* psyker echolocatione improvementa (#80042)
## About The Pull Request
psyker echolocation cooldown time has been reduced from 2 to 1.8 seconds
psyker heads no longer render an overlay of not having eyes
psyker echolocation rendering has been reworked to hopefully not crash
the game anymore when theres many psykers
## Why It's Good For The Game
these changes make psyker better
## Changelog
🆑
qol: psyker echolocation cooldown time has been reduced from 2 to 1.8
seconds
fix: psyker heads no longer render an overlay of not having eyes
/🆑
* psyker echolocatione improvementa
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes crafting menu incorrect use of reagents (#80046)
## About The Pull Request
- Fixes#79931
The way crafting menu handles reagents is an abomination. It manually
updates its volume, rather than calling the correct procs for it and
also "clones" reagents like... it does some weird stuff that can leave
the beaker in an inconsistent state let's just leave it at that.
Now we properly consume the reagent via `remove_reagent()` proc and
don't do stuff manually so it works now. Also added some sanity checks
such as `>=` and not simply `>` when checking for reagent volumes and
also checks if we actually found a container in our surroundings which
could runtime if none was available
Also for my sanity please don't tell me to change any single letter var
names here. This whole file is crawling with them so let someone else
get their GBP from that
## Changelog
🆑
fix: crafting food or any other items that require reagents will not
leave behind blank reagents. That and properly updates the holder those
reagents are stored in
/🆑
* Fixes crafting menu incorrect use of reagents
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Certain ID trims affect secbot response (#79980)
## About The Pull Request
A prior refactor of how ID cards worked removed (without commentary?)
the long-previously-existing behaviour that Agent IDs cause a
subtraction from the level of suspicion that security bots see from you.
I have not only restored this behaviour, but applied it to a handful of
other ID cards (based on trim).
When Beepsky looks at you he will make an assessment based on various
factors controlled by his bot settings:
- If Beepsky is set to check ID and your identity is concealed (you
appear as "Unknown") add 4 points.
- If Beepsky is set to check Weapons and you are holding a restricted
weapon without a permit, add 4 points.
- If Beepsky is set to check Weapons and you are wearing a restricted
weapon on your belt or back without a permit, add 2 points.
- If Beepsky is set to check records and you are set to Arrest, add 5
points.
- If Beepsky is set to check records and you have some other
non-innocent status, add 2 points.
- If you are wearing a wizard's hat, add 2 points.
- If you are not human, add 1 point (police are racist).
- If you are loyalty implanted, subtract 1 point.
Factors added or restored in this PR based on your ID now are:
- If you are wearing an Agent ID, subtract 5 points.
- If you are wearing a Cybercop ID, subtract 1 point.
- If you are wearing a Centcomm ID, subtract 10 points.
- If you are wearing an Admin ID, subtract infinite points.
- If you are wearing a prisoner ID, add 1 point.
- If you are wearing a Syndicate or Battlecruiser ID, add 5 or 10
points.
If Beepsky is _emagged_ then he will view all targets as having 10
threat, regardless of their ID card.
If you complete this process with >4 points he will attempt to arrest
you.
The upshot of my changes are:
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are carrying a gun in your hands without a permit, unless you are
also set to arrest.
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are set to arrest, unless you are carrying a gun in your hands.
Wearing a prisoner ID while not human will cause Beepsky to try and
arrest you if you have a weapon on your belt or back (if he is set to
care about weapons permits or unless you have one).
Wearing a centcomm ID card will cause Beepsky to treat you as above the
law in basically all circumstances, up to and including when you try and
beat him to death. He will simply sit there and take it.
In addition to this, this information forwarded to AI is now also
available to player secbots upon examine.
Players can't become secbots very easily because you can't upload PAIs
into them or enable their sentience in the panel, but it sometimes
happens via random event or admin intervention.
## Why It's Good For The Game
I think this was removed by mistake? It wasn't included in the changelog
and everyone I talked to thought it was still true.
It's a fun feature which makes agent IDs marginally more useful.
I think Beepsky and pals judging you based on your job makes sense, even
if it is mostly applied to fluff roles.
