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25 Commits
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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 ( |
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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  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  ## 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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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]( |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |