Commit Graph

69 Commits

Author SHA1 Message Date
Jacquerel
72174845f5 Basic Watchers & Basilisks (#77630)
## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
2023-08-16 13:04:41 -06:00
SMOSMOSMOSMOSMO
15c3cd2c97 basic ice whelps (#77493)
## About The Pull Request
i have refactored ice whelps into basic mobs. They are now the artistic
sort as theyll mark their territory by seeking out icy rocks and carve
out statues of theirselves using their claws to serve as a warning to
players/animals that this is dragon turf and theyll also go out of their
way to burn any trees in vicinity just for the hell of it. they are now
gruesome cannibals if they find a corpse of one of their kin near them
theyll go eat it for nurishment. AS for combat, they have a new ability
which allows them to release fire in all directions however theyll only
use this ability once their enraged meter is full. to make it fair ive
given them a new component which allows them to telegraph abilities and
only do them after a delay so players can react in time for it.

## Why It's Good For The Game
basic mob refactor

## Changelog
🆑
refactor: ice whelps have been refactored to basic mobs
add: ice whelps have a new dangerous ability which theyll use once their
enraged meter is full
/🆑
2023-08-14 12:39:30 -06:00
Jacquerel
29c3d38c7e Give basic mob ranged attacks a cooldown (#77575)
## About The Pull Request

Atomised change from a different PR I am working on.
This changes the basic mob ranged attacks element into a component so
that it can also track an attack cooldown on the mob, preventing it from
firing until the cooldown is complete.
This was possible with simple mobs but wasn't kept going forwards when
converting things to basic ones.

## Why It's Good For The Game

Ideally player and mob behaviour should be unified as much as is
realistically possible. Currently mobs which are designed to fire a
powerful weapon slowly can blast as rapidly as the click cooldown if
placed under control of a player, which is not ideal.
This isn't currently aligned for melee attacks either but I will look at
that later.

## Changelog

🆑
fix: Player-controlled basic mobs with ranged attacks can now only fire
about as fast as AI-controlled ones.
/🆑
2023-08-13 14:39:47 -06:00
san7890
8e08a38cfb Unit Tests for AI Planning Subtrees not having required element/component (#77539)
## About The Pull Request

Hey there,

I've personally fallen for this stupid thing twice (in #77503 and #75627
(d3575161ca)), so I decided to spend a few
hours to crack out a unit test to ensure that I (and no one else) falls
for this stupid thing again.

Let me know if there's a smarter way to code something like this, but I
couldn't figure out a better way to accomodate the current framework and
be as agnostic to certain oddities as possible.
## Why It's Good For The Game
Catches stuff like this:

```txt
[2023-08-11 21:10:04.019]     FAILURE #1: The mob Garden Gnome does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #2: The mob the morph does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #3: The mob the guard spiderling (946) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #4: The mob the ambush spiderling (255) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #5: The mob the scout spiderling (375) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #6: The mob the flesh spiderling (337) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #7: The mob the hunter spiderling (869) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #8: The mob the nurse spiderling (629) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #9: The mob the tangle spiderling (19) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #10: The mob the broodmother spiderling (855) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #11: The mob the viper spiderling (519) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #12: The mob the tarantula spiderling (963) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #13: The mob the spiderling (100) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
```

(ignore the part about gnomes and morphs, this was an earlier version of
the unit test. everything else was relevant and is fixed)
## Changelog
🆑
fix: Growing spiders will now retaliate against you like they were
always meant to.
/🆑
2023-08-12 23:08:43 +01:00
Sealed101
b423c232f8 [NO GBP] Fixes basic mobs freezing up when in melee range of a target (#77434)
## About The Pull Request

whoops missed an `!` and didn't test the code

fixes #77444
fixes #77449

## Changelog

🆑
fix: fixed basic mobs freezing up when in melee range of a target
/🆑
2023-08-08 17:21:15 +01:00
Sealed101
297f7f88e8 Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes find_potential_targets wallhacks (#77393)
## About The Pull Request

Goliath's sand digging behaviour could potentially target a turf that's
actually unreachable by the goliath, e.g.
```
G#
#T
```
where G - goliath # - wall T - target turf. fixed that, but i think
there could be something easier here, maybe instead grabbing turfs in
goliath's `view()`? unsure

The component goliaths use to telegraph their attacks
(`basic_mob_attack_telegraph`) casts a `do_after()` to perform the
attack, but it was not actually checking for the target staying in melee
range, as it was using the source goliath as both `user` and `target`,
so it didn't actually care at all for the target. Implemented an
`extra_checks` to `Adjacent()` since that's the closest we get for melee
range shenanigans I suppose
This still allows the source basicmob to attack the target if the target
moves around the source basicmob.

`!`Goliaths were also able to summon tentacles on a target that moved
into cover and still stayed in the `find_potential_targets` target
range. Which meant more wallhacks. This was a thing for the base
`find_potential_targets`, meaning that every basic mob using it was a
dirty haxxor (or very vengeful). Fixed that by making
`find_potential_targets` also check for `can_see()` before proceeding
further down `find_potential_targets/perform()`. `!` The only exception
to this check currently are bileworms.

`!`Goliath tentacles were not spawning in mineral turfs as their
`Initialize()` checked for closed turfs before handling mineral turf
mining. Fixed that as well.

## Why It's Good For The Game

![Dr__Hax_by_Didgeridoo_Dealer](https://github.com/tgstation/tgstation/assets/75863639/fbcbfc1b-f489-435e-bb01-677f55398787)

## Changelog

🆑
fix: fixed goliaths digging sand that they can't actually reach (behind
windows or inbetween closed turfs)
fix: fixed goliaths melee attacking their target despite the target
running away from goliath melee range
fix: fixed goliath tentacles not spawning in mineral turfs
fix: fixed goliaths summoning tentacles on targets that moved behind
cover but stayed in their targeting range. this applies for most basic
mobs, really, so if any basic mob was targeting you despite you hauling
ass behind cover, they shouldn't anymore
/🆑
2023-08-07 13:02:09 +01:00
Jacquerel
ddfdc70d73 Basic Lobstrosity (#77253)
## About The Pull Request

I'm slowly chipping away at mining mobs. These ones also got some new
sprites because the old ones were a bit weird except when facing South.

![image](https://github.com/tgstation/tgstation/assets/7483112/015b8819-bab8-471a-86ae-70b1597ae327)
Arctic Lobstrosities are now hairy to give them a little more visual
distinction from Lavaland ones.

