## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
Checks for `TRAIT_NO_TRANSFORM` in `allowed_to_move`. Will stop mobs
from moving when they should not.
## Why It's Good For The Game
Fixes#79870
Fixes AI movement not respecting TRAIT_NO_TRANSFORM.
## Changelog
🆑 Goat
fix: mobs no longer move during cutscenes
/🆑
## About The Pull Request
this refactors honkbots into basic mobs. its mostly a faithful 1:1
refactor but i couldnt keep my hands to myselves so i gave them some new
behaviors.
honkbots now love playing with clowns, they will go seek out for clowns
and celebrate around them. also, if the honkbot finds a banana peel or a
slippery item near it, it will actively drag people onto them
honkbots will now go out of theirway to mess with secbots and annoy them
## Why It's Good For The Game
refactors hinkbots into basic bots and also undoes some of the silliness
i did in the previous basic bot prs. i also added lazylist support to
remove_thing_from_list.
## Changelog
🆑
refactor: honkbots are now basic mobs, please report any bugs
add: honkbots will try to slip people on banana peels
/🆑
## About The Pull Request
i think i made these a bit too strong, this hopefully balances them out
a bit. they were initially accidentally given alot of armor against
ranged attacks, this is now removed. also ive reduced their base hp by a
bit. im open to other suggestions and feedback
## Why It's Good For The Game
they were stronger than i intended. this keeps their usefulness for
battling tendrils, or ore vents but also prevents using them to cheese
several megafauna
## Changelog
🆑
balance: you can now polymorph into raptors
balance: raptors overall have less health and no longer have armor
against ranged attacks
/🆑
## About The Pull Request
jps movement can read accesses from the access component
## Why It's Good For The Game
i cant think of any mobs that need this now but it will be useful in the
future
## Changelog
🆑
/🆑
## About The Pull Request
i forgot to add this behavior to playful raptors, currently this trait
does nothing. raptors will now play with their owners and tease them if
they are nearby
## Why It's Good For The Game
adds more personality to raptors with the playful trait. also this
behavior can now be given to any other tameable mobs
## Changelog
🆑
fix: playful raptors now correctly play with owners
/🆑
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.
in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.
There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.
Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.
you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster
U can also analyze raptors using the new raptor-dex device available at
ur ranch

the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.
raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors
raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

