Commit Graph

25 Commits

Author SHA1 Message Date
SpaceLoveSs13
ba5c112a86 Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)

## About The Pull Request

I completely screwed up and told the original PR author of #82415
(9922d2f237) to use the `XOR` operator
instead of the `OR` operator (I wasn't thinking right for some reason
when I was reading the ref), anyways this PR just fixes that because I
misled the contributor into doing something that wasn't correct and
actually would BREAK functionality instead.

* Fixes TGUI debugging tools (#82569)

This project doesn't interfere with the game logic and aims to fix
multiple debugging features that are currently broken. Unfortunately,
kitchen sink and debug layout became broken after migration to Redux.
This PR aims to fix those features.

* Removes unused code for HTML UIs (#82589)

## About The Pull Request

This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.

This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.

We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.

## Why It's Good For The Game

This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.

## Changelog


🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑

* Fixes a variety of input stalling exploits (#82577)

## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑

* [NO GBP] Power outage operation fixes for chem master (#82591)

## About The Pull Request
- If the chem master runs out of power mid printing, it will properly
stop the printing process and its animation
- When transferring reagents it correctly checks if we have enough power
without forcing it

## Changelog
🆑
fix: chem master properly shuts down if it loses power mid printing and
won't transfer reagents for the same
/🆑

* Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)

## About The Pull Request

So a bit ago someone in code_general wanted to make plushies renamable,
but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as
pens would murder the plushie and only THEN let you rename it. I noted
refactoring both pens and plushies to use the new
`item_interaction(...)` procs would Just Solve This, but, well, they
didn't really have any coding experience.

But, hey, renaming being hardcoded to the pens has annoyed me ever since
I laid my eyes upon the hot mess that is paperwork code.
So here we are!

### We're making it an element.

There's not really much to this, this is mostly the same code but moved
to an element and with some minor cleanups.

First, we move it all from `/obj/item/pen` to a new element we called
`/datum/element/tool_renaming`. With this, instead of having it proc on
`/obj/item/pen/afterattack(...)`, we register it to proc on the
`COMSIG_ITEM_INTERACTING_WITH_ATOM` signal.

6e36ed9840/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm (L59-L62)
Secondly, we realize the code is just going through each if statement
regardless of whether the previous was correct.

6e36ed9840/code/modules/paperwork/pen.dm (L225-L258)
And, as we're dealing with text, just make it a switch statement
instead.
```dm
switch(pen_choice)
		if("Rename")
			(...)

		if("Description")
			(...)

		if("Reset")
			(...)
```
Then, we replace all single letter variables with descriptive ones,
replace the if-elses with early returns, and make it actually return
item interaction flags.

Finally, we slap this onto the pen, and we're done.
Now we can slap it onto other fitting renaming tools, and it uses the
proper item interaction system.
## Why It's Good For The Game

I feel it's generally better to not hardcode this to just pens, we have
plenty other writing utensils and possible renaming tools.
It's also a bit cleaner than before.
Apart from that, moves it from using `afterattack(...)` to the proper
item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`,
which should reduce janky interactions.
## Changelog
🆑
refactor: Instead of being hardcoded to the pen, renaming items is now
an element. Currently only pens have this, and functionality should be
the same, but please report it if you find any items that were renamable
but now aren't.
/🆑

* Adds various quality of life changes for cooking to make it less click intensive. (#82566)

## About The Pull Request

- Increases tray item size by 1 item.

- Ranges and griddles can now be fed from trays.

Click when closed => fill soup pot.
Click when open => fill associated oven tray.
Right click when open => fill tray from oven tray
Click griddle => fill griddle surface.
Right click => fill tray from griddle surface

- Martian batter is now 5u of each ingredient into 10u of batter.

Hopefully will make it bug out less where it makes far fewer reagents
than it is supposed to, fixing reagents, or well soups specifically...
is out of scope for this PR.