In terms of behaviour, they're now a little faster and can charge you
from further away.
They will _only_ attack players who are incapacitated in some way
(primarily from being hit by their charge, but could be from a Goliath
or something too) and will otherwise keep their distance until they can
charge again. They move slower for a short duration after charging
though, so you have time to slap them a bit.

If a Lobstrosity downs you then it will try to snip off one of your
arms, then retreat in order to eat it.
Obviously nobody likes losing an arm, but this does give you an
opportunity to get away while it is distracted? Funnily enough the way
our health system works means that sometimes losing that arm actually
takes you out of soft crit so you can stumble back to the station for a
replacement (or try to wrestle yours back?)

All of these things are achievable also by a player if you make one
sapient, they will pull arms off mobs they attack which are in crit and
can eat arms if they see them lying around if they want.
I added an element to let you dismember people with your bare hands,
maybe someone evil can use it to add a beheading attack some day.

Here's a video of their new behaviours:
https://www.youtube.com/watch?v=9eKxsH7hD7Q

## Why It's Good For The Game

Gives mobs more character.
Reduces our list of frozen simple mobs.
Replaces some ugly side sprites.
Medbay enrichment?

## Changelog

🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑
2023-08-01 17:26:32 -06:00
zeckle/licks-the-crystal
d0dffe7ca6 Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip. (#77095)
## About The Pull Request
Title

## Why It's Good For The Game
It bothered me

## Changelog

🆑 Licks-The-Crystal
spellcheck: Corrected a large quantity of spelling, grammatical and
phrasing errors with Exploration Drone content.
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-07-31 12:18:45 +00:00
Ben10Omintrix
cc64ed0ca4 convert the bear to a basic mobster (#77143)
## About The Pull Request
the bear now a basic and he have a new behaviers. the bear now can go to
climbed the trees! he will looked for a tree to climbing and if he
founded a tree he will go climb him. also the bear now love honey he
will look for a bee hives to stole the honey from it so botanists must
be care. the bear will drag the honey behind him so u must chased him to
get the honey back again

## Why It's Good For The Game
the bear is a basic now so he and have more behavier for more depth
mechanis

## Changelog
🆑
refactor: the bear is a basic now. please report any bugs
add: the bear will climb trees and search honey
/🆑
2023-07-28 19:34:39 -06:00
Sealed101
cc57581b73 Dog wit the butter (feat. a bunch of dog-related code improvements) (#77039)
## About The Pull Request
Adds a `dog_fashion` for the stick of butter.(screenshot is outdated as
Lisa won't have butter no more)
![butter
dawgs](https://github.com/tgstation/tgstation/assets/75863639/a22e702c-98a8-4283-abd9-28d4a9fb3bd0)

Also cleans up dog.dm because it was SHIT and FUCK and MY FUCKING GOD
TWO INITIALIZE()s TWO TIMES IN A SINGLE FILE WHAT IN THE GODDAMN

Most noticeably, Lisa properly won't wear any hats, and puppies properly
can't wear head/back items (by just removing those item slots from the
strip/equip menu. if some admeme wants to fumble around they may still
equip shit there. but otherwise for a normal player those slots are
inaccessible).
Basic mobs now also send signals when they run
`appear_dead`/`appear_alive` procs, which corgis hook into to update
their dead fashion overlays.
The side-effect of getting that to work is that dogs (and any basic mob
that uses `play_dead` ai behavior) are so good at feigning death, that
they fool medical HUDs and other related things. They're just that good.
There's a bunch of other things involved and I was mostly just being
angry at the state of the file so I'll check back when I gather all
things changed.


![strippy](https://github.com/tgstation/tgstation/assets/75863639/ec4d17a2-d4df-401c-bd1f-7c4ee1b95671)


## Why It's Good For The Game


https://github.com/tgstation/tgstation/assets/75863639/b34589cb-94d6-4b80-bf0f-1814c08da100



## Changelog
🆑
add: dog with a butter on 'em
add: dead dog with da butter on 'em (dogs feigning death are so good at
it, they appear dead to medical HUDs and other things)
add: Nars-Ian now can revive from the dead if he consumes a pet
fix: fixes dog fashion items with no speech modifiers set making dressed
up corgis unable to perform their speech or emote behaviors
fix: fixes old Ian losing his mobility ride when shaved with a razor
fix: fixes pets not dropping their collar when gibbed
fix: butter don't go on Lisa and corgi puppies (Lisa won't wear hats and
corgi puppies can't wear hats and back slot items)
/🆑
2023-07-27 12:54:07 -06:00
Ghom
d9677e39be Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)


## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
2023-07-26 17:52:18 -06:00
scriptis
f46c2ff75c add pony (#76955) 2023-07-21 04:08:06 -04:00
Ben10Omintrix
b06e940341 makes the pinguin a basic animal (#76790)
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it
![penguin with a
eggs](https://github.com/tgstation/tgstation/assets/138636438/e5f3d741-edc0-438f-b1b3-9e4ed2280532)


## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance    

🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
2023-07-18 13:03:00 -06:00
Zephyr
f71ea26f72 Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types (#76822)
## About The Pull Request

Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
2023-07-15 16:17:46 -04:00
Ben10Omintrix
46e819297a transform the paper wizard from a simple to a basic (#76688)
## About The Pull Request
i transfered paper wizard from simple to a basic and i also gaved him
new fetures he can go and do. now when he will go and walked when he
walks there will be a paper effects when he goes to walk. also he will
he will now go to look for paperes on the floor and then he will write
stuff inside the paper, so a player can maybe distracted the wizard with
a paper because the wizard will stop atacked him for a bit until he
finished writted stuff inside the paper. i follow the instrucions in the
learn-ai md to maked this to a new ai subtree behavier.

## Why It's Good For The Game
the paper wizard is now a basic so he is a better ai and he also have
more feture to gaved him depth mechanics

## Changelog
🆑
refactor: paper wizard have been refactored, please report any
bugs/unintended behavior
refactor: refacted the datum/elememt/trial to an bespoken element
add: paper wizard now have effects when he walking and he will now go
and look for paperes and write stuff in them
/🆑
2023-07-14 16:33:53 +01:00
lizardqueenlexi
a490fbe8dc Converts foxes to basic mobs. (#76662)
## About The Pull Request

As the title says, foxes are now basic mobs.

Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...


![image](https://github.com/tgstation/tgstation/assets/105025397/152f56f7-02ae-4b1f-8556-2571ed485683)
## Why It's Good For The Game

Gets rid of another simple animal. We grow ever closer to ascension.

Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑
2023-07-10 17:52:52 -06:00
san7890
874ada4278 Refactors Ant into Basic Mob (#75662)
## About The Pull Request

On the tin. No new fancy AI wheels or anything, just a simple port. 
## Why It's Good For The Game

Knocks another one off the list, just really light stuff. They're a bit
smarter now too, I think the intention was them for them to be pet-like
as well (according to the code). Should be really rather easy to give
them the pet-like behaviors and elements if someone really wants to in
the future, just sorta paving the way for more work to be done to make
mobs more intricate/interesting.
## Changelog
🆑
refactor: Giant ants are now more capable of distinguishing friend and
foe.
/🆑
2023-06-03 14:41:05 +12:00
san7890
6676702008 Refactors chicks into basic mobs (#75663)
## About The Pull Request

On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.

Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game

More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.

One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑

Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.
2023-06-03 14:40:55 +12:00
Ghom
54dd3c864a basic mobs & co no longer indiscriminately perform close-range actions in the presence of obstacles. (#75687)
## About The Pull Request
Currently, we don't have any such thing as a general ai_behavior flag
for behaviors that need a check for if the current_movement_target is
within reach or not. We could fix it case by case by slapping a
`CanReach()` check in the `performBehavior()` definition of every
`ai_behavior` datum that warrants it, the general issue will keep
resurfacing as long as new behaviors are added to the game anyhow, while
there's a lot less copypasta involved easier to apply solution to
current and future instances of such issue.

Worth mentioning not all ai_behaviors with required_range of 1 have this
flag. Some are fairly innocuous, such as the follow command, some others
kind of handle it already in a more peculiar or complex way, which is
also an argument against making it a hardcoded heck for when the
required_range is 1 or 0.

This has been tested, though there are some rough edges and oddities
also unrelated to his PR that might have evaded scrutiny.

## Why It's Good For The Game
This should fix #74823, fix #69254, and fix #74713 (I guess? it could
have been phrased better).

## Changelog

🆑
fix: basic mobs & co no longer indiscriminately perform close-range
actions in the presence of obstacles such as directional windows between
them and their target.
fix: Doggos should look at you with longing eyes once again if you dare
pick up an edible they are trying to eat.
/🆑
2023-05-29 18:13:13 -06:00
san7890
83723acab0 Turns Chickens into Basic Mobs (#75592) 2023-05-24 15:04:27 -04:00
san7890
9ae0802ead Converts Killer Tomatoes to Basic Mobs (#75516)
Just another lightweight PR porting over a simple animal to the basic
mob framework with zero additional AI implementation (it's a killer
tomato- it spawns into the world to maul you. how much more intricate
does it need to be?).
2023-05-19 16:55:59 -05:00
san7890
e2bc712714 Converts Lizards to Basic Mobs (#75515)
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.

one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.

also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
2023-05-19 00:52:20 +00:00
san7890
fa0225b05c Converts Spiderlings from Structures to Basic Mobs (#75001)
If I could've made this more atomic, I would have in a heartbeat, trust
me.

## About The Pull Request

Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.

However, there are two new things that weren't introduced in the code
that had to be put in.

A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.

One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game

Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-30 14:17:02 +01:00
MrMelbert
ed2f04f486 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
/🆑
2023-04-23 17:07:17 -06:00
san7890
43473a4dac Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles (#74784)
## About The Pull Request

deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game

one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes

i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-23 11:31:03 -04:00
tattle
403506439f Farm Sounds DLC (basic mobs can make sounds when speaking) (#74906)
## About The Pull Request

https://user-images.githubusercontent.com/66640614/233747544-aac153b9-a100-486c-9a7a-4a436b8303b8.mov

Cows, pigs, and sheep make noise when their AI makes them speak. 
~~Also House Flipper Farm DLC came out but that's incidental.~~

## Why It's Good For The Game
It's funny, also more sound effects are fun. Gives basic mob creators
more customizability.

## Changelog
🆑 Tattle
qol: basicmobs can now make sounds when their speech is triggered
qol: pigs will now make sounds and emote on their own
sound: cows, pigs, and sheep have new sound effects!
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-22 15:33:48 -07:00
SMOSMOSMOSMOSMO
f3f274de5c refactors poles and trees into basic mobs (#74812)
## About The Pull Request
refactors poles and trees into basic mobs. If trees now see you holding
a chainsaw, hatchet, or some wood they will get angry and knock you out
for longer. Poles will run around giving some of their charge to APCs
they find along the way. i did them both in this PR coz poles were a
subtype of trees.

## Why It's Good For The Game
refactor

## Changelog
🆑
refactor: refactors trees into basic mobs
refactor: refactors poles into basic mobs
add: If trees now see you holding a chainsaw, hatchet, or some wood they
will get angry and knock you out for longer
add: Poles will run around giving some of their charge to APCs they find
along the way
fix: cells charged by the pole will now have their icon correctly
updated to reflect their charge
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-19 16:17:17 -06:00
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
Jacquerel
17e8000c8e Reduce carp migration devastation (#74608)
## About The Pull Request

I'm not totally satisfied with the amount of random destruction caused
by space carp wandering around, they should certainly be dangerous and
annoying but the random nature of their spawning and pathfinding means
that they would trap themselves in random rooms and then smash all of
the machinery in there.
Because they could attack any dense object they perceived as being in
their way that could result in venting random gas canisters, breaking
terminals, or I even once saw them destroy the supermatter cooling loop
by eating the thermomachines.
While the latter is pretty funny, arbitrary destruction of machines
simply caused because a fish teleported into a room without you knowing
isn't really very engaging and doesn't create very interesting stories.
This ultimately isn't meant to be a heavily destructive event and its
probability to run isn't tuned as if it is.

So, a couple of changes:

I reduced both the range and cooldown of the carp teleporting ability.
This means that AI carp can use it to pathfind past obstacles pretty
reliably and don't spend so much time smashing things, and also reduces
the chances of them getting the drop on you from a location you can't
see.
I also added a short click cooldown to carp travelling through other
carp rifts so people being teleported _to_ have more of an advantage
over people ambushing them (this was already true for the carp creating
the rift).

Additionally I added an optional whitelist to the "attack obstacles to
your pathfinding" AI script, and heavily culled the kind of obstacles
that carp will attack to be ones which are mostly replaceable. They will
still cause a mess and might even vent a room, but they won't smash
vital infrastructure.

Finally I replaced a couple of instances of `get_ranged_target_turf`
with `get_ranged_target_turf_direct` for better precision, and player
carp using the ability can now just click anywhere on the screen and it
will jaunt in that rough direction. With the reduced range, having to
click within its radius was pretty annoying.

With these changes I ran the event 10 times in a row on kilo and then
watched JoJo's bizzarre adventure for 90 minutes and when I came back
the level of destruction seemed pretty reasonable (aside from the big
hole where one of them ran into the supermatter and delaminated it, but
if there were players around that wouldn't happen).

## Why It's Good For The Game

This event was still just a little bit _too_ annoying.
If something destroys important machines it should have happened on
purpose via an event which was supposed to do that, rather than through
chance. Or preferably just be player-driven.

## Changelog

🆑
balance: Carp can't teleport as far, but can do it more frequently.
People who piggyback through their rifts will be blocked from attacking
for a short duration (the same as the normal attack cooldown).
balance: AI controlled carp will now be more selective about which
objects they smash. Player controlled carp (or carp directly instructed
to attack objects by people who have tamed them) can still attack
whatever they like.
/🆑
2023-04-09 16:50:14 -06:00
Comxy
73ba9046df [Ready] New Cosmic Heretic Path DLC (#73915)
## About The Pull Request
This PR adds a new Cosmic Heretic.

![promo1](https://user-images.githubusercontent.com/25363960/224495697-5a398430-54b3-4473-bdf7-a041abb09596.PNG)

![promo2](https://user-images.githubusercontent.com/25363960/224495702-245b0a0b-7dc1-428f-b3b8-d7ef9c66f9ee.PNG)

![promo3](https://user-images.githubusercontent.com/25363960/224495707-d2ba034c-fc4f-4548-a782-78fe37311b37.PNG)

![promo4](https://user-images.githubusercontent.com/25363960/224495710-e9887cfd-cccd-4be4-9270-023b8dd98915.PNG)

![promo5](https://user-images.githubusercontent.com/25363960/224515282-2e9dceb7-e9f1-4136-9338-d370dd11b919.PNG)

Main Paths:
- Eternal Gate: Opens up the Path of Cosmos to you. Allows you to
transmute a sheet of plasma and a knife into an Cosmic Blade. You can
only create two at a time.
- Grasp of Cosmos: Your Mansus Grasp will give people a star mark
(cosmic ring) and create a cosmic field where you stand.
- Cosmic Runes: Grants you Cosmic Runes, a spell that creates two runes
linked with eachother for easy teleportation. Only the entity activating
the rune will get transported, and it can be used by anyone without a
star mark.
- Mark of Cosmos: Your Mansus Grasp now applies the Mark of Cosmos. The
mark is triggered from an attack with your Cosmic Blade. When triggered,
the victim transport back to the Cosmic Diamond, which is the location
your mark was applied to them. After getting transported they will be
paralyzed for 2 seconds.
- Star Touch: Grants you Star Touch, a spell that will give people a
star mark (cosmic ring) and create a cosmic field where you stand.
People that already have a star mark will be forced to sleep for 4
seconds. When the victim is hit it also creates a beam that deals a bit
of fire damage and damages the cells. The beam lasts a minute, until the
beam is obstructed or until a new target has been found. Can remove
Cosmig Runes and teleport you to your Star Gazer when used in hand.
- Star Blast: Fires a projectile that moves very slowly and create a
cosmic field on impact. Anyone hit by the projectile will recieve burn
damage, a knockdown and a star mark.
- Cosmic Blade: our blade now deals damage to peoples cells through
cosmic radiation.
- Cosmic Expansion: Grants you Cosmic Expansion, a spell that creates a
3x3 area of cosmic fields around you. Nearby beings will also receive a
star mark.
- Creators's Gift: The ascension ritual of the Path of Cosmos. Bring 3
corpses with bluespacedust in their body to a transmutation rune to
complete the ritual. When completed, you become the owner of a Star
Gazer. You will be able to command the Star Gazer with Alt+click. You
can also give it commands through speech. The Star Gazer is a strong mob
that can even break down reinforced walls. Star Touch can now teleport
you to your Star Gazer when Star Touch is used in hand."

Side Paths:
- Ash-Cosmic: Fire Fish: Allows you to transmute a pool of ash, eyes,
and a sheet of plasma into a Fire Shark. Fire Sharks are fast and strong
in groups, but are bad at combat.
- Ash-Cosmic: Curse of The Stars: Allows you to transmute a bluespace
crystal, a pool of ash, and a liver to cast a Curse of The Stars on a
crew member. While cursed, the victim will recieve a star mark that
lasts for at least 3 minutes. This star mark makes it so that the crew
member cannot enter cosmic carpet fields. The victim will also recieve a
cosmic carpet trail for at least 3 minutes.
- Ash-Cosmic: Eldritch Coin: Allows you to transmute a sheet of plasma,
a diamond and eyes to create an Eldritch Coin. The coin will heals when
landing on heads and damages when landing on tails. The coin will heal
for more, but only for heretics.

Extra ability information:
- Star Mark: This is a status effect that prevents people from walking
into cosmic fields.
- Cosmig Fields: Only block entities marked with a star mark,
projectiles or throwing items will still work. Lasts only 30 seconds and
5 seconds for the Cosmig Trail trait.

Some things I wanted to mention:
- Why the Star Gazer is balanced: It has 3000 health and can kill people
pretty fast, but at the same time, anyone can space the Star Gazer and
lead it away from the heretic if they do not pay attention.
- The Cosmic Heretics balancing has been carefully considered. It is
relatively weak in group situations but strong in one to one combat.
- Balance changes can also be made after the PR gets merged need be, or
it can be test merged first.
## Why It's Good For The Game
New heretic path means more choice and a different play style.
## Changelog
🆑
add: Adds new Cosmic Heretic.
soundadd: Adds Cosmic Heretic sounds.
imageadd: Adds Cosmic Heretic sprites.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-04-08 14:44:14 +01:00
Jacquerel
966b8e5fd8 March into Mapness: Meateor (#74070) 2023-03-31 19:40:29 -07:00
Jacquerel
1cdc327a8f Station Trait: Spider Infestation (#73893)
## About The Pull Request

Hate having your cables eaten by mice? Nanotrasen have heard your
complaints and settled on a natural, _organic_, and eco-friendly
solution.

When this station trait is active, roundstart and event mouse spawns
have a chance to instead be replaced with duct spiders (both will exist,
it doesn't remove mice).
Duct spiders are largely harmless to humans, actively hunt other
maintenance creatures (such as mice), and have only one _tiny_ downside.