## Changelog
🆑
add: Agent IDs once more trick Beepsky into treating you more leniently.
add: Prisoner IDs make Beepsky treat you somewhat more suspiciously, as
do Syndicate IDs. Wearing a Centcomm ID means that Beepsky is aware that
you are above the law.
add: Player-controlled security bots can view someone's assessed threat
level by examining them.
/🆑
* Certain ID trims affect secbot response
* Quick pass on Skyrat based ID_trims
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
* Fixes Ranged Guardians from Shooting while Incorporeal (#79925)
## About The Pull Request
Fixes#79921
Otherwise, on the tin. Attack mode is for attacking, scouting mode is
for scouting. We were listening for clicking and stuff like that but it
was still failing somehow so this is le fix
## Why It's Good For The Game
You aren't supposed to shoot in this mode, only scout.
## Changelog
🆑
fix: Ranged Guardians (Holoparasites/Power Miners/etc.) can no longer
use ranged attacks in scouting (incorporeal) mode.
/🆑
* Fixes Ranged Guardians from Shooting while Incorporeal
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes a hard del in overlay lighting, fixes inconsistent light overlays (#79939)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/79418
Fixes https://github.com/tgstation/tgstation/issues/79345
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25220

The root of the issue though was an early return in `on_holder_qdeleted`
that resulted in not setting the `current_holder` to null.
I'm assuming this can also happen because `check_holder()` can
potentially set the `current_holder` back to the original parent's `loc`
(in this case, the mechanical toolbox) in the code below, after the
parent has been qdeleted.
8c0becb4f0/code/datums/components/overlay_lighting.dm (L276-L278)
Adds checks to ensure that this cannot happen.
Edit:
On top of this, stored light sources were behaving inconsistently where
if you placed a storage item (like a backpack for instance) on the floor
and then put the flashlight inside of that, it would allow the light to
shine through. However as soon as you picked the storage item up, the
light would mysteriously vanish.
<details><summary>For simplicity's sake, the light will always get
blocked if placed inside of a storage item now.</summary>

</details>
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: fixes an overlay lighting hard del
fix: flashlights placed inside of backpacks and other storage items that
were on the floor will no longer allow light to shine through
/🆑
* Fixes a hard del in overlay lighting, fixes inconsistent light overlays
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fixes Poly not saving data between shifts (#79922)
## About The Pull Request
Screwup in #79762 (b251b9dbb0)
This definitely worked two months ago I have no clue when this check got
swapped around.
## Changelog
🆑
fix: Poly should now remember phrases between shifts.
/🆑
* Fixes Poly not saving data between shifts
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds INTJ skillchip (#79902)
## About The Pull Request
Adds a new skillchip, it lets you taste food by examining it.

This has all of the effects of tasting food (various moodlets based on
quality and food type) and can also trigger food allergies if you have
them, however it does not consume the food nor give you any nutritional
benefit.
You can buy it from a vendor or sometimes it spawns in maintenance.
## Why It's Good For The Game
The players are constantly clamouring for more additions to our most
loved and useful feature, skill chips.
<details>

</details>
## Changelog
🆑
add: A new skill chip can be found in maintenance or purchased from the
vendor, allowing you to experience food in new and exciting ways.
add: Abductors also have access to this incredible power, simply using
their genius level brains.
/🆑
* Adds INTJ skillchip
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [NO GBP] Makes dart insert projectile var modification code slightly better (#79886)
## About The Pull Request
Ninja told me that I shouldn't use a signal to get the variable
modifiers that a dart insert applies to its projectile. When I asked if
using a callback passed as an initialization param was okay, Potato told
me it was better.
## Why It's Good For The Game
Less code smells.
## Changelog
No player-facing changes.
* [NO GBP] Makes dart insert projectile var modification code slightly better
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* fixes gutlunch udder production & some general changes to the udder (#79893)
## About The Pull Request
When the ranching PR came out (we love it downstream), there seemed to
be an issue-- the gutlunches would produce milk instead of the miner's
salve that the code said it would. I looked into it and realized that
some of the code would not take into consideration if the udder already
had a preset reagent to create.
I've changed some of the arguments for the procs to be called override
instead, which will be empty. If you want something that functions
similarly to the udder but want it to produce something else and not
care about creating a new udder, you can just use the override when
attaching the component; otherwise, leave it blank for milk (or whatever
kind of reagent the udder you want will produce).
