Commit Graph

17 Commits

Author SHA1 Message Date
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
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
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
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
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