- Adds the ability to print soup pots and large trays from the service
lathe

Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of
200U)
Large serving tray: 2 iron sheets

## Why It's Good For The Game

Makes cooking a lot less tedious. Especially for people with low
precision when it comes to filling oven trays. This also bring the
behavior up to parity with how you can click microwaves with trays to
fill them, ditto for the food processor. It also allows chef to use the
whole capacity of an oven, as previously you couldn't easily click 6
cake batters or other giant sprites onto the tiny tray.

The tray is now sized to be able to easily feed a griddle 8 items.

## Changelog

🆑
qol: chef equipment can now deposit and withdraw to/from trays!
qol: chef now has access to griddle and oven sized trays!
qol: service can now print soup pots
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Removes grid usage + heavy refactors (#82571)

## About The Pull Request
Grid has been deprecated for quite some time and we still use it. I
won't completely remove the component, this way downstreams won't
immediately suffer, but I can remove it from usage.

Some of these UIs had issues with them and as a hobby project I've
refactored them into typescript / rebuilt them. Airlock electronics, for
instance, looks substantially better.

<details>
<summary>before/after as requested</summary>

current airlock electronics scrolls into oblivion

![6RJ29HCPob](https://github.com/tgstation/tgstation/assets/42397676/ba82bc20-40fa-4af0-b709-7c8846c25652)

updated
![Screenshot 2024-04-11
164321](https://github.com/tgstation/tgstation/assets/42397676/05507e06-6305-4175-8476-778c345f02c8)

</details>

## Why It's Good For The Game
Code improvement + probably UI bug fixes
## Changelog
🆑
fix: Airlock electronics and other access-config type UIs should look
much better.
/🆑

* modular fixes

* [No GBP] Removes cogbar from some stealthy actions (#82593)

Issue brought some missed hidden actions to my attention.

I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
Closes #82583
Cogbars are not intended to ruin stealth
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑

* [NO GBP] ...Remember to add SIGNAL_HANDLER (#82630)

## About The Pull Request

Just realized I forgot to add `SIGNAL_HANDLER` to the all-nighter
`on_removed_limb(...)` proc, even though it handles signals.
## Why It's Good For The Game


fe26373572/code/__DEFINES/dcs/helpers.dm (L9-L11)

* React cleanup (#82607)

## About The Pull Request
- No defaultHooks in react. Might fix issues where pages were not
scrollable on hover.
- createRef in a functional component. should be useref

## Why It's Good For The Game
Code improvement

* Security photobooths have their own ID (#82628)

## About The Pull Request

Prevents the HoP's photobooth button from connecting to the security
photobooth via having the same ID.

## Why It's Good For The Game

I forgot to add this when I made the security photobooth but it's
important that by default without any varedits, the HoP and security
photobooths stay separate.

## Changelog

🆑
fix: The HoP's photobooth button is now consistently connected to the
HoP's photobooth.
/🆑

* Fix buckled alert unbuckling not working properly (#82627)

## About The Pull Request

So funny thing, while trying to reproduce a different issue on the
current master, I coincidentally let my local instance start without
reading, latejoined on the shuttle, and I noticed it wasn't letting me
unbuckle as easily.

Looking into this a bit later, it seems as if it's a line #82593
accidentally changed while moving around the
`/mob/living/carbon/resist_buckle()` proc's flow.

fe26373572/code/modules/mob/living/carbon/carbon.dm (L238-L241)
While before it was
```dm
/mob/living/carbon/resist_buckle()
	if(HAS_TRAIT(src, TRAIT_RESTRAINED))
		(...)
	else
		buckled.user_unbuckle_mob(src,src)
```
Just changing this to `buckled.user_unbuckle_mob(src, src)` fixes this.
## Why It's Good For The Game

Fixes buckled alert unbuckling not working properly.
Fixes #82627.