Additionally, gutlunches not only did not produce miner's salve, but
with the special ores, it did not produce any of the additional
reagents. This was fixed by just adding a return TRUE at the end of the
normal udder.


Perhaps it is out of scope (if it is too extreme, please let me know),
but I have changed the probability 95 to not produce milk to a var
instead, which means you can have udders that are more prone to
producing their milk reagent. 95 is still technically the default, but I
have made it 5 in a more readable manner (as in you have a 5 percent
chance to get milk every 2 seconds if the udder has it's required food
type, if any).
## Why It's Good For The Game
Some of this PR is fixes-- we wanted certain behaviors that were not
happening and so I fixed that. Other parts of the PR are for, in the
future, if we want udders that have higher/lower chances to produce its
milk reagent.
## Changelog
🆑
fix: gutlunches now produce miner salve instead of milk, as well as the
other reagents if fed the correct ore
/🆑
* fixes gutlunch udder production & some general changes to the udder
---------
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Different pen types have unique behavior when used in foam darts. (#79587)
## About The Pull Request
This PR makes the following changes:
- Refactors inserting items into foam darts into a component on items
that can be inserted into darts
- Adds the aforementioned component to pens
- Provides an inspection tip for how to modify a foam dart
- Gives different pen types specific behavior when used in a foam dart
Pens typically give a foam dart 5 brute and 50% embed chance (affected
by falloff). The following types of pens give the specified properties
(usually directly derived from the pen's stats and additional
functions):
- Red pen (and four-color pen set to red): Slightly faster dart
- Captain's fountain pen: Slightly faster dart, and 75% base embed
chance
- Sleepypen: Tries to inject its reagents into the hit mob, but doesn't
penetrate thick clothing like syringe guns do
- Energy Dagger: 35 brute, 100% base embed chance, and slightly faster
dart
- Survival Pen: Mines rocks on impact
- Fine Tip Pen (if someone somehow manages to get one): 100 bare wound
bonus and 9000 demolition modifier
## Why It's Good For The Game
Expands the emergent gameplay possibilities of using pens in foam darts.
While there are balance risks involved with traitors being able to buy
the equivalent of reusable 45u syringe shots and 35 brute bullets, you
are not likely to get your pen back once it hits its target, unless you
somehow have the recall spell and have bound the pen to it. There are
probably more TC-efficient ways to achieve comparable projectile
weaponry, but foam dart guns have an air of subtlety to them... at least
until your skin is pierced by a pointy writing implement that may also
be something more deadly. If maintainers still have balance concerns,
please let me know.
## Changelog
🆑
add: Certain types of pens now function like you expect they would when
inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or
what it is modified with
/🆑
* Different pen types have unique behavior when used in foam darts.
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Reworks transformation sting to be temporarily in living mobs, forever in dead mobs
* Modular updates
* Recaches the icons generated in the `changeling` unit test
* Pain
* More tweaks
* Disable unit test
* Let's see if we can pass test temporarily
* Makes transformation sting unobtainable more cleanly
* Unit test
* Cursed proc
* Kill the unholy copy pasta
Seriously this stuff is just awful. This is not maintainable.
* test this
* Update comments
* Fixing the screenshot test, maybe?
* grrr
* Update changeling.dm
* Attempt to fix this nonsense
* Update changeling.dm
* Update changeling.dm
* Update changeling.dm
* Update dna.dm
* Fixes it?
* Screenshot test
* Update _traits.dm
* Update _traits.dm
* Fix this
* Update dna.dm
* Update dna.dm
* Hmm
* This proc needs a new name
* I want to scream but I have no mutant parts
* Fix
* Update species.dm
* Update species.dm
* Update species.dm
* Update species.dm
* Some touch ups
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
* Fixes cursed/bad luck initializing with the wrong amount of incidents (#79846)
## About The Pull Request
Fixes cursed/bad luck always spawning with only 1 incident.
incidents_left should not have a default value for the arg, as if it's
called with null it will use the incidents_left var.
Fixes https://github.com/tgstation/tgstation/issues/79790
## Changelog
🆑 LT3
fix: Cursed/bad luck omen will now stick with the player for more than 1
incident
/🆑
* Fixes cursed/bad luck initializing with the wrong amount of incidents
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785)
## About The Pull Request
Fixes#79764
I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.
