* Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
* Dog AI 2.0
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
* Refactors how movetype flags are added and removed and the floating animation
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)
Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.
Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut
Co-authored-by: Rob Bailey <actioninja@gmail.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person.
WHAT THIS ACTUALLY CHANGES:
Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance.
Why It's Good For The Game
This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy.
Changelog
🆑
add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person.
/🆑
* Fixed multi-z throwing and changed isliving in stairs.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Openspace can no longer be deepfried.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* adds hat throwing on people and borgs
* clothing flags, hats can knock off non-items, borg hat blacklist check
* prevents hats with items in them from being able to land on heads
* removes extra equip, hats can go on the hatless again, tinfoil fix
* if
* bit flag
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
* Refactors pie throwing
* Change this to H.dna.species.limbs_id so that ashwalkers get the same overlay.
* Throwing now properly finalizes in some cases
This prevents them being refinalized multiple times, especially when
catching
* finally makes it work
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up
* Smoother tentacles
* Some improvements
* Missed a spot.
* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste
* >PRs open that use procs i'm removing.
* STOP THE PRESSES!
* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.
* Item throwing now imparts the momentum of the user throwing.
(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)
* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.
* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."
* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.