## Changelog
🆑
fix: Clicking the buckled alert unbuckles you again.
/🆑

* Advanced camera consoles correctly deactivates when something happens to it or the user (#82619)

## About The Pull Request
- Fixes #82520

1. The eye deactivates when the machine is destroyed/deleted
2. The eye deactivates when the machine loses power
3. The computer constantly moniters the users status inside `process()`
and will deactivate when anything happens to them. Its not enough to
just hook onto to the mobs `COMSIG_MOVABLE_MOVED` signal. Literarly
anything can happen to them so we have to check constantly for any
changes

## Changelog
🆑
fix: advanced camera consoles correctly deactivate when something
happens(no proximity, no power etc) to its user
/🆑

* Oven tray checks for ovens (#82615)

## About The Pull Request
- Fixes #82610

Only oven trays have this proc not serving trays or other stuff
![Screenshot
(408)](https://github.com/tgstation/tgstation/assets/110812394/4867cc14-9df3-4398-9d2d-f8e38b5f0da9)

Also oven trays have a null atom storage which prevents it from being
put back in the oven after taking it out. So we remove that check

## Changelog
🆑
fix: you can put back the oven tray after you take it out
fix: only oven trays are allowed in ovens preventing baked food runtimes
/🆑

* Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)

## About The Pull Request

Reworks Living Limb code to fix a bunch of runtimes and issues I saw
while testing Bioscrambler.
Specifically, the contained mobs are now initialised via element
following attachment so that signal registration can occur at the
correct time. This allows limbs to function correctly when added from
nullspace via admin panel or bioscrambler.

Secondarily (and more wide-ranging) at some point (probably #79563) we
inadvertently made basic mobs only attack the target's chest instead of
spreading damage.
This is problematic for Living Flesh which can only attach itself to
damaged limbs but was left unable to attack damaged limbs.

I've fixed this in a way which is maybe stupid: adding an element which
randomises attack zone pre-attack.
Living limbs also limit this to _only_ limbs (although it will fall back
to chest if you have no limbs at all).
This is _technically_ still different, the previous behaviour used
`adjustBruteLoss` and `adjustFireLoss` and would spread the damage
across your entire body, but there isn't a route to that via the new
interface and this seems close enough.

## Changelog

🆑
fix: Living Limbs created by Bioscrambler will be alive.
fix: Living Limbs can once more attach themselves to your body.
balance: Living Limbs will prioritise attacking your limbs.
fix: Basic Mobs will once again spread their damage across body zones
instead of only attacking your chest.
/🆑

* RPG Loot: Revisited & READY (#82533)

Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.

For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

Honestly I just dislike the stat panel

Fixes #53824

Fixes

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Reverts parts of #82602 (nodeath checks) (#82637)

## About The Pull Request

Reverts the nodeath checks of #82602

I opened a review thinking these checks were sus and the PR author said
they would remove them, but it was merged before that happened.

TL;DR 

1. I just noticed this now but it only affects carbons / humans it
doesn't even cover living or any other subtypes
2. Kinda sus. Some code intentionally skips checking nodeath (I guess?
Like removing the brain for example) so we would need a larger audit of
this rather than haphazardly throwing it in.

* Fixes to battle arcade (#82620)

## About The Pull Request

Added gear for world nine, removed the "Gear" gear that did nothing.
Made counterattacks to kill an enemy properly kill the enemy.
I renamed some gear items to fit the theme of the area they are unlocked
in just as a small thing.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/82613

## Changelog

🆑
fix: Battle arcade's higher levels no longer gives you a "Gear" gear,
and counterattacks can now properly kill enemies.
/🆑

* Fixes SMES terminal placing under the SMES and not under the player (#82665)

## About The Pull Request

Changes `src` to`user` to get intended behavior.

* Birdshot: Toy crate (#82633)

## About The Pull Request
Gives the clown+mime their toy crate.
## Why It's Good For The Game
*honk*

* tram ai sat starts with a full smes (#82646)

## About The Pull Request

consistency and also this is fixes a bug introduced by that one power
refactor

## Why It's Good For The Game

bug bad

## Changelog
🆑
fix: tramstation AI sat starts full
/🆑

* [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)

## About The Pull Request

See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode

## Why It's Good For The Game

We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.

## Changelog

🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑

* Sunders the many unused sprites and organizes what's left in structures.dmi (#82658)

## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows

## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits

### Spriting
Old: 

![image](https://github.com/tgstation/tgstation/assets/143908044/0717940e-787e-40ee-85e2-0a0c5ebc0837)

New:

![image](https://github.com/tgstation/tgstation/assets/143908044/3954ba3b-b261-4700-986a-d30f3aa0e2a6)
also good lord those linen bin sprites are a crime

## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑

* Birdshot Wall Sanity Pass (#82598)

## About The Pull Request

Cleans up minor artifacting in the Birdshot Sec-Tram Closed Turfs

## Why It's Good For The Game

Someone definitely didn't mean to place some machines under Closed
Turfs. This barely qualifies as player facing.

## Changelog

🆑
fix: Cleans up some rocks on Birdshot
/🆑

* [NO GBP] Fixes deconstruction of closets & crates under a special case (#82612)

## About The Pull Request
So if a closet/crate has the `NO_DEBRIS_AFTER_DECONSTRUCTION` set on it
and if someone/something is still inside, then after deconstruction they
get deleted rather than getting dumped out first.

Could cause potential hard delete of mobs & stuff. We don't want to deal
with that

## Changelog
🆑
fix: closets & crates will dump all contents out first before deleting
itself regardless of `NO_DEBRIS_AFTER_DECONSTRUCTION` thus not for e.g.
hard deleting mobs inside it
/🆑

* Fixes ordinance lab igniter in IceBox (#82595)

## About The Pull Request
- Fixes #82294

Basically the same idea of merging ordanance lab with the burn chamber
so they share the same apc as already implemented in #82322

## Changelog
🆑
fix: Ordinance lab igniter in Icebox works again 
/🆑

* Birdshot: engi wardrope. (#82639)

## About The Pull Request

Add engi wardrope on Birdshot.

## Why It's Good For The Game

Birdshot doesn't have engi wardrope.

🆑
fix: Birdshot now have engi wardrope
/🆑

* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)

## About The Pull Request

This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.


https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740

This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game

The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.

This sound effect is quicker, spookier, and more distinct.

As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑

* [MIRROR] Alt click refactor (#2029)

* Alt click refactor

* Some early conflict removal

* Big modular refactor

* Update console.dm

* Update paper.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>

* Yeets `ATTACK_QDELETED`, fixes welding torches not using fuel on attacking non-mobs (2 year old bug)  (#82694)

## About The Pull Request

- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.

- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?


## Changelog

🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑

* electric_welder fire

* Quirks, which give items, now have quirk_item arg specified as obj/item, instead of being just a var (#82650)

## About The Pull Request
quirk_item is now /obj/item, since it will allow for calling procs or
getting variables from this item

It's required for non-modular translation to call for item's name to
remove articles

## Why It's Good For The Game
It's always an item, and if it's a path, it's already checked for it.
Better usage in the future.

* turns martial arts gloves into a component (#82599)

sleeping carp gloves also work on mind init

this means for the sake of deathmatch you dont have to put them off and
on

fixes #82321

🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Regal Rats can now tear down posters (#82673)

## About The Pull Request

i was fixing something on bagil and someone who was playing a regal rat
(after the round ended) said they wanted to be able to tear down posters
as a regal rat so i decided to code it because it made sense.

it's an element so literally any mob can tear down posters but i can't
think of any other mobs that would make sense to let it tear down
posters so we'll leave it just for _The Champion of All Mislaid
Creatures_ for now
## Why It's Good For The Game

Regal Rats should be all about sludgemaxxing and fucking up maintenance
to make it look even more grody than it should be. Being able to tear up
those disgusting and well-drawn posters to leave behind nothing but
scraps fits that motif. The element has a `do_after()` just to make sure
His Holiness doesn't accidentally tear down his posters while clicking
(i think all mobs should have this but that's a different issue man)

also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑

* Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)

## About The Pull Request

- Adds Strong Stomach quirk. 
   - 4 points
   - You can eat dirty food without risk of getting disease. 
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.

- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.

## Why It's Good For The Game

- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.

- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.

## Changelog

🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>

* Remove several functions from collections.js which have ES5 equivalents (#82417)

* Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625)

* apc fix

* Gulag Adjustments Two (#82561)

## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑

* stone

* Makes test merge bot continue with other PRs if updating one fails. (#82717)

Right now updating
https://github.com/tgstation/tgstation/pull/81089#issuecomment-1907296233
fails because it exceeds github character limit for comments.

This will make it work until backed is updated.

* Fixes the RnD console by adding a removed import (#82750)

## About The Pull Request
The 'map' import was removed from this file by #82417 but it's still
used in place in code. This re-adds the import

## Why It's Good For The Game
Fixes RnD consoles

## Changelog
🆑
fix: Fixed RnD consoles not being able to be opened.
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Fixes cargo import (#82755)

## About The Pull Request
One of the imports got removed and there were no warnings... Man if only
there were a technology that could warn us in advance
## Why It's Good For The Game
UI fixes
## Changelog
🆑
fix: Fixed a bluescreen in cargo console
/🆑

* fixes

* Fixes, fixes.

* Pre-emptive mirror of https://github.com/tgstation/tgstation/pull/82892

* Turf weakref persists in changeturf / Fix plasma cutters  (#82906)

## About The Pull Request

Turf references don't change so logically, turf weakrefs wouldn't change
if the turf changes.

By not doing this this can cause bugs: See #82886 . (This Fixes #82886) 

(Projectiles hold a list of weakrefs to atoms hit to determine what they
have already hit.

Because turf weakrefs reset, we could "hit" the same turf twice if it
destroyed the turf.

Old behavior - this was fine but now that they're weakrefs, we get two
weakref datums in the list that point to the same ref.)

Less hacky alternative to #82901 . (Closes #82901) 

## Changelog

🆑 Melbert
fix: Plasma cutters work again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ketrai <zottielolly@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-28 22:24:01 +02:00
SkyratBot
48383f32d3 [MIRROR] minebot buff (#27106)
* minebot buff (#82001)

## About The Pull Request
this pr buffs non-sentient minebots a bit to make them more helpful with
the new arcmining changes.
Minebots now have a better overall AI, they will maintain distance from
enemies and shoot while running. they will also plant landmines while
theyre running away from enemies. these landmines are carefully
programmed by the bot not to trigger when any of its miner friends step
on it. u no longer need to feed minebots an ore to get them to listen to
you, as they now automatically listen to any miners around.
minebots can now repair damaged node drones

![image](https://github.com/tgstation/tgstation/assets/138636438/12e67eb2-3711-465c-a3ac-54fdadbed5e4)
they also have a new autodefend feature, which makes them automatically
attack any mob that attacks its miner friends or the drone. They also
have some new upgrades!
First is the regenerative shield, this shield allows minebots to tank a
limited amount of hits before breaking. minebots will then need to wait
sometime before the shield re-activates.
Second is the rocket launcher remote control, this allows players to
direct minebots to fire anti-fauna missiles at their target

https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294

Also minebots are now highly customizable, you can rename them, change
their colors, or program their AI through their new user interface

![image](https://github.com/tgstation/tgstation/assets/138636438/d2e1c39d-f9d2-4da7-a5fa-5a41cea31d6e)

## Why It's Good For The Game
Improves minebot AI a bit, and makes it a more viable option for mining
solo players

## Changelog
🆑
balance: minebots have been buffed and have recieved new upgrades
/🆑

* minebot buff

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-04-04 14:48:31 -04:00
SkyratBot
067188d366 [MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* Micro-optimize qdel by only permitting one parameter (#80628)

Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.