So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.
Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.
Let's try floating - this give us feetsteps but no falling upwards.
So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.
Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.
This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.
## Why It's Good For The Game
Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.
Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.
## Changelog
🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa)
* UpdatePaths
* Modular, cleanup, porting parrot commands into the new system
* makes poly slightly less of a dick
* Update parrot.dm
* Update parrot.dm
* Update tgstation.dme
* Revert "Update tgstation.dme"
This reverts commit a8b40c4aba524c271db02c271089664649dea1eb.
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* More code compression for reagent holder (#79796)
## About The Pull Request
Part 2 of #79686 where we trim down the size of `holder.dm` even further
and in the process give some procs more advanced features as they get
merged with their counterparts.
**1. Removes & merges `get_multiple_reagent_amounts()` proc with
`get_reagent_amount()`**
The proc `get_multiple_reagent_amounts()` was only used by bio generator
and 1 other item with its only use being finding the sum of all reagents
present in the list returned by
`typesof(datum/reagent/consumable/nutrient)`. Currently the approach is
very inefficient because.
- `typesof()` is an expensive call which returns a long list of reagents
- `get_multiple_reagent_amounts()` would then use 2 nested for loops.
One to loop over every reagent in this holder & another inner for loop
to loop over every reagent returned by `typesof()` operator so the time
complexity of this proc is overall multiplicative which in lamen terms
means "Bad"
We can replicate the same behaviour of `typesof()` by using the
`type2parent()` proc and 1 more direct type check to get the exact same
behaviour but with much faster results, therefore reducing overall code
**2. Removes & merges `get_reagent()` proc with `has_reagent()`**
The proc `has_reagent()` is way more advanced than `get_reagent()` with
arguments requesting for a specific amount, metabolization and now even
has a new argument i.e. `chemical flag`. `has_reagent()` has always
returned the reagent reference directly and not a simple TRUE/FALSE so
it is a perfect replacement for `get_reagent()`, therefore reducing
overall code
**3. Removes & merges `has_chemical_flag()` proc with `has_reagent()`**
The proc `has_reagent()` can now look for a specific reagent with a
specific chemical flag as well as mentioned above thus it can replace
`has_chemical_flag()` therefore reducing overall code
## Changelog
🆑
code: Removes & merges `get_multiple_reagent_amounts()` proc with
`get_reagent_amount()` inside reagent holder
code: Removes & merges `get_reagent()` proc with `has_reagent()` inside
reagent holder
code: Removes & merges `has_chemical_flag()` proc with `has_reagent()`
inside reagent holder
refactor: Reagent holder code has been further compressed. Report bugs
on github
/🆑
* More code compression for reagent holder
* Update hemophage_organs.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* 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>
* More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.
It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers
After:



NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
* More standardization for ghost notifications (READY)
* Modular
* Update outpost_of_cogs.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Splits placeontop proc (#79702)
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing
---------
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
* Splits placeontop proc
* Update brass_spreader.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fixes tram electrocuting law abiding crosswalk users [NO GBP] (#79780)
## About The Pull Request
Fixes the tram_pos var to actually use the tram's position when
calculating the tram's velocity.
## Changelog
🆑 LT3
fix: Tram will no longer electrocute innocent, law abiding crew trying
to use the crosswalk when there's no tram in sight
/🆑
* Fixes tram electrocuting law abiding crosswalk users [NO GBP]
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)
## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.
The following code changes can be summarized into points.
**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code
**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE
**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.
We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code
**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves so
the while loop has been removed
## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage
* Modular update
* Update alcohol_reagents.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Orbit Poll respects Preferences + Asks for Permission to Unghost (#79712)
## About The Pull Request
Fixes#79676
Ticking either the player or admin "do not consider me for ghost roles"
excludes you from the pool of candidates in an orbit ghost poll.
You will now get a `tgui_alert()` asking you if you want to accept being
put into the orbit poll role's before you accept it, putting it in line
with every other ghost role in the game. If the player doesn't accept,
the proc is re-ran with someone else on the list.
## Why It's Good For The Game
We need both of these behaviors present to keep it standard with what
players expect with ghost roles, and it is annoying to be an admin/AFK
player who gets hotswapped into one of these roles while they're doing
stuff.