![image](https://user-images.githubusercontent.com/7483112/224345781-2627be98-67f2-4cab-ac40-c6c9b35ea909.png)

These mobs can also sometimes be spawned by a minor scrubber clog event.

As a side note, all spider basic mobs with AI (except Araneus) will now
try to automatically fill a small area around them with webs.

Also I made it so that mobs will ignore their random_walking behaviour
if they're engaged in a `do_after`, just in case.

## Why It's Good For The Game

Adds a little bit of variety to things which can slightly annoy you in
maintenance.
Spiders will automatically make places they live in look like spiders
live there.

## Changelog

🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑
2023-03-12 18:53:38 -06:00
Jacquerel
89cfb09378 [no gbp] Fixes the dog fetch command (#73516)
## About The Pull Request

I broke this in a so-called "refactor" by forgetting to pass an
argument. It works again now.

## Why It's Good For The Game

It's a fun thing for dogs to do.

## Changelog

🆑
fix: Pet dogs will once again fetch items for you
/🆑
2023-02-19 21:33:17 -07:00
Jacquerel
7c30d9d746 Basic Wumborian Fugu & Fugu Gland (#73415)
## About The Pull Request

Fixes #72677 and also converted the "Wumborian Fugu" mob to a basic mob
rather than a simple one.
I will be totally honest: I didn't need to do that in order to fix the
bug. I just didn't like looking at the rest of the code in that file.
Also I have some kind of sickness which makes me do this.

This ended up being one of those "see something related and fix it as
well" ones so there's a couple of only tangentially related changes in
here. If you want me to split it up I will but I think this one is
_probably_ fine because the wide-ranging changes are pretty simple ones?

So what this PR does is:
- Refactors simple mob into basic mob.
- Cleans up its really ugly ability to work in a hopefully nicer way.
- A one line fix to the linked issue above.
- Modifies the default cooldown on `basic_melee_attack` and
`attack_obstructions` to be a widely used cooldown rather than a random
value used by no mob that we have.
- Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and
added a new AI behaviour called "use_mob_ability", the difference
between the two being that the former requires a target and the latter
does not. I... don't actually use this because I realised after adding
it that I still want a target for this mob, but someone will need it
eventually.
- Change everywhere that is passing references to abilities to actions
to pass weak references instead.
- Adds an element to handle "spawn this stuff when a related mob dies".
- Found a few places where people were setting `environment_smash ` as
if it did anything (including me) and replaced them with the proper
ai_controller implementation instead, updated the comment to make it
clearer although that won't prevent copy/paste errors.
- Registered to the "movement speed updated" signal to ensure that basic
mobs actually notice that you have applied a movement speed modifier.

## Why It's Good For The Game

Fixes a linked issue.
Refactors some code which made me sad whenever I saw it.
Restores some mob behaviour which nobody noticed was missing, but was.
Fixes some apparently unreliable code I added in a recent PR reliant on
basic mobs using movespeed modifiers.
Adds element we will definitely need again in the future.

## Changelog

🆑

fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders,
or other basic mobs.
fix: Syndicate mobs will once again attack windows to try to reach you,
and space ruin spiders won't.
fix: Netherworld-themed mobs will correctly adjust their speed as they
take damage.
refactor: Made the Wumborian Fugu into a basic mob, which should act
largely the same way but may have slightly different speed and reaction
times.
/🆑
2023-02-15 18:34:41 -07:00
Jacquerel
cbbf7b3613 Basic Mob Spiders III: Sgt. Araneus is no longer a bat (#73350)
## About The Pull Request

This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.

Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.

Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.

Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.

## Why It's Good For The Game

We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.

## Changelog

🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
2023-02-13 05:22:26 +00:00
Jacquerel
f1d93b694d Basic Mobs can no longer melee attack you from an arbitrary range (#73294)
## About The Pull Request

Fixes #73237 

So, this seems to be an interaction between targetting and the flag
`AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION`.

When a mob starts the melee attack action it sets up its attack target
as its movement target.
Once it is in range of its movement target then it starts running
attacks on its attack target.
If a mob puts a target into crit then it ceases to be a valid target. 
If `AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` is set on a behaviour then it
will continue to plan and run other actions.
The targetting action will notice that our current attack target is
invalid and retarget it _between_ executions of the attack action.
The attack action _doesn't_ call setup again at this point, so it does
not set the new target as its movement target.
The attack action executes, is still next to the current movement
target, so continue to attack the attack target even though that target
has changed.

Result: Carp can attack you from the other side of a room if they have
first empowered themselves by consuming the soul of your coworker.

There's a few fixes for this but none of them seem... precisely clean. I
have gone with the one which I think is most "robust" in that it should
fix this case in all future scenarios, but it has its own downsides.

That is: Whenever the targetting action acquires a new target it will
manually cancel all further queued actions, which forces everything
following to call setup again.

The obvious downside here is that this means that the AI will acquire a
target and not immediately act on it within the same processing loop. It
will now have to wait until its turn comes around again to do anything
with a newly acquired target, making them slightly slower to react to
things based on how often the subsystem is acting.
This might be beneficial to players in some ways in that it gives you a
moment of grace to react to an AI acquiring you as a target which was
present in simple mobs and not basic mobs but probably we do just want
them to act as responsively as possible.

Alternate ideas were:

- Validate the target and range again in the `perform` action. I didn't
go with this because it feels like it _should_ be redundant with the
controller validating the distance to the movement target already, is
much more fragile and easy to miss on an extended or new action, and
would need to be done individually in all actions which require a
movement target.
- I could replace `CancelActions()` here with a new proc which cancels
actions and then instantly reruns this mob's behaviour selection and
runs the new list of actions. That sounds a little bit scary to me, and
might risk a loop?
- Refactor movement target to be more tightly controlled by actions and
not a property of the AI controller at all. This would be some work,
reduce future possibilities (we have some flags to preserve movement
target between actions which are just... not currently used) and might
not actually solve the bug anyway.
- Investigate `AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` and figure out if
there is some way to ensure it calls setup at an appropriate time. I
cannot figure out how this would be possible, because the trigger is
essentially "an arbitrary blackboard key has changed value" and the
result would probably have the same downside as the current
implementation anyway. Being able to change blackboard keys while
executing other actions is kind of the point of
`AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` really.
- Remove `AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` from the attack
behaviour. This would fix it for attacks but potentially remain for
other future actions. It would mean that behaviour which relies on this
(such as carp fleeing, I think? I don't remember precisely why it's on
there only that we wanted to be able to change our minds and stop
attacking without coding that specifically into `perform`) would have to
be adjusted to add more checks to the attack action, and might result in
an eventual proliferation of specific attack actions which exist only to
track specific circumstances to interrupt the attack loop, which doesn't
seem ideal.