* Micro-optimize qdel by only permitting one parameter

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-29 14:41:12 +00:00
SkyratBot
fd2e346683 [MIRROR] Fixes throwing hard del [MDB IGNORE] (#25846)
* Fixes throwing hard del (#80551)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/80472

## Why It's Good For The Game

Less CI failures

## Changelog

🆑
fix: fixes a hard del with thrown items
/🆑

* Fixes throwing hard del

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-25 12:15:06 +00:00
SkyratBot
4dadfa63bd [MIRROR] Stops the automute from triggering for pet commands [MDB IGNORE] (#25842)
* Stops the automute from triggering for pet commands (#80421)

## About The Pull Request
Thanks goodness they've done the signal already for the deadchat control
component.

## Why It's Good For The Game
This will fix #78640.

## Changelog

🆑
fix: Regal rats (and others), won't be punished by the automute system
for repeating the same command several times.
/🆑

* Stops the automute from triggering for pet commands

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-12-25 10:14:56 +00:00
SkyratBot
8f3d1036c8 [MIRROR] Refactor icemoon wolves into basic mobs and add taming + pack behavior [MDB IGNORE] (#25126)
* 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>

* Refactor icemoon wolves into basic mobs and add taming + pack behavior

---------

Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-11-19 14:56:37 -05:00
SkyratBot
04021ca486 [MIRROR] [no gbp] gutlunch pop control [MDB IGNORE] (#25066)
* [no gbp] gutlunch pop control (#79772)

* [no gbp] gutlunch pop control

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-11-17 17:48:13 -05:00
SkyratBot
d8056a2c68 [MIRROR] basic gutlunchers and ashwalker ranching [MDB IGNORE] (#24970)
* basic gutlunchers and ashwalker ranching

* Update goldgrub.dm

* UpdatePaths

* Modular

* Modular

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-13 09:42:16 -05:00
SkyratBot
2f4010c992 [MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)
* Removes final remnants of 'targetted' (#79626)

## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑

* Removes final remnants of 'targetted'

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 08:11:32 -05:00
SkyratBot
bbd547ec95 [MIRROR] Targeting Datums Renamed (and global) [MDB IGNORE] (#24885)
* Targeting Datums Renamed (and global) (#79513)

## About The Pull Request

[Implements the backend required to make targeting datums
global](6901ead12e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](d79c29134d)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Targeting Datums Renamed (and global)

* Update dogs.dm

* Modular

* Modular

* Modular

* Merge skew?

* Revert "Merge skew?"

This reverts commit 0889389ab5cb5c56655f1860d9173ba87efe9a22.

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-09 16:37:48 -05:00
SkyratBot
a4c123c212 [MIRROR] new wizard ability and basic leaper refactor [MDB IGNORE] (#24805)
* new wizard ability and basic leaper refactor

* Update riding_mob.dm

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-05 22:01:26 -05:00
SkyratBot
6e2fcee00b [MIRROR] Basic Constructs: Artificer [MDB IGNORE] (#24456)
* 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!
/🆑

* Basic Constructs: Artificer

* Modular

* Modular paths

* Modular paths

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-20 02:54:31 -04:00
SkyratBot
cffff937f6 [MIRROR] new syndicate item - bee smoker [MDB IGNORE] (#24450)
* new syndicate item - bee smoker (#78988)

## About The Pull Request
this adds a new item for traitor botanists they can buy for 4 tc. it
releases smoke which hypnotizes bees to follow ur every command, it can
be used on a single bee or it can be used on a hive to hypnotize all the
bees who live there. u can command the bees to enter or exit their
beehive, and u can also command them to spiral around u where they will
follow u and swirl around u to confuse whichever opponent u are
fighting, and u can also command them to attack people. the bee smoker
comes with some fuel but u can recharge it by putting cannabis into it.
the stronger the weed the more fuel it will provide

https://github.com/tgstation/tgstation/assets/138636438/18c9a350-8e24-4c49-abfa-dffb7622502f