## Changelog
🆑
qol: You will no longer be added to the list for ghost-orbit role polls
if you have opted out of getting antag ghost roles in your preferences.
qol: You will get a tgui_alert to accept the ghost role if you were
selected via the orbit poll, instead of it just throwing you intot he
role.
/🆑
* Orbit Poll respects Preferences + Asks for Permission to Unghost
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes tram plate electrocution [NO GBP] (#79717)
## About The Pull Request
When tram electrocution was turned into a component instead of on the
turf, the bad luck omen stopped having a chance of electrocuting the
mob. Fixes the toast proc to check for the cursed trait, now also
applied by the omen.
Splits the toast probability into one value for a normal plate, and one
for a broken plate or people with omen. Narrows the window of a
potential shock with adjusted probability, no chance of electrocution on
green.
Adds a missing early return for when the tram isn't moving.
## Changelog
🆑 LT3
fix: Bad luck omen again raises your chance of getting shocked by the
tram plate
fix: Tram plate checks and energizes when the tram is moving
code: Omen component now applies the cursed trait
/🆑
* Fixes tram plate electrocution [NO GBP]
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Gunpoint now blocks bumps, adds examine text and can be broken by shoving (#79564)
## About The Pull Request
Lesser version of https://github.com/tgstation/tgstation/pull/75226
Changes a few things with bumping which could lead to cheesing a charged
shot if the shooter has an ally to bump the target. Also adds examine
text to know what's happening.
Also shoving now can be used to break gunpoint, since having immovable
mobs can be troublesome in some situations
## Why It's Good For The Game
Grabs from the target no longer counter gunpoint;
Accidental or cheesy bumps are removed;
Shoves and pulls can be used in a teamplay to break gunpoint
## Changelog
🆑
qol: Gunpoint: Examining the target will show who is holding them at
gunpoint
qol: Gunpoint: Examining the shooter will show who they are holding at
gunpoint
balance: Gunpoint: If the target tries to grab, they will trigger the
shot
balance: Gunpoint: If the target or the shooter are shoved, it will
cancel the gunpoint
balance: Gunpoint: If the target is pulled, it will cancel the gunpoint
balance: Both the target and the shooter can't be bumped anymore to
avoid cheesing charged shot or removing the gunpoint by just moving
around
fix: Clicking the alert button of the shooter will now correctly remove
gunpoint
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Gunpoint now blocks bumps, adds examine text and can be broken by shoving
---------
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Lemon fixes ci (#79384)
## About The Pull Request
Sets up moveloops to better catch issues with duplicated loops
Letting people modify the timer var AND have it track what bucket we're
in was a bad idea.
So instead let's store the queued time separate. Also makes
allowed_to_move return true/false instead of flags
This fixed? the null loop issue locally, I honestly have no damn idea
why. I'm gonna be working on the rest of ci here, left trackers so if it
pops up between now and merge I'll know what the issue is.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
* Lemon fixes ci
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
* 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>
* Basic Guardians/Holoparasites (#79473)
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Guardians/Holoparasites
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Emergency hotfix for engi crossbow [NO GBP] (#79606)
Hadnt added these commits when the PR got merged due to not expecting it
oops
## Why It's Good For The Game
See above, used to make my last pr actually function as intended.
## Changelog
🆑
fix: fixed engi crossbow being able to be used onehanded + ability to
craft with sci inducers
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Emergency hotfix for engi crossbow [NO GBP]
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* 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>
* [NO GBP] Final precision rounding for reagent volumes (#79571)
## About The Pull Request
- Fixes#79566
This applies mostly to plumbing reaction chambers but to implement that
fix some rounding operations had to be carried over to `holder.dm`(which
will benefit everything in general)
I'm pulling out all the stops here. Rather than checking "are we close
enough" plumbing reaction chambers will now check if we and i quote
"absolutely insanely precisely there". This means volumes like 49.9999
should become 50 period.