beautiful raptor sprites by spessmenart! (rest are codersprites)
## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.
## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑
---------
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
## About The Pull Request
Being sacrificed by a Heretic no longer applies an incurable brain
trauma that gives you a phobia of Heretic-associated items.
Instead it does the following things:
- Removes 2-4 of your organs and leaves them behind on the sacrificial
circle, replacing them with "corrupt" organs with negative effects.
- Gives you an unremovable "curse" debuff which will cause you to
immediately cough a random organ out of your chest if you attack or are
attack by the person who sacrificed you, **if they are wearing a Focus
at the time.**
Corrupt Organs can be removed via surgery, although doing so is
dangerous.
A removed corrupt organ will often either immediately explode for a
small (but not insignificant) amount of burn damage to everyone nearby,
or it will animate itself as a haunted object and be a general nuisance
until subdued.
A patient dosed with Holy Water can always have their organs removed
without consequence.
Chugging Holy Water will also suppress most of the negative effects of
your corrupt organs.
The effects of Corrupt Organs are as follows:
- **Eyes:** All Heretics **and also a selection of additional random
people** are completely invisible to you. You can still see their
runtext (or "hear") them, but they otherwise cannot be seen. And as you
can't see them you also cannot click on them.
- **Tongue:** When you speak, your language will sometimes be replaced
by "Shadowspeak", understood only by Curators and Nightmares. This is
less of an impediment during Halloween because of the friendly
Shadowpeople.
- **Liver:** When you drink something, it will add extra reagents to
your sip from a pool largely composed of alcohol and hallucinogens.
- **Stomach:** Your hunger will deplete significantly faster if you do
not regularly ingest blood. (Fun fact: Did you know that a drinking
glass full of blood automatically relabels itself "tomato juice"?)
- **Heart:** You will continue to be intermittently tormented by
frightening hands.
- **Lungs:** You will intermittently cough out dangerous or unpleasant
gases.
- **Appendix:** Very infrequently you will vomit out several hostile
worms.
Most of these effects aren't present while you're dodging the spooky
hands in the Mansus realm.
Plasmamen never have their lungs replaced because they'd immediately
start choking on their internals and that is annoying. Ethereals _do_
have their hearts replaced so may be surprised to find that they don't
respawn when killed if they don't get a new one.
I would haved called them Cursed Organs but the Cursed Heart already
exists.
## Why It's Good For The Game
Nobody enjoys the Heretic phobia from any angle.
Phobias suck to deal with in general. and while being scared of all
Heretic stuff from that point on is mildly flavourful it's not very
interesting.
This alternative hopefully provides a more interesting answer (which
should provide more storytelling and interaction with other people) to
the problems that the original change intended to address:
Making sure that nonlethal sacrifices still feel significantly bad
enough that you're not going to volunteer, and as an extra layer of
protection to ensure that someone you sacrificed functionally ceases to
be a threat to you.
## Changelog
🆑
del: Being sacrified by a Heretic no longer gives you an incurable
phobia.
add: Being sacrificed by a Heretic will drop 2-4 of your organs on the
ground and replace them with "corrupt organs" with negative effects
which can be suppressed with Holy Water.
add: Players who have been sacrificed by Heretics will experience
additional and rapidly lethal consequences for attempting to fight
someone who previously sacrificed them, as long as that person is
wearing a focus.
/🆑
## About The Pull Request
fixes#82964 , fixes#82866
## Why It's Good For The Game
fixes several problems with ai targetting. this pr resolves civil war
that was brewing between several mobs. also fixes a major problem where
mobs would only search for targets and not perform any other behaviors.
also fixes a small problem where mobs would constantly stop and start
while chasing targets
## Changelog
🆑
fix: mobs in the same faction will no longer be at odds against one
another
fix: mobs can now perform behaviors alongside searching for targets
fix: mobs will no longer be starting and stopping when chasing targets
/🆑
## About The Pull Request
if MOVELOOP_NOT_READY gets passed once through the signal (which can be
often), the failure increments gets reset back to 0 and starts counting
again. this can cause the increments to never reach the max failure
threshold so itll keep checking forever. i saw some mobs get stuck
trying to reach an unreachable target because of this
## Why It's Good For The Game
fixes mobs getting stuck trying to reach something unreachable
## Changelog
🆑
fix: fixes mobs getting stuck trying to reach something unreachable
/🆑
## About The Pull Request
It turns out monkeys being catatonic got broken 2 years ago in a PR that
was meant to fix something else; also, it turns out monkeys are supposed
to have primal eyes when turned into humans, and that got broken too. I
fixed both of those things, and while I was at it I did a refactor to
make it easier to give noticable organs (or anything else that you'd
want correct pronoun and verb tenses) easier to implement.
1) AI controlled mobs now properly display their noticable organs when
appropriate
2) Added some macros and a helper proc for replacing appropriate
pronouns and verb tenses in text
3) The noticable organ HTML is no longer broken, so you can pass text
with spans into it, if you want the text to be pretty or big or whatever
4) Monkeys are no longer catatonic if they have an active AI controller;
this goes for any carbon actually but I think monkeys are the only one
with AI controllers at the moment
## Why It's Good For The Game
Fixes the logic for displaying organs on AI controller mobs (currently
monkeys)
Makes it easier to add these kind of organs for carbons, AI controlled
or not, in the future
Look! An actual use-case for split editor:

## Changelog
Humanized monkeys now have their primal eyes again; monkeys with active
AI are no longer catatonic.
🆑 Bisar
fix: AI controlled monkeys are no longer catatonic, and they have primal
eyes again when turned into humans.
spellcheck: Noticable organs now have more modular grammar, and their
current grammar is fixed.
refactor: Refactored the code for displaying the messages for noticable
organs.
config: Added a documented define of all our pronouns
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request