## Why It's Good For The Game
adds a traitor item which gives a new gameplay alternative for botanist
and pacifist players. also i noticed the pet targetting datum was using
some copy paste code so i made it a subtpye of the basic targetting
datum

## Changelog
🆑
add: added a new syndicate item - the bee smoker
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* new syndicate item - bee smoker

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-10-20 00:29:10 -04:00
SkyratBot
3869212f81 [MIRROR] Mook village and basic mook refactor [MDB IGNORE] (#24269)
Mook village and basic mook refactor

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-10-11 02:32:36 -04:00
SkyratBot
c2639c816b [MIRROR] Synchronise AI and Player basic mob melee behaviours [MDB IGNORE] (#23780)
* Synchronise AI and Player basic mob melee behaviours (#78337)

## About The Pull Request

I like for things that mobs do to be consistent regardless of whether
they are controlled by a player or by the AI.
One big offender of this is the melee behaviour cooldown. Basic mobs
piloted by AI have arbitrary melee attack cooldowns which are not
reflected when they are controlled by players who can generally attack
much faster (but in _two_ instances, slower).
To remedy this I added `melee_attack_cooldown` as a var on
`living/basic` (sinful) and the ai now uses NextMove to not click too
often, meaning that players can only bite things as often as the AI can
and also that if you VV the cooldown it can speed the AI up (or slow it
down) as well as a player.
This also gets rid of a lot of subtypes of that datum, as we mostly made
them to change the cooldown.

I also hunted down a few places where there was behaviour placed inside
an AI behaviour which wasn't easily replicable by a player piloting the
same mob, preferably a player should be able to do everything that the
AI can.
Fixing this was largely a simple case of moving code from
`ai_behaviour/melee_attack/perform` to `basic/mob_subtype/melee_attack`
and also adding an element for one thing shared by three different mobs.

Strictly speaking I didn't need the element that much because a player
is perfectly capable of clicking on something they attack to drag it,
but it's nice for it to be automatic?

## Why It's Good For The Game

If you see a mob do something then you should also be able to do it.
Mobs shouldn't have significantly different capabilities when controlled
by a player (aside from usually being smarter).

## Changelog

🆑
balance: Player-controlled basic mobs attack as fast as those mobs can
when controlled by the AI
balance: Player-controlled Faithless can paralyse people they attack,
like the AI does
balance: Player-controlled Star Gazers (if an admin felt like making
one) apply the star mark on attack and deal damage to everything around
them, like the AI does
/🆑

* Synchronise AI and Player basic mob melee behaviours

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-18 15:23:14 -04:00
SkyratBot
18b0abe4b3 [MIRROR] minebots basic bots [MDB IGNORE] (#23529)
* minebots basic bots (#78032)

## About The Pull Request
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands

## Why It's Good For The Game
makes the non sapiant minebots more useful

## Changelog
🆑
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/🆑

* minebots basic bots

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-05 06:46:11 -04:00
SkyratBot
6aa87c2456 [MIRROR] fixes regal rats not running away [MDB IGNORE] (#23304)
* fixes regal rats not running away (#77888)

## About The Pull Request
fixes the regal rat not running away from whoever attacked him. also
adds a new pet command behavior which makes the king's minions drop
whatever they are doing and defend their king from whoever has attacked
him.