Note this is a high probability & not a definite fix. i.e. now
theoretically 100% of the time you should not get this problem but if it
still happens then as of now i have no solution and have to go back to
the drawing board on this one but i am very confident this should be the
end of all plumbing related problems i.e. at least problems with volumes
not getting rounded to whole numbers
## Changelog
🆑
fix: plumbing factories should not rarely/randomly brick at volumes like
0.9999(when in fact it should have been 1)
/🆑
* [NO GBP] Final precision rounding for reagent volumes
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Automatic fire for mobs (#79502)
This adds a component you can slap onto mobs with ranged attacks which
lets them fire repeatedly with the mouse held down.
I applied it to a couple of existing mobs, to be honest we don't
currently have any which _need_ this but I will add it to the Ranged
Holoparasite (which really does need it) depending on which PR gets
merged first.
* Automatic fire for mobs
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request

Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of
rods, wire, and an inducer, it shoots sharpened iron rods at a high
velocity. High damage and good embed chance, but requires you to reload
every shot which requires you to stand still for three seconds to pull
the string back. You can also Use a wrench on it to force it to store
more rods (read: more than one), but risks it exploding and shooting you
instead.
The syndicate variant, avaliable to traitor engis, can fire three rounds
before needing a reload, and features a scope and better armor piercing
ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter
and has much more widespread ammuniton, but holds less ammo and doesnt
have the same burst stopping power. And, to those concerned about the
balance of a non-traitor with this item - the AP ammo can only be made
by the traitor who bought it, and anyone else has to use normal ammo.
GUN STAT JUNK
Normal one has 60% embed chance and does 40 damage (against unarmored
targetd), but requires you to wait at least 3 seconds not moving to pull
the string back. Good alpha strike but not sustainable in a long fight.
Its akin to a pipegun.
Lacks any AP qualities besides piercing a jumpsuit, because any wound
chance it has is due to a bare skin bonus. Generally not a great weapon
to fight sec with.
Syndie version is generally the above but better. Takes less to pull the
string back, slightly higher damage, better fire rate, etc. Doesnt fare
well against any armor thats equivalent to sec gear or better due to
most having low (relatively) AP and wound chance, but good bare wound
bonus.
STATS TLDR: Its good against unarmored chumps and greyshirts but anyone
in armor that protects against bullets will kick your teeth in.
Also, Ammo is crafted from an iron rod. I wanted to have it just fire
rods as is, but theyre stacked items which you cant define projectiles
or ammo from.
## Why It's Good For The Game
I've always felt engi, for as big of a department as it is, is lacking
in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades
and syringe guns, and cargo has anything the QM will buy - but other
than the flamer and shocked doors, engi doesnt have much. Thats why I
made this pr. it was originally just a traitor item, as they lacked many
traitor items in their shop, but I felt like a worse, bootleg version
would suit them.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Enginenering rebar crossbows + tot kit
add: Added a bunch of ammos and crafting junk to make the ammo exist
image: added icond for all the above
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* You can fish out of hydroponics trays (#79443)
## About The Pull Request
Adds a fishing spot to hydroponics trays.
Chances
- 33% nothing
- 33% grass
- 20% random seed (discludes rarer seeds, such as gatfruit and most
mutations)
- 10% grass seeds
- 1% strange seed
- 1% axolotl
- 1% frog
Lightly inspired by something (I think) is possible on Goon, but
obviously entirely new code.
## Why It's Good For The Game
Mostly just for laughs, they're basins of water so surely you can get
something out of it.
## Changelog
🆑 Melbert
add: Fishers can now try their luck at fishing out of hydroponics
basins.
/🆑
* You can fish out of hydroponics trays
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Re-adds rounding tweaks for reagent volumes & plumbing reaction chamber tweaks (#79478)
## About The Pull Request
- Closes#79464
This takes the important fixes mentioned in the above PR and adds them
here. The above PR implemented the fixes by reverting a bunch of reagent
PR's but in the process of doing so it has brought back really
inefficient code & even some bugs that were previously fixed.
Rather than reviewing them & bringing back those changes which is time
consuming this PR extracts only those important rounding operations
required for the fix leaving all other optimizations intact
Mentioned @ CliffracerX in the changelog so they can get their GBP
Also plumbing reaction chamber is more active in taking in reagents.