i noticed almost all ai controllers were being hard deleted, its because
the controller itself was being addedto the behavior_cooldowns list
rather than the behavior itself
## Why It's Good For The Game
fixes hard deletes
## Changelog
🆑
/🆑
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire
And I think they should be split up...
This moves 4 non firing, non init subsytems -> datasystem
## Why It's Good For The Game
Clarity in code
## About The Pull Request
i noticed brimdemons werent attacking when i tried investigating the
problem i saw it extends to other mobs
## Why It's Good For The Game
brimdemons, as well as other mobs, will behave normally
## Changelog
🆑
fix: brimdemons (and other mobs) will act normally
/🆑
## About The Pull Request
slimes should still be able to do their everyday routine without needing
to be watched over
## Why It's Good For The Game
makes xenobiologist's lives easier
## Changelog
🆑
qol: slimes will stay active without needing any one to watch over
/🆑
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
## About The Pull Request
this makes ai controllers use cell trackers and signals to determine
when to idle
## Why It's Good For The Game
might be better than looping over all clients for every controller
## Changelog
🆑
code: The way mobs idle has been refactored, please report any issues
with non-reactive mobs
/🆑
## About The Pull Request
Rewrites how alt click works.
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.
Fixes#81242
(tm bugs fixed)
Fixes#82668
<details><summary>More info for devs</summary>
Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)
### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips
### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>
## Why It's Good For The Game
For players:
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel
For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case
## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
## About The Pull Request
Nother bit ripped out of #79498
[Implements a get_cooldown() proc to get around dumb manual overrides
and empower me to optimize the findtarget
logic](7047d294dd)
[Adds modify_cooldown, uses it to optimize find_potential_targets
further](4ebc8cedce)
No sense running the behavior if we're just waiting on its output, so
let's run it once a minute just in case, then push an update instantly
if we find something
[Optimizes connect_range and
promxity_monitors](bcf7d7c5b3)
We know what turfs exist before and after a move
We can use this information to prevent trying to update turfs we don't
care about.
This is important because post these changes mobs with fields will be
moving a lot more, so it's gotta be cheap
[Implements a special kind of field to handle ai
targeting](80b63b3445)
If we run targeting and don't like, find anything, we should setup a
field that listens for things coming near us and then handle those
things as we find them.
This incurs a slight startup cost but saves so much time on the churn of
constant costs
Note:
We should also work to figure out a way to avoid waking ais if none is
near them/they aren't doing anything interesting
We don't need to do that immediately this acts as somewhat of a stopgap
(and would be good regardless) but it is worth keeping in mind)
## IMPORTANT
I am unsure whether this is worth it anymore since #82539 was merged. As
I say it was done as a stopgap because ais didn't know how to idle.
If not I'll rip er out and we'll keep the other
refactoring/optimizations.
## Why It's Good For The Game
Cleaner basic ai code, maybe? faster basic ai code, for sure faster
proximity monitors (significantly)
## About The Pull Request
On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.
While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.
Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.
The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.
There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.
## Why It's Good For The Game
We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.
## Changelog
🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
this pr buffs non-sentient minebots a bit to make them more helpful with
the new arcmining changes.
Minebots now have a better overall AI, they will maintain distance from
enemies and shoot while running. they will also plant landmines while
theyre running away from enemies. these landmines are carefully
programmed by the bot not to trigger when any of its miner friends step
on it. u no longer need to feed minebots an ore to get them to listen to
you, as they now automatically listen to any miners around.
minebots can now repair damaged node drones

they also have a new autodefend feature, which makes them automatically
attack any mob that attacks its miner friends or the drone. They also
have some new upgrades!
First is the regenerative shield, this shield allows minebots to tank a
limited amount of hits before breaking. minebots will then need to wait
sometime before the shield re-activates.
Second is the rocket launcher remote control, this allows players to
direct minebots to fire anti-fauna missiles at their target
https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294
Also minebots are now highly customizable, you can rename them, change
their colors, or program their AI through their new user interface

## Why It's Good For The Game
Improves minebot AI a bit, and makes it a more viable option for mining
solo players
## Changelog
🆑
balance: minebots have been buffed and have recieved new upgrades
/🆑
## About The Pull Request
After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.
General
- The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.
Actions
- Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.
Hunger
- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.
Environment
- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.
AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- Slimes faces are a bit more randomly picked now.
## Why It's Good For The Game
- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.
also
fixes#81463
## Changelog
🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
## About The Pull Request
We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.
Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)
Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.
Sprites used (for mapping helpers):
Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)
## Why It's Good For The Game
This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.
## Changelog
🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
## About The Pull Request
cultists can now convert pets on their side. when you convert a pet, it
will become much more dangerous and obedient to you, it will also gain a
new dangerous AI. cultist pets will look for fellow dead cultists, and
revive them by dragging them to nearby revival runes and activating it.
if there is no revival runes around them then they will create their own
and drag u to it. u can give them commands to follow, attack, or to
create revival runes. they will also go around to crit non cultists so
cultists can convert them