If you have any better ideas than this or those listed let me know.

## Why It's Good For The Game

When you give a mob the "basic melee attack" behaviour you really expect
that to mean that it will attack things that are next to it.

## Changelog

🆑
fix: Hostile Basic Mobs such as carp, rats, and moonicorns will no
longer gain the power to bite anyone they can see regardless of distance
and intervening obstacles upon defeating their first target in combat.
/🆑
2023-02-08 16:24:05 -07:00
Comxy
7e41cd3c0b Netherworld Mobs Refractor (#73086)
## About The Pull Request

This PR refactors netherworld mobs into basic mobs as best as possible.
Also makes some of them run faster when they are getting damaged or deal
more damage. Now the mobs might be able to keep up a little with the
players.
## Why It's Good For The Game

Makes the mobs have better movement and more dynamic movement. Makes the
quality of these mobs better.
## Changelog
🆑
add: Added new damage buffs for netherworld mobs
refactor: Refactors netherworld mobs into basic mobs
/🆑
2023-02-05 12:42:07 -07:00
Jacquerel
66cb9133c4 Dominate & Lazarus Inject basic mobs. Lazarus Injected mobs don't fight each other. (#72440)
## About The Pull Request

Fixes #72404 
The Lazarus Injector doesn't currently work on basic mobs, but should.

Problem:
The EMPed state of the Lazarus Injector is intended to make a revived
mob hostile to everyone except you, including other mobs you have
revived wtih an EMPed Lazarus Injector.
This is trivial to achieve for Simple Mobs which essentially all share
the same AI, but I could not think of a single workable solution for
Basic Mobs which don't, or at least any which didn't come with a tedious
requirement to closely consider this niche item when programming any
additional AI.

Solution:
Change the default behaviour of the Lazarus Injector so this is not a
problem.
If all it does it make the mob loyal to you _and_ friendly to other mobs
which are loyal to you, then it's pretty easy because we can just use
the existing faction flags.

This is unambiguously a buff to using the item for nefarious purposes as
now if you revive four ice drakes and fulton them onto the station they
won't kill each other until only one is left, but is the only workable
solution I could really think of.
A lot of the very dangerous mining fauna can't be dragged so
transporting your army to the station still poses a question.

The alternate solution was just to replace the AI controller of any
emp-revived basic mob with a "zombie" AI controller, but this has the
problem that
A- It would now make things like cows and dogs into hostile creatures
when they previously weren't.
B- It loses any interesting behaviour the mob previously had and for
cases like Bileworms doesn't even make any sense (they'd try to walk and
just get stuck in place).
This ultimately leads to needing to make bespoke versions for various
mobs, which doesn't seem desirable from a maintainability standpoint.

As a side note it's still not a great idea to revive Bileworms _anyway_
as, their ability to move is tied to their ability to attack so once
they don't have a target they will just kind of sit there and if they
_do_ get a target their attempts to help you fight are difficult to
distinguish from attempts to kill you... but at least being able to
revive them makes it easier to make one sapient if you really want to
trap a player's mind inside a body which is incapable of leaving
lavaland.

Additional edit:
At Fikou's suggestion I've also added a sentience comparison proc to
`mob/living` and removed some code duplication which dealt with this
problem in the sentience/mind transfer potions, as well as added it to
the Dominate spell.

## Why It's Good For The Game

This device is meant to revive mobs and it shouldn't be required for
players to memorise an arbitrary list of which mobs it does and doesn't
work on.
Especially as the goal is eventually that all simple mobs should be
basic mobs.
This way of working is more intuitive, even if it is also stronger. I
was surprised when I used EMPed injectors and my "new minions" just
killed each other.

## Changelog

🆑
fix: You can now revive 'basic mobs' with a Lazarus Injector, such as
dogs, cows, axolotls, or carp.
fix: The same category of mobs can also now be effected by the Runic
Golem Dominate spell.
fix: Basic Mobs will switch target if they can no longer attack their
current target; meaning that if you become a Bileworm's friend it will
stop attacking you.
balance: Mobs injected with the Lazarus Injector while it is EMPed will
no longer attack other mobs revived by EMPed Lazarus Injectors.
/🆑
2023-01-30 16:14:23 -08:00
Comxy
b485ad1e47 New Mob [Garden Gnomes] (#72672)
## About The Pull Request
Garden gnomes can go into the ground when they stand still for a while.
If they are damaged and underground they will heal. If they are
underground they will also gain damage resistance. They can make people
trip when underground and deal some damage. They are available through
golden slime cores or you can collect them from cargo with an emag. If
one of them gets damaged they will all retaliate against the attacker.

They have a very realistic colour pallet based on online gathered data.
Depending on their colour pallets some of them have a very low chance of
spawning.
## Why It's Good For The Game
These new garden gnomes come with expanding the world building of space
station 13. These gnomes will add more variety to the game play and use
an interesting AI and behavior that interacts with the player.

![gnome_promo1](https://user-images.githubusercontent.com/25363960/212195653-0b434f17-e73c-4a87-b8b8-e96dcf057269.PNG)

![gnome_promo2](https://user-images.githubusercontent.com/25363960/212195658-4cbcd863-dcab-4643-9e3b-686e79dcb435.PNG)
## Changelog
🆑
add: Adds garden gnomes.
imageadd: Adds garden gnome sprites.
/🆑
2023-01-17 10:02:20 -08:00
Jacquerel
4fe99fbf1e Basic mobs won't shoot walls / Basic mobs won't leave permanent bullet casings (#72494)
## About The Pull Request

Basic mobs using the generic ranged attack behaviour will now not
attempt to shoot a target which they can no longer see.
If they can still see you through a window that's fine because shooting
in your direction will probably break the window eventually, but a mob
knowing you're on the other side of a wall and pointlessly firing at it
isn't useful.

Additionally, adds a component to bullet casings fired by basic mobs
which deletes them after 30 seconds.


https://user-images.githubusercontent.com/7483112/211012442-027455c7-2846-426e-89fb-c8c89d891e4f.mp4

Here's a demonstration but sped up so they vanish after 5 seconds
instead.