That is if a reagent is not available in the pipe net rather than
waiting for it to become available it will simply skip over it & look
for other listed reagents thus saving time
- Fixes#31206
## Changelog
SyncIt21, CliffracerX
🆑
fix: reagent volumes should be consistent & non breaking across plumbing
& chemistry as a whole
fix: plumbing reaction chambers are more proactive. Will attempt to take
in reagents more frequently
/🆑
* Re-adds rounding tweaks for reagent volumes & plumbing reaction chamber tweaks
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Basic Shades (#79469)
## About The Pull Request
Makes shades into basic mobs. As they are solely player-controller and
have no AI, this was a very simple conversion.
Things of note:
- I've made shades use the same "theme" system as constructs, to
determine their drops and coloration - as opposed to these things being
manually set by the type of soulstone they're held in.
- I've reorganized files slightly, putting both constructs and shades in
a new "cult" basic mob folder.
That's more or less it. As I said, shades are simple.
## Why It's Good For The Game
Basic-izes another mob and cleans up the code a little. Removes the last
cult-related simplemob, too.
## Changelog
🆑
refactor: Shades now use the basic mob framework. Please report any
bugs.
/🆑
* Basic Shades
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* Allows possessed blades to be possessed again [NO GBP] (#79447)
## About The Pull Request
An oversight- unregister was blocking future attempts to garner spirits
Converts some of the messages to balloon alerts
## Why It's Good For The Game
Fixes#79444
## Changelog
🆑
fix: Possessed blades can attempt to channel spirits again
/🆑
* Allows possessed blades to be possessed again [NO GBP]
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367)
## About The Pull Request
Title
## Why It's Good For The Game
Less headache in the future for a macro thats not really obvious in what
it does
## Changelog
🆑
fix: signals in circuits now actually function
/🆑
* fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Dehardcodes microwave cleaning, allows spray cleaner to work on dense objects such as windows (#79354)
## About The Pull Request
- Dehardcodes microwave cleaning
- Instead of hard istyping for a rag, soap, or space cleaner, we just
use `wash`.
- Gets rid of a redundant signal
- `COMSIG_ATOM_WASHED`: not only was it misleading (only sent to items),
but it was pointless because `COMSIG_COMPONENT_CLEAN_ACT` is the same
signal.
- Improves microwave attackby code, splitting tool stuff into tool-procs
- Allows spray cleaner to work on dense objects such as windows
- Clicking on a dense object or mob adjacent to you with spray cleaner
will spawn the puff cloud on the target, rather than on your own
position.
- This will skip the moveloop and just clean everything on the target
turf alone.
- This means you can spray down a bloody window with a spray bottle, as
janitor gods intended.
- It also means you can fill the spray with other stuff to spray onto
dense objects directly, which might be worth noting. Especially for
stuff like Napalm.
Fixes#79261
## Why It's Good For The Game
Opens up the sandbox to allow more objects to clean microwaves + better
code.
## Changelog
🆑 Melbert
qol: Clicking on an adjacent dense object (or mob) with Spray Cleaner
will now spritz it rather than doing nothing. This means you can use
Spray Cleaner to clean bloodied windows, as the janitor gods intended.
It also means you can fill a spray bottle with Napalm, I guess.
refactor: Any cleaning object can now clean a microwave.
/🆑
* Dehardcodes microwave cleaning, allows spray cleaner to work on dense objects such as windows
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Plumbing IV Drip has full control over its transfer rate (#79373)
The problem is plumbing iv drip has the
`/datum/component/plumbing/iv_drip` component attached to it. We gave
this component full control over the mob we are trying to inject into
with this statement over here
c356f2f735/code/datums/components/plumbing/IV_drip.dm (L28)
Remember this component is inherited from `/datum/component/plumbing`
which has it's own **"process"** proc.
c356f2f735/code/datums/components/plumbing/_plumbing.dm (L74)
It was this proc that was injecting reagents into the mob at a rate of
`MACHINE_REAGENT_TRANSFER`(10 units) per second.
This process proc was conflicting with the base plumbing machinery
process proc
Why is why our transfer rate controls never worked. Now the plumbing
machinery only draws reagents from the plumbing network into it's own
internal container(not the mob) at an rate of
`MACHINE_REAGENT_TRANSFER`(10 units) per second leaving the injection &
draining rate alone and in full control of the player as intended.
