Commit Graph

103 Commits

Author SHA1 Message Date
EnterTheJake
f01e62498d Flying mobs no longer have 3x worse damage slowdown (#91710)
## About The Pull Request

Removes a damage modifier introduced for a feature that's been long
removed.

## Why It's Good For The Game

Floating mobs are currently suffering a higher damange slowdown than
walking, this was apparently changed in this PR

https://github.com/tgstation/tgstation/pull/20860

This distinction was introduced to balance flight suits, a feature has
long been removed, therefore we no longer need this modifier.

## Changelog

🆑
del: Flying mobs no longer have 3x worse damage slowdown
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-06-20 11:25:40 -06:00
spiders24110
a045f23eef Fixes fishpeople swimming slow in deep water (#91132)
## About The Pull Request
Instead of having the deep water tile slow people down, they get slowed
down by the swimming status effect. Fishpeople are immune to that
slowdown.
## Why It's Good For The Game
glug
## Changelog
🆑
fix: fixed fish infused people swimming slow in deep water
/🆑
2025-05-14 09:48:27 +01:00
Jacquerel
d19b8de989 Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request

This PR enables most mobs to take stamina damage, become slowed as a
result of taking stamina damage.
It also gives most mobs CANSTUN which not only allows them to enter
stamcrit from taking stamina damage but also makes them vulnerable to
mechanics like stun batons.

Mobs which already took stamina damage (Spiders and Space Dragons) still
work the same way.
Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts,
and most kinds of mob closely associated with antagonists still don't
take stamina damage.

## Why It's Good For The Game

A new player armed with a disabler will probably try and use it on
aggressive animals and be disappointed, but I don't think there is any
_reason_ for them to be disappointed when it's already something they
are doing merely to delay being attacked rather than to kill the target.
It's not intuitive for these mechanics not to function against simple
mobs when they do against humans, _especially_ the kinds of mobs which
look like humans, and there isn't any technical reason why it _couldn't_
work against most mobs which it looks like they should work against.

While this reduces the threat level of some mobs against Security
players I think the greater interaction with the sandbox is beneficial.
I'm hopeful it doesn't have that much effect on many of the most common
places you encounter dangerous mobs like Space Ruins or Gateways as they
are also places where you can't reliably recharge your energy-based
stamina weapons as most that don't require energy do require getting
into melee and endangering yourself.

## Changelog

🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
2025-05-11 05:05:53 +10:00
Jacquerel
99869cef92 You can transplant xenomorph tails onto people (#89618)
## About The Pull Request

This PR allows you to extract tail organs from xenomorphs and surgically
attach xenomorph tails to people.
(Despite being a carbon the xenomorph sprite is not built out of
component overlays so this technically does not remove the tail from its
corpse sorry).

Having a xenomorph tail makes you better at tackling, changes your
tackle verb to "pounce" like if you are a felinid, and also gives you
the parkour benefits of the Freerunning quirk.

![image](https://github.com/user-attachments/assets/6eb0f825-4f23-4a22-aa4d-03cc1cbd676a)
You can also surgically attach a xenomorph _queen_'s tail to someone.
This arguably is a bad idea because it makes you slower (it's much too
heavy) but it does give you access to the queen's tail spin attack
(after which you will fall over if you aren't inhumanly strong). Also
more importantly, it is comically large.

## Why It's Good For The Game

Look I'm racking my brain but this one really mostly comes down to "it's
funny to do this".
But let's pretend that it also increases the depth and complexity of the
sandbox and promotes interesting interactions between crewmembers or
something like that.

Ideally sometimes in the future we will either decide that xenomorphs
are not carbons (is it purely because they have organs?) or decide that
they _are_ carbons and build them accordingly. In the latter case this
will have been a useful addition.

## Changelog

🆑
add: You can transplant xenomorph tails onto people.
/🆑
2025-03-01 22:53:14 +11:00
Jacquerel
5d13bd894e Phobia rework (#89098)
## About The Pull Request

Like #88945 but I am meaner than Goofball.
This PR adjusts Phobias to be a little bit less restricting, rather than
being basically the worst thing in the game.

The way phobias work now is:

***Hearing*** something related to your phobia will make you scream and
give you a minor, minute-long mood penalty, once every 12 seconds.
***Saying*** something related to your phobia has a high chance to make
you either stutter or speak quietly, or both at once.
***Seeing*** something related to your phobia applies a moderate,
four-minute long mood penalty and then gives you stacks of a debuff,
once every 12 seconds, up to 6 stacks.

Each stack of the phobia debuff makes any effects applied by being
scared last longer. Then it applies one of four random effects.

- You scream, which does nothing else... unless you have at least 5
stacks in which case you will also drop whatever you were holding in
your active hand.
- You jump, which immobilises you for a very short period of time
(basically just interrupting your movement).
- You lose your balance, making you briefly move slower and become
staggered (which makes it easier to push you around).
- You feel faint, which makes you dizzy (move occasionally in unwanted
directions) and briefly blurs your vision.

