuracy
* Clown SNPCs will now try to do pranks around crewmembers.
* Janitor SNPCs will now actually clean
* Chef SNPCs will now try to evenly distrobute food to nearby tables
* Updates the CustomiseSNPC verb to be less laggy
* Adds a resetSNPC verb to manually reset one.
* Adds a toggleSNPC verb to change between high and low profile mods
* Added a "High Profile" processing mode that can allow the SNPC to tick at custom rates, for special/story SNPCs
* All SNPCs now spawn as Assistants to prevent head spam.
* SNPCs can now be spawned as a doppelganger, and will take the name of a person with the same job as them.
* SNPCs now only hack doors their job doesn't have access to.
* SNPC augmentation values tweaked
* Runtime caused by limbs fixed
* Runtime caused by assigned the SNPC to be a chef fixed.
* Bartender SNPCs now receive a module which allows them to serve drinks to nearby patrons.
* Fixed Chef SNPCs having incorrect modules and home areas.
* Certain modules will now skip being processed if combat is taking precidence.
* Fixed an incorrect emote.
* Clown SNPCs will now drop less items (to prevent massive piles of soap or bananas)
* SNPCs using the healing module will now try to use stackable healing items, and if they are out, instead use their inbuilt tricordrazine hypospray.
* Janitor SNPCs no longer attempt to mop things, and instead use an inbuilt space-cleaner spray
* Chef SNPCs will no longer leave behind uncooked food when trying to process it.
* Chef SNPCs will now use the smartfridge as a source to make custom food.
* Chef SNPCs will no longer run amok, spraying food everywhere.
* Chef SNPCs will attempt to serve up completed food to the Chef's window
* If a Chef SNPC cannot find any viable food source, they will synthesize clones of regular food, which have a lower nutriment count than the real ones.
* SNPCs will no longer explode into items when entering combat, and will no longer throw guns instead of shooting them.
* Interest values and modifiers tweaked to create a smoother and more active AI
* maxStepsTick raised to 6, to smooth out movement
* doorScan has been integrated into the main AI, and performs before all other functions
* SNPCs have been given all-access, but must "hack" their way through doors, with a small chance to electrocute themselves
* Verb added to customise an SNPC and optionally send it to it's department
* Clown SNPCs will now slip people.
* Chef and Bartended SNPCs now process and cook basic foods.
* Botanist SNPCs will now grow, tend and harvest plants, and deliver them to a smartfridge.
* SNPCs are now the Synth race
* SNPCs now recognise a number of offensive actions, such as injecting, throwing, being shot and people attempting to steal from them
* SNPCs will now atetmpt to unbuckle themselves
* General Backpack and Item handling improved
* SNPCs now correctly recognise and take regular items
* Rebalanced the AI to favour their favourite items and department more
* callFunction now spawns off modules, running them simultaneously
* Botanist,Chefs and Bartenders now attempt to stay near their respective areas
* SNPCs now recognise recursive content (items in boxes in bags etc)
* SNPCs now have emotes attached to certain actions to faciliate their bluespace magic (so players do not get confused)
* Greytide SNPC getting stalled has been fixed
* SNPCs can now recognise and throw items that have are throwable, and will use them in combat.
* SNPCs can now recognise and use grenades, and will (according to their traits) prime and throw them, or suicide bomb a target
* SNPC ranges for combat rebalanced
* SNPCs now switch between disarm and harm in melee combat.
* SNPCs now use A* to path find. As a result, they are much more accurate in following a target but carry a heavier server load.
* Timeout lowered to 10 because of unusually long braindead times
* Pathing now updates correctly
* Nearby now updates correctly
* Task choices updated to be more fuzzy instead of being a pick.
* getGoodPath can now path around non-dense turfs with dense objects in them.
* turfs in general have been added to the target_filter
* Added a healpeople module, which will allow NPCs to use any standard stack healing item (bandages, gauze etc) to heal a nearby wonded person
* Favourite picking fixed.
Makes a number of changes and tweaks to SNPCs to make them work better in general.
* NPCPool now automatically clears nulls from its list (badminnery, singulo, gibbing etc)
* NPCs now correctly update their eyes when delegating
* NPCs will blacklist items they deem unusable (currently only empty guns)
* Augmentation chance is now singular instead of recursive
* NPCs support favoured types, which they will use above others when equipping, fighting and looting
* Renamed the non-descript "isnotfunc" to "IsDeadOrIncap"
* enforce_hands() now ensures the held items are still held by the npc (no more floaty items and ghostly guns)
* take_to_slot() now supports taking to hands directly
* NPCs will now appropriately dress themselves
* Interest/Timeout rates tweaked to create smoother transitions between states
* NPC choice system moved from prob to switch to create more activity
* NPCs now have a basic pathfinding system that should work (in most cases)
* Shitcurity NPCs now use any restraints, not just handcuffs
* NPCs spawned with the janitor job will now do some basic janitorial duties
* NPCs priorities in terms of weapons and held objects have been completely rebalanced
* NPCs will now appropriately equip, fire and discard guns.
* NPCs using guns will attempt to maintain a range instead of shooting point blank
* NPCs doorscan now uses all directions to improve mobility
* NPCs doorscan places the NPC in the door instead of attempting to path to it.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
spawns have a high overhead.
I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
The jobs controller's list of occupations was reset during roundstart which completely undid that whole load from file thing. It also would have undone any admin edits done while sitting in the lobby.
Also fixed a couple instances where people thought that lists get copied with the = operator instead of passing by reference.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
- Hovering over a dot on the map will now scroll to the applicable person in the table.
- Patch for interactive mobs (sNPCs) to properly set assignments on their ID's.
Moves shuttle turfs to paths under /turf/simulated/floor and /turf/simulated/wall
Players can now safely build on top of shuttle turfs
Fixes#1711
Adds several but not all paths for the different types of floor turfs, most of them in plasteel_floor.dm
The turf pathings are still in need of a deeper organization, but this is at least a start
* Fixes two runtimes (stat menu and taking a delegate/assistant)
* Fixes SNPCs not being inserted into the NPCPool
* Makes the NPCPool fire more often for maximum robustness.
see #7012
* NPCPool will co-ordinate and organize all SNPCs, making them stronger and more intelligent.
* SNPCs can use the botPool system to co-ordinate and delegate with each other.
* SNPCs have been given factions to allow interoperability between certain types of SNPCs.
* Bots (machinery/bot) can use the system too for basic help and coordination.