## Why It's Good For The Game


![image](https://user-images.githubusercontent.com/7483112/210862278-f58111d9-917b-43c4-8fa0-b58c02ae8ab5.png)
We're not actually sure that's where these 75,000 bullet casings came
from (it's probably related to that pAI down there) but it's one way it
could happen.

Players with limited ammo leaving persistent bullet casings should
rarely be a problem, mobs have infinite ammo and so should not be able
to generate infinite debris. Having them just sort of disappear after 30
seconds is... less than immersive, but I feel like it's better than the
alternative.
You can attach the element to other things to thanos snap them if you
want.

## Changelog

🆑
fix: Syndicate mobs will no longer attempt to shoot you through walls,
building up massive piles of empty bullet casings in the process.
qol: Bullet casings from "weapons" fired by certain mobs will clean
themselves up after 30 seconds.
/🆑
2023-01-14 19:19:04 +01:00
Jacquerel
8dc3fb19f2 Some tweaks to mobs running away (#72529)
## About The Pull Request

Mice running away behaviour wasn't working quite how it was supposed to
due to a couple of bugs.
First of all, the action was written as if it would `perform` every
tick, which it doesn't. This means that the code checking if you had
left line of sight didn't function, meaning mobs would continue fleeing
you even when they couldn't see you any more.

Secondly, mobs spent an awful lot of time pathing into walls which was
especially noticeable on mice who just would _not_ stop repeatedly
squeaking in a way that is kind of funny but gets old when you keep
hearing it. Now the pathing stops if it hits a barrier.
I'm not... totally fond of this solution because it has a few
assumptions baked in (that we want to try and path through doors even if
they're dense for one) but I can't for the moment think of a better
"path away from" implementation that isn't way more complicated, and
this doesn't really need to be complicated.

For good measure I noticed a couple of other actions weren't passing a
`source_atom` into `is_blocked_turf` so rats were potentially attacking
"obstacles" they could simply walk over.
Additionally a couple of places were setting
`controller.movement_target` directly instead of using the helper method
which has a minor risk of runtiming under certain conditions.

## Why It's Good For The Game

Mice will stop constantly screaming if they can see someone, and should
repath once they have a different escape route more quickly rather than
dedicating themselves to trying to burrow through an iron wall.
Rats won't bite at tables and racks they can just climb over.

## Changelog

🆑
fix: Mice won't try to path through walls to escape from sight and
constantly squeak.
fix: Mice will stop running away from you if they can't see you any
more.
fix: Rats won't bite racks and tables while passing over them.
/🆑
2023-01-14 19:14:53 +01:00
Comxy
40a3363525 Basic Faithless Mob (#72479)
## About The Pull Request
Turns the faithless mob into a basic mob with unique behaviors, it will
now break lights and drag around victims bodies. Can also punch open
airlocks if they can be opened.
## Why It's Good For The Game
Now the faithless mob has its own unique behavior and it is cool to see
more AI variety.
## Changelog
🆑
add: Faithless will now also break lights and drag victims around
refactor: Faithless into basic mob
/🆑
2023-01-09 18:08:29 +00:00
Jacquerel
6200bc2360 Basic Mob Carp IX: Carp Rifts & Migration (#72265)
## About The Pull Request

The almost-final part of the much larger PR I tried to make a month ago
(there's actually one more thing but I'm waiting on a dog PR to get
merged first).
This adds _new_ behaviour and abilities to carp.

Now when a Carp Migration occurs, all of the space carp who are spawned
are given a path through the station.
Specifically, each carp which shares a z level will try to path to a
specific station area, then back out into space.

https://www.youtube.com/watch?v=0KtTI4_7a0c
Here in this video we follow one carp and its friends as it attempts to
navigate "Kilo Station" in order to return to its ancestral spawning
grounds, via the dormitories.
Why are there walls underneath those windows? That's a question nature
has no answer for.

In order to ensure that they don't destroy Arrivals, Departures, and
anywhere else with windows in the process of trying to get inside they
have also gained a new "Lesser Carp Rift" ability.
This allows carp to teleport a short distance once per minute, leaving a
rift at their exit point. Any other mob can enter the rift to travel to
a similar location to the space carp (within the same 3x3 area).


https://user-images.githubusercontent.com/7483112/209584254-afb5839b-a1cd-4c5a-b701-dbb47a024272.mp4

Teleporting puts their attack on a one second cooldown so you won't be
_immediately_ bitten for 20 damage out of nowhere.

Their AI has been updated appropriately and they will use these
abilities:
- If they're trying to migrate through the station and encounter an
obstacle.
- If they're trying to atack something and encounter an obstacle.
- If they're trying to run away, as soon as possible.


https://user-images.githubusercontent.com/7483112/209584287-4402bf5b-3c41-4603-9205-5c4da8b4cd1c.mp4

That last point includes the HoS's pet Lia, who is an occasional target
of traitor objectives, which can either work in your favour (scaring her
to a less secure location) or against it (wait, where did she go?).

Also this fixes an embarassing bug where space carp weren't spaceproof
but I am going to pull that out into its own PR so it can be merged
without also needing to review this.

## Why It's Good For The Game

Carp are an iconic space animal but also quite boring, which this
hopefully remedies.

In the current game the Carp Migration event announces itself to the
crew and usually advertises to ghosts that a cool shark mob has spawned
and this changes essentially nothing about the round, the only people
Carp will usually attack are people who go out to set up the solars, and
the occasional wandering curator or lone operative.
This should make the announcement mean something, as suddenly it means a
belligerent animal might unexpectedly try to pass through your
workplace.

Non-magical space carp are weak enough that even an unarmed spaceman can
take on one or two at a time (and even being mildly armed with makeshift
weapons you have around makes them fairly non-threatening) but it can
give you a bit of excitement.

The ability for Carp to teleport allows them to do this without causing
_too much_ property damage or breaching the station, in my tests they
will _generally_ find a way in which doesn't involve them busting
windows open en masse. Also it just makes them a bit more interesting.
Traitors with dehydrated carp are not much able to make use of the Carp
Rift ability as there isn't any way to get them to do it on demand, but
you could spawn one which is not allied to you and then try to scare it
in an appropriate direction which I think is a fun use of the item.

This undoubtedly will make Space Dragon player-controlled carp more
dangerous in a way which is difficult to predict, but it also makes
playing as them more fun and might encourage some guerilla tactics and
cooperation which wasn't previously possible.