## Why It's Good For The Game
the rats now behave right

## Changelog
🆑
fix: regal rats now run away from whoever attacked them
add: new pet behavior which makes pets defend their owners if they got
attacked
/🆑

* fixes regal rats not running away

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-08-24 21:23:11 -04:00
SkyratBot
07fa5992a4 [MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers

* Fixes modular pronouns

* Merge conflict

* Update spank_related.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 22:10:59 -04:00
SkyratBot
2f5c7f8389 [MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one

* Fixe a merge conflict

* Fixes some more merge conflicts

* Fixes some modular icon paths

* Fixes even more modular icon paths...

Hopefully that's the last of them

* Fixes some merge discrepencies

* More merge issues

* ok

* not ok

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:24:33 -04:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot
102748fc27 [MIRROR] Cosmic Ascension Balance Patch [MDB IGNORE] (#20808)
* Cosmic Ascension Balance Patch

* conflict

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-29 09:59:15 +01:00
SkyratBot
e6f66d3a4a [MIRROR] Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes [MDB IGNORE] (#20719)
* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)

## About The Pull Request

Replaces weakref usage in AI blackboards with deleting signals

All blackboard var setting must go through setters rather than directly

## Why It's Good For The Game

This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards

(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)

I'm looking for `@ Jacquerel` `@ tralezab` 's opinions on the matter, also
maybe `@ LemonInTheDark` if they're interested

## Changelog

🆑 Melbert
refactor: Mob ai refactored once again
/🆑

* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-26 21:17:15 +01:00
SkyratBot
ff97c189db [MIRROR] Dogs use the Pet Command system [MDB IGNORE] (#18393)
* Dogs use the Pet Command system

* modular pets

* modular dogs

* oops

* NO

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 08:06:58 -05:00
SkyratBot
7ee524f748 [MIRROR] Basic Mob Carp Part VIII: Basic Mob Carp [MDB IGNORE] (#18344)
* Basic Mob Carp Part VIII: Basic Mob Carp

* maps

* missed killing main carp file

* shorki and ocean biomes

* shorki 2: pet-a-boogaloo

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 05:48:50 -05:00
SkyratBot
fcee54df91 [MIRROR] Pet Command Component + Regal Rats can order their subjects around [MDB IGNORE] (#18131)
* Pet Command Component + Regal Rats can order their subjects around (#71590)

## About The Pull Request

Another atomisation of #71421 but I had a fun idea while I was testing
it.

This adds a component based on the existing system for giving
instructions to tamed carp or dogs, but hopefully more modular.
It also gives it to the rat minions of a regal rat.
The basic function allows the mob to listen and react to spoken
commands, which passes things to its AI blackboard. Additionally if you
alt-click a commandable mob it will show a radial menu which both allows
you to select a command, and also contains tooltips explaining what they
do and what audible words trigger it.

<details>
  <summary>Video</summary>

https://user-images.githubusercontent.com/7483112/204308693-0eccebec-75c9-411c-81c5-5aa0d682d1a5.mp4

</details>

Now if you riot some rats, you can alt click on them individually to
give them specific orders (more useful for other creatures than rats),
or you can speak out loud to command your legion.
Rats aren't very smart so you can't give them many instructions, but
this is expandable for other creatures.

Additional change: Mice don't squeak if stepped on by other mice because
this made an absolutely unholy noise and I am not sure there's a way to
get non-dense mobs to spread out.

## Why It's Good For The Game

Allows for giving more mobs the ability to be tamed and instructable by
their owner, without copy/pasting code which lives inside a specific
mob.
Yelling at your rats to give them commands is funny. It also adds the
possibility of telling your rats to stop biting someone if they have
agreed to your demands, allowing for more courtly roleplay.
When Regal Rat is converted to a basic mob its AI can also give other
AIs instructions by yelling at them which I think is a good feature.

## Changelog

🆑
add: The followers of Regal Rats will now respond to simple
instructions, if given by their rightful lord. Except frogs. They're too
busy licking themselves and watching the colours.
/🆑

* Pet Command Component + Regal Rats can order their subjects around

Co-authored-by: Jacquerel <hnevard@gmail.com>
2022-12-20 14:19:47 +13:00