they will also now feed on organs and blood for healing
## Why It's Good For The Game
adds a extra layer to cult, u can now command non-sentient pets to aid
you
## Changelog
🆑
add: cultists can now convert pets to their side
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
The Pathfinder module sucks cock because it doesn't work. And the
reasons it doesn't work are as follows:
1. It uses the default JPS pathfinding datum, which has a hard distance
limit of 30, instead of the intended 200.
2. JPS pathfinding as a whole will fail if you encounter more than 3
doors. This is because every door wastes about 5 movement opportunities,
and the default pathfinder only has a limit of 20 before it considers
the entire pathfinding attempt moot and bails out.
Here's how I fixed it:
1. Created a new jps child that has a range of MOD_AI_RANGE
2. Instead of counting all failures during the entire pathfinding
attempt, it will only consider consecutive failures. Every successful
move will reset the pathfinding failure count. This should make JPS
pathfinding more reliable overall?
## Changelog
🆑
fix: Modsuit Pathfinder module is significantly better at finding it's
destination.
/🆑
## About The Pull Request
Instruments now use TGUI as their editor which is pretty cool.
It's mostly a 1:1 remake of the HTML UI except I did make a change to
make the playback options a little more compact, leaving some more space
for the editor before you have to scroll, and some other minor things
that were made to make the UI hopefully nicer to look at and mess with.
When there's a song to play - While playing, Repeat section can't be
edited

Help section and UI when there's no song put in

## Why It's Good For The Game
It is yet another step in finishing up
https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
Instruments especially were in a poor spot because they didn't respect
things like ``IN_USE`` to not refresh if it's not the "UI" you are on,
and such.
## Changelog
🆑
refactor: Instruments now use TGUI.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
punpun has a small chance to gain a new ai, which would re-add an
existing element causing signals override runtimes
## Why It's Good For The Game
fixes runtime in punpun AI
## Changelog
N/A
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
fixes pokemon AI still being active while inside the pokeball closes
#81669
## Why It's Good For The Game
fixes pokemon AI still being active while inside the pokeball
## Changelog
🆑
fix: fixes pokemon ai still being active when inside the pokeball
/🆑
## About The Pull Request
Basically, this means players holding cardboard cutouts will now assume
their appearance, just like for potted plants. Good for pranking.
I've had to tweak the tactical component and the waddling element a bit
to get them to work as intended while dealing with the multiple sources
of the waddling element.
## Why It's Good For The Game

## Changelog
🆑
add: Players holding cardboard cutouts will now assume their appearance,
just like for potted plants.
/🆑
## About The Pull Request
Rats are 5x less likely to decide to bite a cable
## Why It's Good For The Game
Way back when I converted rats to basic mobs, *something* went wrong and
rats bite cables wayyyy too often now - it's not uncommon to see a rat
has de-cabled an entire section of maint due to some good luck.
Funny but not how it functioned originally. I always intended to tone it
back down and just never got around to it.
## Changelog
🆑 Melbert
balance: Rats are now 5x less likely to decide to eat a cable when
idling. (1%, down from 5%)
/🆑
## About The Pull Request
Tin.

No more of this. It's been annoying downstream for the past few days, so
here's the fix. `find_this_thing()` should not be getting called when
`controller.pawn` is qdeleted so I just moved that check up a couple
lines.
## Why It's Good For The Game
Makes CI functional again. Tested downstream with 5 CI runs, the runtime
did not occur in any of them where it was happening just about every run
previously.
## Changelog
🆑
fix: fixes a runtime in AI search_tactic
/🆑
## About The Pull Request
fixes the flaky error that would happen in cleanbot controllers. i
discovered thru the profiler that a proc i was using to stop tracking
unreachable targets and caching them to a blacklist in selectbehavior
had a bit of a high real time cost, so if the mob got deleted midway
through for any reason would cause a runtime error. ive moved this proc
off selectbehavior and im instead letting the move loop cache this
target into the blacklist if it reaches the max pathing attempts
## Why It's Good For The Game
fixes a runtime that sometimes happens in ai controllers
## Changelog
🆑
fix: fixes a runtime that sometimes happens in ai controllers
/🆑
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**
## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared
## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.
### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.
Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.
Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.
Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.
**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.
### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.
This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.
This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.
### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.
- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.
Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.
Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!
All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.
### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.
Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.
In addition, all borgs and AIs can interact with the BRM for boulder
collection.
### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.
Mechs can also manually process boulders, similar to mining tools using
their drill.
### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:
- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.
### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.
### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.
### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.
### Misc notes
- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**
## Why It's Good For The Game
I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.
Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.
Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.
By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.
Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.
## Changelog
🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?
## Why It's Good For The Game
Cleans up some vestigial code
## Changelog
EDIT: Not player-facing.
## About The Pull Request
Makes it so that ai's recognize they're in a do_after after resisting,
preventing them from processing and interrupting the do_after while
they're in a condition that necessitates it. If it gets interrupted then
they'll process as normal, or if they finish they'll be free.
## Why It's Good For The Game
Monkeys can now resist things that they should've been, such as
aggressive grabs or cuffs, instead of having their ai completely freeze
when they're cuffed.
## Changelog
🆑
fix: ai can now tell if it is in a do_after for resisting and will not
interrupt it. monkeys also now don't freeze up when aggressively grabbed
and will resist out of those and cuffs.
/🆑

`find_potential_targets/perform` currently has a pretty bad self cost in
part due to it running a second "loop over everything in range" check to
find turrets and mechs. This doesn't drop it down by as much as I'd like
because it still needs `hearers`, it still shows up pretty high, but
this at least cuts out some unnecessary work.
Best case is likely to minimize work AIs need to do when there are no
players on their z-level, as there are a lot of calls from Lavaland.
## About The Pull Request
this pr integrates the bot path huds to ai controllers and move loops to
allow basic bots to display their paths in the hud.
also closes#80280 and closes#80330
## Why It's Good For The Game
basic bots now can display their path on huds
## Changelog
🆑
add: basic bots can now display their paths on huds
fix: medbots can research healing again
/🆑
## About The Pull Request

Fixes this hard del, caused by a del-on-death mob being qdeleted after
being victim to the monkey's attack. When a mob gets qdeleted, they
remove themselves from the blackboard.
Monkey code was then adding it back immediately after, resulting in the
hard del. Adds safeties to ensure that won't happen.
## Why It's Good For The Game
Less annoying CI failures
## Changelog
🆑
fix: monkeys will no longer cause other monkeys to get angry at the mobs
they just poofed by attacking
/🆑
## About The Pull Request
Consider this a continuation of
https://github.com/tgstation/tgstation/pull/80202

~~It seems I missed a few.~~
Edit: Modified per request to handle this more broadly. If a pawn gets
`qdel`'d, the ai controller should be set to off and get removed from
the list of active controllers, and all their actions should be
canceled.
Also adds some qdeleted checks to `finish_action()`, which can still run
after the pawn gets qdeleted as part of the `CancelActions()` chain.
## Why It's Good For The Game
Less spurious CI failures.
## Changelog
Nothing player facing really.
## About The Pull Request
The PR that added crabs said crabs are now small creatures, and will
hunt tiny creatures. However, their targeting strategy was
`our_our_smaller`, so a group of crabs ended up eating each other. This
PR creates a new targeting strategy, and applies it to the crab AI.
## Why It's Good For The Game
Puts an end to crabbibalism.
## Changelog
🆑
fix: Crabs will properly only target Tiny creatures
/🆑
## About The Pull Request
<details><summary>A bunch of the numerous CI issues </summary>


</details>
You can view the full list of them here
https://github.com/Skyrat-SS13/Skyrat-tg/actions/runs/7148986054/job/19470671408.
What seems to be happening is, the `ai_controller` `fire()`s, and at
some point the the `pawn` var has become null from qdeletion. Many of
the `SelectBehaviors()` procs make use of that var, and then try to
access it without any safeties whatsoever.
I believe it is mainly happening because of long `do_after()`s and other
procs that sleep.
This PR just adds those safeties. I probably didn't get them all, but
this should fix the ones I have seen in CI. There may be a better
solution to cover all future cases of this but I will wait on feedback
to proceed. See below comments:
---
I don't know if you would rather this to always be checked at the
controller level instead (or in `able_to_plan()` perhaps?) but I could
do that if it's wanted. I wasn't sure if there were certain things that
depended on `SelectBehaviors()` running for cleanup so I opted against
that.
On that note, shouldn't we just be qdeleting the `ai_controller` when
the pawn gets qdeleted? Is that not already happening? And if not, is
there a reason for it? That would probably be the best way to handle
it...
## Why It's Good For The Game
I would like to stop seeing so many random CI failures, wouldn't you?
## Changelog
🆑
fix: fixes some AI runtimes that were caused by the pawn becoming null
/🆑
<!-- 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. -->
closes#53931, #70916, #53931
## About The Pull Request
Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.
I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:
**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.
**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.
Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).
https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e
I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way
This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.
I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs
## Changelog
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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
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🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑
<!-- 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,
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches
## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor
## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months
medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