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454 Commits
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df0e0811c2 |
Significantly increases stamina recovery on most effects that provide it (#83556)
## About The Pull Request Currently, stamina healing is a niche side effect on many drugs, besides a few effects (mostly heretic powers, an obscure side effect of some drinks) that actually contribute to a significant shift in gameplay style when you use them. In this PR I significantly increased the stamina recovery on almost every drug and some effects that provide it. Points of interest (not completely inclusive): Syndicate stimulants heal 12 instead of 5 stamina damage. This will bring you out of stam crit in two cycles, and let you heal out of the slowdown from the stamina damage from a baton strike. The current rate of 5 takes 5 seconds to heal out of stam crit, and the stamina reset takes place before you heal out of stamina damage slowdown. Bath salts heal stamina at the rate stimulants used to. Meth heals stamina slightly slower. Changeling adrenaline will instantly bring you out of stam crit if you're in it; otherwise, it will heal 10 stamina damage. Ephedrine heals 4 stamina per life, instead of 1. Being so drunk that you black out and give up your body to ghost control will make you heal stamina more quickly than an ascended rust heretic. You will also likely be dying of liver damage. ## Why It's Good For The Game At the levels they are set, most of these stamina healing effects have almost no effect on gameplay whatsoever except in the case of tanking a couple of extra disabler shots (only in the case of the high end drugs), or being able to do stamina consuming tasks slightly longer (breaking boulders, grinding with pestle and mortar, working out, ???). Adjusting these numbers would make these drugs an actual factor in combat situations that rely on stamina crit (stun batons, ebows, stamina damaging poisons and diseases). Most of the drugs already have side effects such as brain and organ damage, which in the current state hugely outweighs any reason to use most of them besides a few that give a movespeed buff or prevent baton knockdown (ephedrine, stimulants). This only affects stamina healing. There has been no change to any other interactions with things that knock down or cause any other kind of stun. These changes are in consideration of the fact that taking stamina damage puts you in a cooldown before you can recover your stamina naturally. Effects that cause steady stamina damage will bottom out your stamina the way they do now, unless you use something to heal it. ## Changelog 🆑 balance: Stamina healing has been significantly increased for most reagents and passive effects. /🆑 |
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4b8127a777 |
Incoming stamina damage while in stamcrit has diminishing returns applied (#83445)
## About The Pull Request After being put in stamcrit, future incoming stamina damage has "diminishing returns" applied*. The formula looks like `ceil(sqrt(amount of stamina damage) / 2) - times you have taken stamina damage in stamcrit`. This means eventually stamina based damage will do less than zero damage, and thus, not contribute to keeping stamcrit active. Very, very low amounts of stamina damage (such as from chems) contribute to DR 1/20th the amount. *_Note, this is not real diminishing returns because making it real diminishing returns would be pointless, you are capped to 120 stamina damage so 99.99% of the time you take stam damage while in stam crit you're already capped. This is just faking the effect._ In its current stat this means that a stun baton will stop being able to keep someone in stamcrit after the 5th hit, and a stock disabler will stop being able to keep someone in stamcrit after the 4th hit. ## Why It's Good For The Game Mostly just an experiment. I don't imagine it will shake up much about the baton situation in its current state. There's also no grace period after getting UP - so like you can just be stamcritted right after anyways. Maybe there should be one? Food for thought. And yes of course you can just space out your hits, you're not clever for thinking about that ## Changelog 🆑 Melbert balance: Taking stamina damage in stamcrit has diminishing returns associated, meaning you cannot be infinitely stamcrit. /🆑 |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## 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 /🆑 |
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108880a1e6 |
Sneeze Rework: Projectile Combat Edition (#83361)
## About The Pull Request Reworks sneezing. Instead of a range check that checks if you're facing someone, it is now a skill check https://github.com/tgstation/tgstation/assets/7501474/c11ffa16-9bd2-4ed1-8022-2094360657bc All sneezes shoot projectiles, but depends on the virus if they're infectious. Using the sneeze emote is the only method that doesn't shoot a sneeze ## Why It's Good For The Game I think the invisible infection mechanics are unfun. A lot of station dangers challenge your knowledge and mechanical skill, while viruses are gotten by being around people in a roleplay game. You can get a round seriously ruined if you walk past someone with a sneezing virus and don't immediately rush spaceillin or chemistry, which I don't think is mechanically interesting. Now if you get infected, it's a skill issue. Get good and dodge the sneeze Note that this is just one method of infection. I didn't touch coughing and airborne viruses, which do constant area checks and infect everyone around. I plan to, but not now. I'll probably make coughing do a cone or something, and ignore the airborne viruses since they can't be modified and are generally less broken ## Changelog 🆑 balance: You can now dodge sneezes balance: Infectious simple diseases that use sneezes now infect with sneezes and have lowered airborn transmission balance: Damageless attacks, projectiles, hugs etc no longer drain shields /🆑 - [x] Make sneezes shoot to your cursor so you can either intentionally sneeze on people or sneeze away from people if you react fast --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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167c55bed2 |
Sentient mobs can slowly subtract slime stacks by shaking (#83471)
## About The Pull Request Closes #82746 PR #77569 replaced the clone damage inflicted by slimes with a lingering damage over time effect which can be removed with water. This is all well and good for humans who can spray themselves with fire extinguishers, showers, or sinks... but most other mobs are not actually capable of opearating any form of equipment which can make them wet. This PR allows you to click on the debuff icon to shake the slime off slowly over time (15 seconds to fully remove the debuff). This is slower than the recovery time when wet. Dogs, Cats, and by extension, Felinids are better at removing slime because of their self-cleaning prowess (they're always licking weird stuff off themselves). This is rarely helpful if you're not a Felinid, because almost all cats and dogs have so little health that they will hit the minimum health threshold and lose the debuff anyway by the time they would be done. In the very niche circumstance that a sentient wolf is attacked by a slime they will appreciate this bonus. ## Why It's Good For The Game This was a replacement for slimes inflicting clone damage (I am not sure this even did anything for most simple mobs?) but essentially turned slimes into an automatic death sentence for most forms of mob without hands. Technically the slime debuff cannot kill you and stops if you are under 10 HP, but this is small consolation for most of these mobs which cannot heal themselves either. You are still probably going to take between 30-60 damage during the 15 seconds of removing slime from your body. ## Changelog 🆑 balance: Corrosive slime left behind after a slime fails to eat you can be scraped off with your hands, or shaken off in some other way, by clicking on the debuff. This is slower and less effective than washing it off using water. /🆑 |
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445ed08ce1 |
Adds Crutches to Medbay & Crafting (#83242)
## About The Pull Request Added crutches! Wooden ones can be made with wood. Medical ones can be bought from the medvendor. Crutches will reduce slowdown from missing a leg by 60%, and they will remove the limping from fractured bones. They're also a fairly decent bludgeon. However, they do nothing if both legs are cut off. Canes now also remove broken bone limping as well Changed the 'white cane' name to 'probing cane' to better reflect its function. Shuffled some wound and mob code around, added signals for limbless slowdown and limping. Crutches make you waddle. SPRITES BY XHORIAN!!!!!!!!!!!!!     ## Why It's Good For The Game > Added crutches! Wooden ones can be made with wood. Medical ones can be bought from the medvendor. > Crutches will reduce slowdown from missing a leg by 60%, and they will remove the limping from broken bones. They're also a fairly decent bludgeon. However, they do nothing if both legs are cut off. Currently there's no way to abate slowdown from a missing leg except getting on a vehicle, which I think is pretty lame. What if all the doctors are busy, missing, or dead? What if medbay is a hole? A crutch helps make up for the loss at the cost of a hand slot. > Changed the 'white cane' name to 'probing cane' to better reflect its function. 'White cane' was undescriptive. > Shuffled some wound and mob code around, added signals for limbless slowdown and limping. I dont know where to put the friggin signals ## Changelog 🆑 Carlarc, Xhorian add: Added crutches! Wooden ones can be made with wood. Medical ones can be bought from the medvendor. add: Crutches will reduce slowdown from missing a leg by 60%, and they will remove the limping from fractured bones. (canes do that now too) They're also a fairly decent bludgeon. However, they do nothing if both legs are cut off. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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249df48116 |
Deletes handle_random_events, saving us from 1 whole proc call in Life (#83421)
## About The Pull Request Dumps `handle_random_events` in the bin, giving us one less proc in `Life`, that's a free proc call optimization baby. Replaces its only implementation with a status effect conditionally applied when gaining / losing tox dam. ## Changelog 🆑 Melbert refactor: Refactored the way high toxins cause you to vomit. /🆑 |
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154837240d |
Rust Heretic rework: THE PUKENING. (#83006)
## About The Pull Request Turf rusting is now based on knowledge instead of RNG; toxic damage on spells has been replaced with disgust; rust walkers are a bit easier to summon and show up early in the tree. Rust ascension spread has been massively increased and immunities while on Rust have been updated. ## Why It's Good For The Game This is a massive list of changes, but the tl:dr is Rust heretic design is pretty barebones and dated in its current state. I'm going to try my best to explain why that is and why it needs to change. ### RNG on rusting is bad **Problem** : quite a lot of turfs cannot be rusted, and reinforced turfs rusting is tied to RNG, the emergency shuttle floors are also unrustable, making an ascended heretic not threatening at all to an escaping crew. **Solution**: Heretic rusting prowess is now tied to knowledge progression; reinf wall rusting is no longer tied to RNG; the emergency shuttle is now rustable if you have accrued enough knowledge. **Explanation** : I've been adopting the code from a previous PR that sadly didn't make the light of day. Link: https://github.com/tgstation/tgstation/pull/65361 The goal is to have Heretic rusting be more consistent, so that if you ascend the shuttle is no longer a safe refuge. **Grasp Of Rust**: Basic floors and walls. **Mark Of Rust**: Reinf floors and walls (takes 3 applications of rust to fully destroy). **Toxic Blade** Titanium and Plastitanium( still takes 3 applications of rust to destroy). **Ascension**: almost everything save for admin walls, glass, and silver. ### A territorial antagonist with no tools to defend its turf **Problem**: Rust heretic is forced into a territorial playstyle, but it's heavily diminished by rusted turfs not having any negative effect on the crew whatsoever, Toxic damage on plume and blade is also kind of bad and has no synergy with the rest of the kit. Lastly, while fitting to the theme of Rust; mark detonation destroying clothes and items can end up being more harmful to the heretic, as destroying a secoff's flashbang will result in you getting stunned and killed. **Solution**: Rusted floors are no longer safe for the crew; walking over Rust will add a small buildup of disgust, silicons will receive ticking damage, Toxic damage on Rust skills has been replaced with disgust buildup and a chem purge effect to prevent the crew from cheesing the debuff with sol dry. **Explaination** "The goal behind this change is to prevent the crew to just be able to walk willy nilly into an eldritchly decayed area without repercussions, plus I feel like disgust is a fitting debuff for Rusties for a number of reasons. 1) Lore wise, your goal is to turn the entire station into a garbage dump. 2) It fits for fighting a territorial antagonist, it's not immediately threatening on its own, but if you overstay your welcome, it has dire consequences. 3) We don't really do much with disgust as a status effect, far as i know, this'll be the first iteration of it being used for an antagonist toolset. 4) It gives reason to the crew to act hostile towards the Heretic, as you are essentially making their work area inhabitable. I've also Slightly increased the healing on leeching walk and gave it some minor temperature regulation (you won't be able to outtemp space cold). ### Rust Walkers **Problem**: Rust walkers might as well not exist in their current state; they are one of the latest heretic unlocks, and the recipe for summoning one is INSANE now that you cannot decapitate mobs anymore. **Solution**: Rust walkers pop up a bit earlier in the tree; the ritual to summon them has more reasonable reagents (wires, pools of vomit, iron sheets) and they have increased health. **Explanation**: : There is not a lot to add to this. without walkers, Rust heretics are fairly slow at spreading rust, by making rust walkers have reasonable summoning reagents, we ease that problem; lastly i've slightly bumped their hp, as i felt 75 hp was a bit low. ### Underwhelming ascension **Problem**: The spread rate from the ascension is downright ATROCIOUS in its current state, i actually ran multiple tests on different maps, on Metastation it can take up to 40 minutes for the rust to spread to the entire station, considering an ascended heretic results in an immediate shuttle call, it's unecceptable in its current form. Solution: Rust spread is now a hybridization between old ascension and Wizard tranformation ritual. **Explanation**: The spread rate in its current form is painstakingly slow and has a tendency to reach one corner of the map and compound on itself, i've borrowed the code from the wizard final ritual "transformation" and gave it my own spin so that given enough time it will cover the station more or less evenly, it can now spread through all z levels. Video example: https://www.youtube.com/watch?v=jZ5zMrNM6Jw I've also updated the immunities you gain on ascension to ignore slowdown and stasis from Cryogelidia. The whole point of rust ascension is to become immune to crowd control, i've seen far too many ascended heretics die to a single bola or cryo syringe, that's pretty lame so i fixed that. Lastly, aggressive spread has had its radius reduced in exchange for the spread being consistent now; cooldown is also halved when you ascend, to better help the heretic go on the offensive. |
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7499b84c9e |
Protects space spawned humans from radiation nebula (#83202)
Fixes #80864 When a mob is spawned in space in a nebula, they get 1 minute of radiation immunity. Ninja is the main one, but it'll also apply to other space spawned mobs (lone nukie, space changeling?) This only works for dynamic spawned antags. If an admin forces ninja through an event, it doesnt work  🆑 fix: Space Ninja and other space spawned antags get a 1 minute radiation shield in the radioactive nebula /🆑 |
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11843651f5 |
Allows status effects with alerts to display their duration (on the alert), adds it to a select handful (#83211)
## About The Pull Request Plainly: Expands the status effect API so their alerts can showcase duration remaining. https://github.com/tgstation/tgstation/assets/51863163/02eaad84-ebb7-4af9-9895-977c6e71acc4 ## Why It's Good For The Game I figure there are some status effects out there which really want the player to know how long the duration is. And right now, for 95% of them, you have to code dive to find out. This is rather punishing for players who... don't code dive. At the same time, there are effects which *do* tell you how long they last, which leaves it up to the player to intuit when it'll run out. This can get a bit silly during lag, and again, punishes new players. That's not to say I think every status effect should report how much duration is left: **For very common effects, like sleeping, it should be left up to the player to guess.** Otherwise we lose a lot of paranoia and feeling of helplessness. (Also keep in mind this only applies to status effects with alerts associated.) Hence why I only added it, largely, to the more "gamified" buffs and debuffs - Things from (generally) one or two sources and with a static duration, (or things which already informed the player how long they last). Notable ones include Fleshmend, Convulsing (from emag defib), Regen core. ## Changelog 🆑 Melbert qol: Some alerts, such as Fleshmend's, show their remaining duration on their icon. /🆑 |
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ca2ff33292 |
Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
## About The Pull Request ### Changes Fitness skill to Athletics skill; Removes the sprite growth as the only meaningful reward Basically just a rebranding so that it is more broad in its concept. It isn't just about peak physique. It's about how you can apply it too. Reaching Legendary rewards you with the Golden Gloves. ### Boxing Overhaul I started it in this pr here https://github.com/tgstation/tgstation/pull/80635 But this is a more significant overhaul of boxing from the ground up. Namely, it now is majorly influenced by the Athletics skill, and also more thoroughly aligns with conventional punching in its current state. However, a major component of this is that boxing's breadth of mechanics is only relevant when used against another boxer. Non-boxer targets are only ever going to get smacked by a stamina punch, as it is currently (and more or less the same values too). Additionally, boxers cannot punch someone who is either unconscious or in stamina crit, so it can't be used to maintain stamcrit. - Boxing now has a One-Two Punch mechanic. Swapping between the left and right mouse buttons to punch and maintaining this causes every second punch to do more damage (to boxers). Breaking this chain by punching with the same button twice will cause you to lose damage (against boxers). - Boxing now can have crits occur below 50 stamina damage (against boxers). However, to knock someone out clean, the target must be staggered from a previous crit first. (Or I guess be staggered at all, maybe their shoelaces were tied or something). Crit probabilities are determined by adding your Athletics probability skill bonuses to your unarmed effectiveness, and then reduced by the targets own Athletics skill bonuses. It is hard for two athletes to knock each other out in one blow. It is trivial for a legendary boxer to knock out a novice in a single punch. Cybernetically enhanced boxers are dangerously effective at boxing. - Boxers can block other boxers by using throw mode, but the chances of doing so is based on Athletics skill bonuses. A successful block causes the attacker to take stamina damage (as does the blocker, but less so). - Participating in boxing increases the Athletics skill. Your gains are probably slower than normal training, but you at least get some reward for doing so. Only relevant if your opponent is a boxer. Get a sparring partner! ### Evil Boxing (Admin Only) So this is all well and good, but what if you're a scoundrel with no care for the other person in this equation? Well, that's where Evil Boxing comes in. Evil Boxing has absolutely no restrictions at all, and can freely use its boxing abilities against anyone. Even non-boxers. You can even grab people! Wow, what a scumbag. I bet you even king hit people. Thankfully, only an admin can make you into an Evil Boxer. ### Strength and Stimmed Mutations now benefit Exercising and Boxing (against boxers) Both mutations have a flimsy increase to instability of 5 because of how incredibly particular the bonus is. Strength now reduces the amount of stamina damage inflicted via exercising by half. Strength also adds a +2 damage bonus on boxing punches while boxing against boxers (this doesn't influence normal unarmed attacks whatsoever, or boxing against nonboxers). Obviously, evil boxers just get this benefit against everyone because they're knaves. Stimmed increases the duration of the exercised status effect by one factor. (That is, if you have no other modifiers, it will double the duration on its own) ## Why It's Good For The Game @Jacquerel was racking their brain trying to come up with an alternative to the skill rewards of Fitness. At the moment, sprite growth is not only a really bad bonus (it does literally nothing but make you big, and thus is actually a detriment due to how intrusive sprite size is with interaction, and plays weird with other sprite changing effects), but isn't really all that interesting for all the effort put in. Problem is, how do you make Fitness meaningful without making it a powergame mechanic? Simple! You make it applicable to a really niche, self-contained but still utilized game mechanic that is engaging to participate in and makes you meaningfully very good in it. AND scratches that power scaling itch that many players have. Boxing is reasonably self-contained as is, but pretty bland due to how old it is. While maintaining that self-contained nature, I hoped to expand the interactivity of boxing a little bit by giving it a small mini-game in of itself. And also introduce ways to simulate the idea of boxing a bit better. The idea of being an Evil Boxer is funny. For every Rocky, there is a [Insert Rocky Villain Here that isn't Creed]. But in this case, it's probably some Syndicate douchebag looking to punch clowns into a coma and inspire the mime to take up shadowboxing in revenge. ## Changelog 🆑 add: Replaces Fitness with Athletics; same skill, but now more specifically applicable to boxing. add: Athletics does not increase sprite size. balance: Overhauls Boxing to add a lot more depth to the interactions. Only applicable to other boxers, however. You can still punch the snot out of non-boxers though. But only up to stamcrit or unconsciousness. No hitting someone who can't fight back! balance: Adds Evil Boxing, which is the evil and fucked up version of boxing that you kill people with and are allowed to flout the sacred rules of boxing as you please. Everyone is a victim! /🆑 |
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3af37616c9 |
Water tiles now put out burning atoms (#82735)
## About The Pull Request This adds a new "watery tile" element, currently used for (you guessed it) water turfs. This makes a tile extinguish any atom that passes through it. It also makes mobs wet!  This required a minor amount of under-the-hood work regarding firestacks. Essentially, they now get put out when the atom-level `extinguish()` proc is called, as they are now receptive to the `COMSIG_ATOM_EXTINGUISH` signal. ## Why It's Good For The Game It makes sense to me! If I was playing another simulation game and dived into a pool of water on fire, only to remain on fire, I would be very confused and disturbed. Also, it's good for immersion. Get it? Like, because water tiles also have the immerse element? ## Changelog 🆑 Rhials qol: Water tiles now extinguish fires on items and people. /🆑 |
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c403a6eccc |
Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. |
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9723b4b317 |
Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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192800247f |
Small Social Anxiety Fixes (#82387)
## About The Pull Request - Speech filters from speech impairments don't apply unless they actually change the message - Psicodine properly stops stutter ## Changelog 🆑 Melbert fix: Psicodine helps Socially Anxious people again (as does signing) fix: Speech effects such as stuttering no longer applies its TTS filter if the resulting message doesn't actually change the message /🆑 |
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7685f0a2b4 |
Makes Social Anxiety stuttering a lot less harsh (#82313)
## About The Pull Request Social Anxiety was doing a lot of jank things with stuttering so I replaced it I added a new subtype of stuttering specifically for it which scales a lot better (IMO)  I haven't tested this with TTS but it should work the same as normal stuttering now Also this effect will stack with normal stuttering, which is either the funniest thing ever or a complete disaster. You decide ## Why It's Good For The Game I think some bugs arose from the way we (I) did social anxiety, especially in the wake of TTS so I'm here to resolve them Now it should be a lot less full tilt, since we no longer use the same stuttering probabilities for "being hit by a bomb" as "one person is standing next to me". ## Changelog 🆑 Melbert qol: Socially Anxious people should be able to talk a bit more clearer while still maintaining the stuttering "charm" /🆑 |
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191b5b3df1 |
Eye of God Update: Loads of QoL, and makes it somewhat more useful to have permanently grafted to your face. (#82053)
## About The Pull Request The eye of god now protects from the madness inducing effects of supermatter crystals and singularities. This trait is shared by the meson night vision goggles (which this is a better version of) The Scan ability has been refactored into a pointed spell. The Scan ability has a lower cooldown of 35 seconds. Scan now gives an advanced health scan readout of the target. Scanning someone alerts the target as to who is responsible, rather than being completely silent as to the culprit (much to the annoyance of anyone who is victimized by someone using this on them) The status effect that was called Stagger (not Staggered, which is separate) is now called Rebuked. Rebuked applies a x2 action delay cooldown, rather than x1.5. ## Why It's Good For The Game The eye of god is generally viewed as not particularly useful. Sure, it is a night vision meson without the flash vulnerability, which is nice. But it wasn't seen as a terribly exciting tendril drop. The scan power is so underwhelming, most people do not actually know what the effects of it are. It largely is only useful for fighting megafauna, since the stagger effect typically matters more for their cooldowns than other monster cooldowns. And even then, not by much. The action cooldown effect on anything else isn't often understood or felt by both victim or user. So, the vast majority of the time, miners use it to troll people by, and I am quoting one player who was witness to me doing so to a particularly annoying Head of Security, 'pissing on them' by making them glow yellow. Someone else described it as a 'miner's jarate'. You get the idea. I changed the highlight color to red to avoid this crude comparison. And also, I've made it more obviously an attack when someone uses it on you AND you now know who used it to begin with. And on top of all this, I've given the eye of god both useful utility and a bit of a power boost to encourage miners to actually stick the fucking thing into their skull. I think miners will appreciate health scanning bosses in particular, something you normally can't do in the middle of a fight with one. ## Changelog 🆑 qol: The eye of god now protects from the madness inducing effects of supermatter crystals and singularities. This trait is shared by the meson night vision goggles (which this is a better version of) refactor: The Scan ability has been refactored into a pointed spell. balance: The Scan ability has a lower cooldown of 35 seconds. balance: The Scan ability now gives an advanced health scan readout of the target. balance: Scanning someone alerts the target as to who is responsible, rather than being completely silent as to the culprit (much to the annoyance of anyone who is victimized by someone using this on them) code: The status effect that was called Stagger (not Staggered, which is separate) is now called Rebuked. balance: Rebuked applies a x2 action delay cooldown, rather than x1.5. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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53daa4e6b7 |
[No GBP] Fixes slow slime feed (#82284)
## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 |
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b20c982404 |
Converts slimes to basic mobs (#82176)
## 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 /🆑 |
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21d72c49c0 |
Blocks (most instances of) screen elements from entering base atom /Click (#82236)
## About The Pull Request Fixes #76495 This PR prevents (most) screen elements from running base `/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend. (The only exception I found to it was the cursor catcher for scopes.) Why? Most, if not everything in `ClickOn` is considered "in world" interacting. It abides by `incapacitated`, runs `faceAtom`, etc. This means, currently, you can "interact" with screen elements using in world elements. For example, TK-ing / pointing a gun at your mood face. Right now this affects very little, but there is a large potential for errors. All you have to do is forget a sanity check in `afterattack` and suddenly you have an item that can affect your screen objects. The only example I found was the `/item/godstaff`, which can color some of your screen elements. But there may be more. Like guns. Note: Many, many screen elements ALREADY do not fall down into atom click. They simply don't call parent. Which is totally fine. I am just ensuring ALL* screen elements do not fall down into atom click. ## Changelog 🆑 Melbert fix: Blocks mobs from trying to "physically" interact with some of their hud elements, such as using Telekinesis or point a gun at your mood meter. /🆑 |
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a8fc9cf7e2 |
Makes Bioware into Status Effects because they're just Status Effects but their own datum (#81989)
- Refactors `/datum/bioware` -> `/datum/status_effect/bioware`. - Literally everything bioware datum does is done by the status effect API, including handing dupes / unique keys - Tallies all blackbox surgeries done rather than just nerve splicing |
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ca537ce829 |
Ice cream now gives a chilling food effect (plus small food haste buff) (#81719)
## About The Pull Request We have a `crafted_food_buff` in the code meant for specific food buffs (and perhaps one day, debuffs) that has gone unused ever since it was created during the 'Foodening' PR. Anyway, yeah, this PR takes the fire step to implement it with ice cream and other frozen treats. Frozen treats (all food found in the `food/frozen.dm` file) have it by default. Other ice cream holders such as waffles cones (and now regular waffles too!) can aquire it when filled with ice cream. Using the ice cream vat also adds the 'Chef Made' trait now, which is required for food effects to happen. Also very slight food effect refactor. There's no need to have five different alert screen objects when only have to switch icon states. This PR also adds an action speed modifier to the generic 'haste' food effect. I'm confident the original creator would have done that too, but action speed modifiers aren't as well-known. ## Why It's Good For The Game People tend to make one feature, call it a day and then move on to the next. Food effects are nice, however they're barely implemented, and I don't like food being all the same-ish in the end. ## Changelog 🆑 add: Ice cream and frozen treats now have a chilling effect. add: You can add a scoop of ice cream on waffles. balance: added an action speed modifier to the generic food haste effect (you do things, and not just run, an itsy bitsy faster) /🆑 |
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405d369694 |
Crushers and PKAs: Coop Upgrades (#81940)
## About The Pull Request This PR makes 2 changes, one to the crusher and one to the PKA Crushers: Their projectile no longer overrides eachother, so a mob can have the blue bubble from several crushers. Triggering it will only trigger the one that you own, so each player has to go hit the mob to strike. PKA: Fixed the minebot passthrough upgrade, and also adds a human passthrough upgrade. They are incompatible with eachother, so you choose between solo+minebot or coop, which is a compromise I thought as a better alternative to taking mod space (the minebot passthrough currently takes none). This upgrade is available solely at the mining vendor, for 750 points. ## Why It's Good For The Game The new mining has been great, and one thing I love is that it encourages more coop play. Excavating boulders with other miners is much more engaging and has good teamwork in it, and also is a good way to encourage miners to stick together more and even fight megafauna in pairs. This hopes to make that easier to do, because currently having anyone with a crusher is sort of a detriment to the whole team. Either the PKA dude will accidentally shoot the crusher user while they're going in for a melee kill, or 2 crusher users will be constantly erasing the mark of the other. This will hopefully make that aspect better, and make mining with friends a little better. ## Changelog 🆑 balance: Crusher marks no longer overwrite eachother, fauna can have one from each crusher. balance: Ash drake's crusher trophy no longer affects people the same faction as you (like hiero trophy), so you won't friendly fire people with it. add: Added a new upgrade: Human Passthrough. You can shoot your PKA without having to worry about friendly fire with this, for 750 mining points at your mining vendor. fix: Minebot passthrough upgrade now properly makes PKAs pass through minebots. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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00525f97f4 |
Basic Mobs Can Now Get Wet (and can therefore clear the slimed status effect) (#81927)
## About The Pull Request
A year ago in #73601 (
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ef714c1c34 |
Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request I was looking at screenshots of the game and realized we had a lot of light sources that were really... flat. Medium intensity, not colored at all, cringe. So I went over all the uses of overlay styled lighting (since I've done matrix lighting already) and gave them more unique features. Colors that match the sprite they're used with, intensity to produce vibes, that sort of thing. It's kinda impossible to go one by one cause there's a LOT. I may have gone a bit overboard with a few, I'm messing around with some things like giving bots colors based off their department, etc. We'll see how this all turns out. Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a bit too present to me so I dropped the alpha down from like 200 to 120 at max (so it's roughly half of the mask's alpha so it's less overwhelming ## Why It's Good For The Game Lighting should be impactful, subtle and colorful <details> <summary> Old Lights </summary>           </details> <details> <summary> New Lights </summary>           </details> ## Changelog 🆑 add: Tweaked the saturation, color and intensity of a bunch of lights /🆑 |
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c85f84245d |
Fix love not working right before Valentines day (VERY HIGHI priority) (#81440)
## About The Pull Request The parent new call is what handles showing the alt appearance to the mob So we add the alt appearance to our date, try to show to any mob, it fails (there is no seer), then set seer Fixes this by fixing the order ## Changelog 🆑 Melbert fix: You can once again see love on Valentines Day /🆑 |
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815c7913d7 |
Adds fire ants as a chem (#81214)
## About The Pull Request Adds fire ants as a chem. They work pretty much exactly the same as normal ants, but they deal roughly 2x damage. Also mildly cleans up whatever ant code I touched ## Why It's Good For The Game Doesn't really make sense that when you scoop up an anthill of fire ants, you get a beaker full of normal ants. It's honestly an injustice. Also, new flavours for the bartender and chef to work with are always nice. ## Changelog 🆑 add: Fire ants can now be scooped up and used as a chem like normal space ants /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> |
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d9243d1016 |
Refactors fire overlays once again to make it not get stuck so often (#81367)
## About The Pull Request Maybe finally fixes #77701 A big reason why this kept happening is because fire uses standing overlays. But fire isn't managed by mobs anymore. Meaning in some situations, fire can cease to exist but the overlay can still be on the mob. So it gets stuck. So like, why use standing overlays anymore? We can just hook `update_overlays` signal. Isn't that neat. ## Changelog 🆑 Melbert refactor: Fire effects get added to mobs in a different way now. Maybe it will get stuck less. Report any oddities. /🆑 |
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aa9caef0ed |
Fishing hook and reel line tweaks (also qol for the fish bounties) (#80599)
## About The Pull Request This PR includes a series of small changes and additions to hooks and reel lines, as well as the aforementioned bounties. My objective here is to make the (base) hook and reel line feel more useful. Ditto with a few other things. Here's the list of changes: - Almost all fishing rods come with a hook and reel line pre-installed. The rod from the fishing toolbox comes with separate hook and reel line. - Without a hook, you cannot fish. Without a reel line, the cast range is reduced (from 5 to 3). - Fishing with a reel line installed provides a mild boon to completion speed by default. - The sinewy reel line (craftable from lavaland mobs) can now be used to fish on lava / liquid plasma, but it's a bit stiff and gives a mild malus to completion speed. - Unlike other hooks, the rescue and jawed hooks now allow you to cast a line and reel in living mobs too, not only items. They even get a status alert they can click to un-snag themselves, or move away far enough to achieve the same effect. - Master fishing rod buffed. It now comes with a flexible reel line and weighted hook pre-installed, and can be cast further than other rods. - On top of that, the jawed hook will slow down living mobs snagged by it and is a bit harder to remove. - when casting a line, it will now show the icon of the current hook as projectile, not a generic one. - Reeling now correctly checks movement resistance and anchorage. - Reeling an object (or a mob) now plays a sound. Ditto for installing/removing slotted items. - A few balloon alert feedbacks. - Minor code improvements. - The jawed hook should look a smidge sharper. - reel lines are now small items. ## Why It's Good For The Game The base hook and reel line didn't do anything begin with, and you would do just fine without them. In the end it's just a bit unintuitive for them not to be a requirement. Beside that, it makes sense for the rescue hook to be able to snag mobs, so they may as well be used to drag people out of lava or liquid plasma. As for the jawed hook, it always felt to me a bit underwhelming and a bit of a filler I had cooked up on the moment. It really could have some 'tactical' utility in virtue of being one of those niche black market items. ## Changelog 🆑 add: Most fishing rods come with a hook and line preinstalled. Fishing toolboxes come with separate reel and lines as usual. balance: Fishing hooks are now required to fish. balance: Without a reel line, the range of fishing rods is reduced by two tiles. Conversely, having one installed gives a mild buff to the minigame completion speed. balance: The craftable sinewy reel line can now be used to fish on lava or liquid plasma, but it's a bit harder to use. balance: The rare-to-find-in-maintenance master fishing rod now comes with a flexible line and weighted hook preinstalled, and has better range than other rods. balance: Fishing reel lines are now small enough to fit pockets. add: The rescue and jawed hook can now snag and reel in mobs, not only items. The jawed hook also slows down when applied, a la beartrap. qol: Fish bounties now accept filled (stasis) fish cases. qol: Several balloon alerts for fishing rod interactions. fix: Reeling in items (and mobs) now respects movement resistance and anchorage. fix: Fixed the fishing rod equipment UI being too small to fit its components. sound: Reeling in something now plays a sound. /🆑 |
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68677dc721 |
Disarm refactor, plus shoving people with shields (#80123)
## About The Pull Request I wanted to add the ability to shove people with shields by right-clicking your target, just like how it works barehanded. This also required a solid refactor of disarm code, effectively bringing down the core of it to `mob/living` from `mob/living/carbon` or `mob/living/carbon/human`. This also means you can shove simple mobs inside closets, bins and on tables. Xenos and borgs are pretty much immune to regular disarms, but using a shield will work (borgs and royal xenos are immune to the knockdown). The riot shield armor has been balanced. It now tanks melee attacks pretty well, but will break against bullets in just about 2 to 4 hits depending on the bullet damage. I've always found the lack of sturdiness of the riot shields for what they're supposed to be good for a bit detrimental. Because I've refactored an item flag into a trait, I've had to add a new MOD module that grants protection from shove knockdown and staggering; found pre-installed in the administrative MODsuit, but I've also added it to the black market to make it cooler. You can bash people with the strobe shield on combat mode. ## Why It's Good For The Game Currently, shields are simply items that take a held slot in return of some block chance without being anything special, save for the strobe shield's integrated flash I guess, but are also a botherance as most crumple under the duress of less than half a dozen attacks. Meanwhile swords and other weapons with blok chance just don't care. TL;DR, I want them a bit more remarkable, and flexible as a tool. Of course, this ended up in a larger refactor because the right-click / disarm code was inconsistent. ## Changelog 🆑 add: Shields (and pillows) can be used to shove people around the same way barehanded right-clicking does. Xenos and borgs can actually be moved this way. add: Added a new MODsuit module, the bulwark module, which prevents knockdown and staggering from shoving, and getting pushed away by thrown objects. Inbuilt for the safeguard MODsuit, but one might also it in the black market. refactor: Disarming has been refactored. You can now shove simple critters onto tables and into bins and closets balance: Shields now take their own armor values and the armor penetration of the attack they blocked when damaged. This means shields are a bit sturdier now. balance: Riot shields can tank a lot more damage against melee weapons, but less against bullets. qol: strobe shields can now be used to bash people while combat mode is on. /🆑 |
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00c4a882e4 |
Fake Virus doesn't affect virus immune mobs (#80447)
## About The Pull Request Fake Virus random event won't pick Virus Immune mobs. Plus some code cleanup. ## Why It's Good For The Game Feeling a virus when you can't feel a virus makes it pretty obvious what's going on. ## Changelog 🆑 Melbert fix: Crewmembers immune to viruses won't be picked by the fake virus event. /🆑 |
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536381d308 |
Fitness rebalance and improvements - mood, fireman carry, and longer workouts (#79584)
## About The Pull Request So after getting feedback on fitness I've decided to make some balance changes: - ~~Every level of fitness now increases max hp. At max legendary fitness, all the hp bonuses combined results in a total of +25 max hp~~ - Fitness now decreases the time it takes to firemany carry by 0.33 seconds per level. (At max fitness, this means a decrease of 2 seconds) - Exercise status effect triggers the exercise mood event and goes away when the exercise status effect is gone - The better your fitness level, the more happiness you gain from the mood event - Decreased the fitness timers and effects by half and tweaked a few other values - Increased the nutrition cost of working out - Removed doubles metabolism exercise effect I'd also like this test merged to see if anymore minor tweaks need to be made. ## Why It's Good For The Game Fitness effects on gameplay were pretty underwhelming. This was deliberate since there is a concern about prisoners being able to abuse it in quite a lot of scenarios. ~~Adding a small boost to max hp is nice given that the downside is a bigger target.~~ Another problem was that the double metabolism rate resulted in a lot of the diet effects being metabolised before you could convert them into exercise gains. So this was removed. People would also hit their bench max rather quickly and then spend a long duration sleeping. Ideally I wanted people to spend more time working out than sleeping, so I halved the duration values so it takes them longer to achieve maxxing out. ## Changelog 🆑 balance: Fitness level decreases the time it takes to firemany carry someone. Fitness level determines how much of a positive mood the workout grants. Working out is now more difficult and requires more nutrition. balance: Exercise no longer triggers double metabolism. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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54ab1e3936 |
Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- 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 <!-- 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. --> 🆑 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, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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ca2b8db3e6 |
Fixes? / Removes stagger shoving animation on corpses. (#79985)
## About The Pull Request Appears to have been intended, but I'm guessing its scale and time were not. ## Why It's Good For The Game Shoving dead bodies was causing them to spasm for longer than described and frankly made it obnoxious both judging whether or not you were dealing with a dead body and clicking on them after doing it (which should probably be redundant with a dead body.) ## Changelog 🆑 del: Stagger animation no longer fires longer than it should on dead bodies or on dead bodies period. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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274eb2a52e |
Removes Clone Damage (#80109)
<!-- 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 Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- 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. --> ## 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. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- 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. --> |
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5a905d8680 |
Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis (#80032)
## About The Pull Request ### Cogitandi Fidis Creates a holy violin that gives an analysis of songs played on it. This lets you check how long the song is for final effects, to make sure they trigger without the hassle of trying a rite with a song until you get one that works. 20 Favor, looks neat too! ### Portable Song Tuning Rite to empower an instrument with the ability to invoke specifically song tuning rites, 5 charges before you need to go back to a proper altar. Helps a chaplain stay on the move, since songs are interruptable and sometimes an altar can be incredibly far. 10 Favor for 5 charges. ### Illuminating Solo  New free invocation that lets you light up the way with your music! The finishing effect applies a weaker glow to all listeners for a minute. ### Other Misc Changes The threshold for getting a final effect on a song is now lower, 220 -> 170. As a reminder, this threshold is lines * tempo. I think the threshold was simply too high ## Why It's Good For The Game Changes were made from https://tgstation13.org/phpBB/viewtopic.php?f=10&t=35381 statistics and feedback about sects. I think, overall, Festival Sect is in a very good place and doesn't need a whole lot but a few rites that help with a quality of life would really cut down on the amount of time a chappy is spending doing nothing but running allllll the way back to the chapel to load up some new songs ## Changelog 🆑 add: Festival Sect has 3 new rites: Cogitandi Fidis, Portable Song Tuning, and Illuminating Solo. balance: lowers threshold for triggering a final effect. Consult your Cogitandi Fidis for more information /🆑 |
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f8b41f9442 |
Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request I've stumbled across this enough to finally go through the entire codebase and fix it. I left out changelogs simply because rewriting history logs is bad. ## Why It's Good For The Game I find it pretty annoying because I stumble across words that are misspelled for a few seconds, and I'm likely not the only one who feels like this. Less spelling mistakes in code are better. ## Changelog 🆑 spellcheck: Occurrences of "recieve" has been changed to "receive". /🆑 |
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16d274e7c3 |
Fix typo in spacer negative moodlet (#80036)
## About The Pull Request Fixes a typo in one of the spacer quirk's negative moodlets. ## Why It's Good For The Game Typos aren't good. ## Changelog 🆑 spellcheck: fixed typo in one of spacer's moodlets /🆑 |
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c00f7d53a3 |
The Inversenning : Superior Healing Medications (#79342)
Introducing new inverse reagents for existing superior healing medications! This push includes... **Benzoic Acid** : Inverse of Salicylic Acid. Robust fertilizer that provides a decent range of benefits for plant life. **Oxymetholone** : Inverse of Oxandrolone. Anabolic steroid that promotes the growth of muscle during and after exercise. **Bamethan** : Inverse of Salbutamol. Blood thinner that drastically increases the chance of receiving bleeding wounds. **Pendetide** : Inverse of Pentetic Acid. An unusual bioradioactive drug that purges basic radiation healing chems. Also increases the severity of radiation poisoning. **Hyoscyamine** : Inverse of Atropine. Heals heart and stomach damage, and slowly removes minor toxin damage. **Ammoniated Sludge** : Inverse of Ammoniated Mercury. A ghastly looking mess of mercury by-product which causes bursts of manic hysteria. **Inreziniver** : Inverse of Rezadone. Makes the user horribly afraid of all things related to carps. This is an effort to add more variety to the existing inverse reagent system within chemistry. Not only should this variety serve to provide additional options for a Chemist to experiment with, they should also broaden the possibilities for already existing strategies. |
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ef52047274 |
[READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things (#79721)
## About The Pull Request ### Tackling Outcomes Tackling now determines success based on outcome categories. These are derived from the typical attacker/defender roll that would have previously determined the outcome on its own. A negative roll results in a negative outcome, a positive roll a positive outcome, and a result of exactly 0 resulting in a neutral outcome. The result of your roll are then passed along to the relevant proc to determine severity. The derived roll is multiplied by 10 (or -10 for the negative roll to get a positive value to roll with). Then we see if our final roll fits a severity bracket. Negative outcomes will roll to determine their outcome, and potentially could roll a less severe outcome than what our first roll would suggest. For positive outcomes, the defender's melee armor reduces the severity of the outcome. For negative outcomes, the attacker's melee armor improves the potential outcome and at least prevents more severe backlash. It'll still be negative, you can't move from a negative outcome to a positive outcome just from good armor. Most of the outcomes are fairly similar to the current outcomes, but with the inclusion of staggering one or both parties to make the subsequent potential grabs _stickier_, if that makes sense. Neutral is now a mutual stagger, but also the tackler being left upright. It's effectively net zero. ### Blocking Blocking is checked on impact, and results in a neutral outcome if the defender successfully blocks. This means our tackler isn't too severely impacted from an unsuccessful tackle ### Additional Changes Your arms ``unarmed_effectiveness`` now contributes to the attack mod and defense mod of tackles. For humans tackling humans, this often results in a net neutral result. But if you have a better arm, or the tackle target has worse arms, this can alter the outcome significantly. Any tackler with the trait TRAIT_NOGUNS (like bezerkers, Sleeping Carp users or the very unlikely chance ninjas are tackling while wearing their armor) gains a bonus to their tackles. Any suit that prevents shove knockdowns grants an attack bonus, and not just riot armor. This now includes Mk.1 Swat suits, the ones from the SWAT crate in cargo. Settlers are vulnerable to tackles, much like their dwarf cousins. They're also just as bad at tackles. Security lockers come with gripper gloves, and the sec vendor has 5 sets of gripper gloves as standard items. They also have a +1 skill bonus. This should encourage people to use tackling a bit more without having to always seek out the best gear to accomplish the task. (particularly since security is inherently pretty good at tackling with the outcome changes). The HoS gets a pair of gorilla gloves in his garment bag. If he wants them. The shove slowdown is now a new status effect, Staggered. This is just better functionality overall. Any instance of adding the shove slowdown now makes our target staggered. ## Why It's Good For The Game Tackling is a bit outdated, to say the least. Not much content has been added for a while that isn't strictly meme content. With these changes, tackling should be slightly more nuanced, considering elements such as unarmed effectiveness, the presence of martial arts, and actually properly checking block rather than notionally checking block. There is also more opportunity to protect yourself from tackle outcomes, both positive and negative. It also should be a little fairer to be on the receiving end of tackles if you have taken the time to layer up defenses against it. Attackers often overwhelmed defenders due to numbers favoring attackers more than defenders. Closes some really outdated design that was resulting in some really bizarre behaviour with regards to layered defenses against attack not having the same meaning against tackles, if only because it was looking for the wrong things and not even the correct parts of what it was looking for. Namely, blocking and shielding. The inclusion of more gripper gloves and a good outcome from using them will hopefully incentivize people to consider tacking as a useful tool, if a bit risky still due to the splat mechanics. ## Changelog 🆑 balance: Judo Joe, archnemesis of Maint Khan, has begun re-airing his midnight infomercials shilling his extremely expensive Tackle Supreme Judo Karate Training video tapes. Unable to pass up a 'bargain', Nanotrasen has purchased these tapes en masse. Tackling techniques have started to improve, as well as Nanotrasen's tackling instructional algorithms within tackle gloves. balance: The outcomes for tackling are more equalized. It isn't as feast or famine, and should be somewhat more controllable without becoming too severe. add: Blocking successfully against a tackle will force the tackle to be a neutral outcome. add: Unarmed effectiveness from arms now contributes to attacking with and defending from tackles. add: Those who refuse to use firearms (like Sleeping Carp users and insane unholy berzerkers) are better at tackling others. add: Riot specialized armor, and not just riot armor, now contributes meaningfully to tackling effectiveness. balance: MK.1 Swat Suits, the ones that come in SWAT crates, now functions similarly to riot armor. add: Settlers from the outer rims have noticed they aren't very good at protecting themselves against Judo Joe's clearly discriminatory tackling techniques. add: Security lockers come with gripper gloves, security vendors now sell them as standard items, and the HoS' garment bag now has a pair of gorilla gloves. Gripper gloves have a positive skill bonus to tackling. add: Being insane also makes you INSANELY good at tackling but also INSANELY likely to eat shit on a whiff. DO OR DIE, BITCH. refactor: Shoving slowdown and all its implementations now use a status effect, Staggered. /🆑 |
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c1ed62915b |
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> |
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e4029ed9cd |
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 /🆑 |
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2562f0997a |
Reworks stop, drop, roll into a gradual, interruptable thing, that repeats until extinguished (#79694)
## About The Pull Request Related: #78017 Stop drop and roll is no longer instant -5 fire stacks -> stun -> wait. Now, when you stop drop and roll, every time you roll you will lose 1 firestack. A roll is triggered every 0.8 seconds. Moving, getting up, or becoming incapacitated / stunned will stop you from rolling. _(This number puts it roughly equivalent to its current rate.)_ While rolling, your hands are blocked (you cannot use items, hold things, etc.) Additionally, you will roll until all firestacks are cleared. ## Why It's Good For The Game Getting stunned for 6 seconds because you decide to stop and roll is a little silly. Reasonably you could stop rolling and get back up should the need arise, such as "oh god there's more fire I gotta relocate". By changing it to a gradual thing, it makes it a bit more reasonable and fair. - New players who immediately slam "STOP DROP ROLL" because the alert on their screen tells them to are no longer helpless for 6 whole seconds - People who hit the resist key, intending to interact with something else (such as a bola) are no longer stuck rolling when they did not want to ## Changelog 🆑 Melbert balance: Stop, drop, and roll no longer instantly clears 5 fire stacks off of you - Instead, it will clear 1 fire stack off of you every time you roll, with a roll every 0.8 seconds. balance: Stop, drop, and roll no longer stuns you for 6 seconds. Instead, it will knock you to the floor while you are rolling. Moving around or getting up will cancel the roll, and you cannot use items while rolling around. balance: Stop, drop, and roll will now repeat until the fire is put out or you get up. /🆑 |
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573895a302 |
Traits from blessing of insanity are now applied correctly (#79704)
## About The Pull Request What it reads on the title. The traits should be applied to the owner and not the status effect itself. ## Why It's Good For The Game This will fix #79641. ## Changelog 🆑 san7890, Ghommie fix: The Blessing of Insanity now grants no damage slowdown and free hyperspace movement correctly. /🆑 |
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f718be700a |
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> |
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5cb5eab318 |
Fire temperature effects on a human is soft capped at 1200 kelvin, from when dimishing returns are applied (#79655)
## About The Pull Request Past 1200 kelvin, fire temperature applied to humans receive diminishing returns  At 30 minutes of fire, a human is expected to be at about 6,200 k ## Why It's Good For The Game It's not really realistic that a body can manage to get up to the hundreds of thousands of kelvin, the energy just isn't there. It doesn't even make sense that a body can get to 6000 kelvin that's like as hot as plasma IRL or something. Humans cremate at 1200 kelvin. Temperature in general should be reigned in to prevent that but that's a much larger project. This also helps curb two issues, one being the "very high temperature reagents" exploit and the other being "shaft miners coming into medical being very difficult to revive". ## Changelog 🆑 Melbert balance: Body temperature from being lit on fire will soft cap at 1,200 K. It will still increase beyond this, but with diminishing returns. For example, at 5,000 K, fire will heat 67x weaker. /🆑 |
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5c550db672 |
Fix being unable to resist out of /datum/status_effect/freon (#79628)
## About The Pull Request Arguments were backwards. Adds some free code cleanup as well. ## Changelog 🆑 Melbert fix: Fix being unable to resist out of ice cubes /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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a1e46c5d31 |
Basic Guardians/Holoparasites (#79473)
## About The Pull Request Fixes #79485 Fixes #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> |