## Changelog

🆑
add: Space Carp seem to have begun associating the station with food and
attempting to enter from the outside, rather than simply congregating
around solar panels. Employees are advised that these are wild animals,
and should not be fed.
add: Space Carp can intermittently teleport short distances, leaving a
short lived rift which other nearby carp will be attracted to follow
them through.
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-01-07 22:36:29 +01:00
jimmyl
c5399a64c5 Prevent basicmobs from attacking mobs inside indestructible objects (#72353)
## About The Pull Request

Targetting datum for basicmobs now calls targets inside indestructibles
invalid

## Why It's Good For The Game

Fixes #72250

## Changelog
🆑
fix: Basicmobs can no longer shoot mobs inside indestructibles
/🆑
2022-12-31 00:17:57 +01:00
Jacquerel
eb6c0eb37c Dogs use the Pet Command system (#72045)
About The Pull Request

Chiefly this refactors dogs to use the newer component/datum system for "pet which follows instructions". It also refactors it a little bit because I had better ideas while working on this than I had last week. Specifically, instead of passing around keys we just stick a weakref to our currently active behaviour in the blackboard. Basically the same but skipping an unecessary step.

Additionally it adds a component for the previous "befriending a mob by clicking it repeatedly" behaviour which hopefully we won't use too much because it's not very exciting (I am planning on replacing it for dogs some time after Christmas).
The biggest effort in here was making the Fetch command more generic, which includes multiple behaviours (which might be used on their own?) and another component (for holding an item without hands).

Additionally I noticed that dogs would keep following my instructions after they died.
This seems unideal, and would be unideal for virtually any AI controller, so I added it as an AI_flag just in case there's some circumstance where you do want to process AI on a dead mob.

Finally this should replicate all behaviour Ian already had plus "follow" (from rats) and a new bonus easter egg reaction, however I noticed that the fetch command is supposed to have Ian eat any food that you try to get him to fetch.
This has been broken for some time and I will be away from my desk for a couple weeks pretty soon, so I wrote the behaviour for this but left it unused. I will come back to this in the future, once I figure out a way to implement it which does not require adding the "you can hit this" flag to every edible item.

Also I had to refit the recent addition of dogs barking at felinids to fit into this, with a side effect that now dogs won't get mad at a Felinid they are friends with. This... feels like intended behaviour anyway?
Why It's Good For The Game

It's good for these to work the same way instead of reimplementing the same behaviour in multiple files.
Being able to have Ian (or other dogs) follow you around the station is both fun and cute, and also makes him significantly more vulnerable to being murdered.
Changelog

cl
add: Ian has learned some new tricks, tell him what a good boy he is!
add: Ian will come on a walk with you, if you are his friend.
refactor: Ian's tricks work the same way as some other mobs' tricks and should be extendable to future mobs.
fix: Dogs no longer run at the maximum possible speed for a mob at all times.
add: When Ian gets old, he also slows down. Poor little guy.
add: Dogs will no longer dislike the presence of Felinids who have taken the time to befriend them.
/cl
2022-12-29 14:37:25 +13:00
Comxy
e7d788348f Frog Basic Mob Refactor (#72044)
## About The Pull Request
Refactors the frog into a basic mob. The frog now does the same as the
old frog and can now properly be commanded by the regal rats.
## Why It's Good For The Game
## Changelog
🆑
refactor: Refractors the frog into a basic mob
/🆑
2022-12-27 21:06:57 -08:00
Jacquerel
b174af7661 Basic Mob Carp Part VIII: Basic Mob Carp (#72073)
## About The Pull Request

Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.

Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.

You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.

## Why It's Good For The Game

Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.

## Changelog

🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
2022-12-25 18:24:18 -08:00
jimmyl
100cb71111 Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)
## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts


https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
2022-12-22 00:47:28 -08:00
Jacquerel
8cb4947084 AI actions won't unassign each other's movement targets & Mice stop being scared of people if fed cheese (#72130)
## About The Pull Request

Fixes #72116 
I've had a persistent issue with basic mob actions reporting this error
and think I finally cracked it
When replanning with `AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` it can run
`Setup` on one action leading to the plan changing, meaning that it runs
`finishCommand` to cancel all other existing commands
If you triggered a replan by setting up a movement action in the middle
of another movement action, cancelling the existing action would remove
the target already set by the current one.
We want actions to be able to remove _their own_ movement target but not
if it has been changed by something else in the intervening time.

I fixed this by passing a source every time you set a movement target
and adding a proc which only clears it if you are the source... but this
feels kind of ugly. I couldn't think of anything but if you have a
better idea let me know.

Also while I was doing this I turned it into a feature because I'm
crazy.
If you feed a mouse cheese by hand it will stop being scared of humans
and so will any other mice it attracts from eating more cheese. This is
mostly because I think industrial mouse farming to pass cargo bounties
is funny.
Mice controlled by a Regal Rat lose this behaviour and forget any past
loyalties they may have had.


https://user-images.githubusercontent.com/7483112/208779368-3bd1da0f-4191-4405-86e5-b55a58c2cd00.mp4

Oh also I removed a block about cancelling if you have another target
from the "hunt" behaviour, everywhere using this already achieves that
simply by ordering the actions in expected priority order and it was
messing with how I expected mice to work.
Now if they happen to stop by some cheese they will correctly stop
fleeing in order to eat it before continuing to run away.

## Why It's Good For The Game

Fixes a bug I kept running into.
Makes it possible to set up a mouse farm without them screaming
constantly.
Lets people more easily domesticate mice to support Ratatouille
gameplay.

## Changelog

🆑
add: Mice who are fed cheese by hand will accept humans as friends, at
least until reminded otherwise by their rightful lord.
fix: Fixed a runtime preventing mice from acting correctly when trying
to flee and also eat cheese at the same time.
/🆑
2022-12-22 00:41:36 -08:00
Jacquerel
b9e10a8b41 Rats will stop biting you if you die (#72051)
## About The Pull Request

Fixes #72029 although I am not sure it was a _bug_, there's a
configurable target stat check on the "not one of my friends" targetting
behaviour now and rats will cease attacking someone once they have died.
That said that just means they'll spread out, rats you are directly
commanding won't automatically retarget unless you tell them to start
making their own decisions again, so I don't think this quite does what
the issue poster wanted.

## Why It's Good For The Game

This is how mobs usually work rather than brutalising a corpse
indefinitely, so should be possible here.

## Changelog

🆑
fix: Rats won't continue attacking someone they've been ordered to kill
past the point of death.
/🆑
2022-12-18 23:42:15 -08:00