Also since plumbing iv drip inherited from `/obj/machinery/iv_drip` and
not from the base type for all plumbing machinery
`/obj/machinery/plumbing` it did not override the `/obj/plunger_act()`
proc so the plunger did not work on it. That's fixed now too
Also took the opportunity to move plumbing vat to plumbing module folder
cause it belongs there
* Plumbing IV Drip has full control over its transfer rate
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Basic Constructs: Wraith (#79235)
## About The Pull Request
Converts wraith constructs to basic mobs. The last of the "mainline"
constructs, though there's still one to go after this.
Wraiths are pretty much the same as they've always been - speedy
constructs that pack a bit of a punch, built around doing hit-and-run
tactics with their ability to ethereal jaunt. Notably, I've converted
their ability to recharge their jaunts with attacks into a new
component, `recharging_attacks`. This can be placed on any basic mob to
let them recharge a cooldown action by landing hits, which could
possibly be useful in the future.
NPC wraiths are pretty straightforward, with a twist - they will always
chase down and beat to death the lowest-hp mob they can see. Happening
upon one of these while wounded will end very badly! While I originally
wanted them to be more flighty and use hit-and-run tactics, I couldn't
figure out a way to do this that didn't look kind of silly and make them
less effective overall.
In addition to the wraiths, I've done some much-needed cleanup to basic
constructs as a whole, improving some things and covering some things I
missed along the way.
- Ectoplasm drop types from constructs is now properly based on their
theme. I _believe_ I've done this in a way that will pass unit tests
this time, but we'll see if my local tests were being honest with me.
- Player-controlled constructs now attack faster. I didn't realize that
being basic mobs capped them to attacking once every 2 seconds, which is
a gigantic nerf over the simple animal version. I cut this to just 1
second, which should be much closer to how it originally was.
- Artificers actually seek out and heal the most damaged ally they can
find, instead of the least damaged. Turns out the sort was doing the
exact opposite order from what I thought, which became much more obvious
when using the same targeting behavior on wraiths.
- I put the PR number in the juggernaut update script, which I somehow
missed on that one.
- Removed the extraneous "noncult" construct subtypes that didn't do
anything. The Artificer one, which does something, is still around.
## Why It's Good For The Game
For the same reasons as the previous three. 5 more simple animals gone,
and only one construct to go until I can nuke simple constructs from the
codebase entirely. Other than that, the new component could possibly
come in handy in future designs, and the NPC behavior should hopefully
be a little scary - even if just a little.
## Changelog
🆑
refactor: Wraith constructs have been converted to the basic mob
framework. NPC wraiths are now extra cruel and will attack the
lowest-health mob they can see at any given time. Make sure this isn't
you! Please report any bugs.
fix: Artificers and juggernauts no longer attack significantly more
slowly than intended.
/🆑
* Basic Constructs: Wraith
* Update defcon2.dmm
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Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Basic Pirate NPCs (#79284)
## About The Pull Request
Converts hostile pirate NPCs to basic mobs - specifically, a subtype of
trooper. As their behavior is not meaningfully distinct from other
troopers, this conversion mostly just sticks them on the existing AI
behavior while keeping the rest the same.
Pirates do have one new thing going for them, though, to differentiate
them from other troopers. They use the new **plundering attacks**
component, which means that every time they land a melee attack, they
steal money from the bank account of whoever they hit. This requires the
target to be wearing an ID with a linked bank account, so it's not the
hardest thing in the world to hide your money from them - but it's still
something to be wary of! If killed, any mob with this component will
drop everything they've stolen in a convenient holochip.
## Why It's Good For The Game
Takes down 5 more simplemobs, and (I think) converts the last remaining
trooper-type enemy to be a basic trooper. (It's possible there's more
I've forgotten that could use the same AI, though.)
The money-stealing behavior is mostly good because I think it's funny,
but it also makes the pirates something a little distinct from "yet
another mob that runs at you and punches you until you die". They still
do that, but now there's a little twist! This can be placed on other
mobs too, if we want to make any other sorts of thieves or brigands.
## Changelog
🆑
refactor: Pirate NPCs now use the basic mob framework. They'll be a
little smarter in combat, and if you're wearing your ID they'll siphon
your bank account with every melee attack! Beware! Please report any
bugs.
/🆑
* Basic Pirate NPCs
* Modular paths
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Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>