These stacks decay every 30 seconds as long as you're not actively being
scared.
If you have _multiple_ phobias then your general level of fear is
applied globally between them, so even if you just escaped from some
clowns you might still be worked up when you see a spider.

Phobias mostly don't make you jitter any more largely because to be
honest it just looks sort of shit and generally makes your sprite and
animations seem like they are broken not like you are shivering in
fright. It still happens if you hear something scary.

_Also_ I changed carp phobia to a general "fish" phobia, because we have
so much fish-related content now to take advantage of.
_Also_ I fully deleted the Heretic phobia because it's not applied by
Heretics any more and without that context it is also needlessly
specific, with heavy overlap with the Supernatural phobia.
_Also_ I fucked around with the phobia speech dictionaries a little bit
to remove some words I don't think are that funny or appropriate and
also add some more. Your mileage may vary.
_Also_ I made sure people who are scared of aliens are scared of basic
mob xenomorphs, people who are scared of birds are scared of raptors,
and people who are scared of bugs are scared of butterflies
and........... mothroaches.

## Why It's Good For The Game

Phobias are internally classed as a "mild" brain traums, which makes
them relatively easy to acquire and are applied by effects that are
supposed to be bad but not completely debilitating.
Examples of other mild traumas are:
- Stuttering
- Speech impediments
- Your health preview doesn't update
- You occasionally move in a random direction
- Colour blindness
- You don't like dropping objects

Phobias on the other hand are generally considered by most players who
have had one to be _significantly_ disabling. The penalties they apply
tend to be significantly worse to play with than the things listed
above, and can make playing around with a roleplay quirk excessively
miserable.

Unlike Goofball I don't want to make these totally toothless, but I do
want them to be more _mlld_ than they were before.

## Changelog

🆑
balance: Phobias are now somewhat less debilitating, although their
effects get worse the longer you are near a fear trigger.
balance: Carphobes are now afraid of all fish.
del: Remove the Heretic phobia, as it is now basically unused.
/🆑
2025-01-24 07:36:27 +11:00
Ghom
cffe5ffc33 Mixed bag of fishing adjustments. (#87201)
## About The Pull Request
This more or less ties with my previous PR where I fix some of the
issues I've seen with fishing, because both are the result of some live
playtesting in which I assessed some flaws and nits. So, let's get
started:

Lowered the number of fish to scan for each fish scanning experiment:
This is the most time-gating feature of fishing. As a scientist you're
usually better off doing anything else than this anyway, which is
understandable, but for whoever else that plans to get some nice ocean
fish, this is going to be a huge bummer. From 4, 8, 14, 21 to 3, 7, 11,
17.

Switched the ocean and chasm portal setting: Right now, the ocean portal
has the largest amount of catchable creatures, which can also help
progress the experiments, while the chasm setting only has two and is
only mildly useful for chasm chrabs --> lobstrosities (which suffer a
bit from not having a good enough AI right now). I hope I'll have the
time to add some late fishes to the chasm setting at some point.

Added a premapped fishing portal generator to the common service room of
every map: It takes quite some time to setup fishing. Making a fishing
portal is by far what I consider to be the most tedious part. Also Wawa
and Birdshot were also missing the aquarium kit. On a side-note I
realized some days ago that service jobs receive very good discounts on
the fishing items sold by the good clean vendor.

Added the fish puns speech modifier to fish-infused gills: I forgot to
do it when I made the PR. Shrimple as that.

Mild fish infusion tweaks: Lowered the crawling speed very sightly, but
buffed showers and water healing slightly. Drinking water now wets you
by about 1/4 of what splashing it would do.

Buffed fishing difficulty modifiers for items and chairs a little: For
the time and credits invested, buying a carp costume or whatever to be
slightly better at fishing doesn't seem that profitable, and I reckon I
was being a bit conservative with the values. Fishing is a considerable
time investment already, especially in the initial stage with the setup.
Also idk why sunglasses and thermals buff fishing while fish are
technically cold-blooded creatures so I removed the comp from them.

Added fishing rods and fish cases designs to cargo and science lathes:
Other base fishing designs are shared between the three departments,
while these two are only available for service (and autolathes
obviously).

Fishing skill now affects completion gain and not only completion loss:
Fishing as a feature has a slower pace than most things in the game. It
feels right that by the time you reach about legendary level, you get to
complete the minigame a bit faster.

## Why It's Good For The Game
To put it briefly, the feature feels right as a casual experience,
however time is very much against you and getting something done takes
some effort (especially on tram, where moving to and fro' departments is
almost like playing froggers at times)

## Changelog

🆑
map: Added a premapped fishing portal generator to every map.
balance: Lowered the requirements for fish scanning experiment. Swapped
the rewards of the second and third experiments.
balance: Buffed fishing difficulty modifiers for several items and
chairs.
balance: Fishing skill now affects completion speed of the minigame more
actively.
balance: Mild fish infusion tweaks. Crawling is a smidge slower, but
healing from showers and drank water is a bit better.
qol: Fishing rods and fish cases can now be printed by cargo and science
lathes.
add: Gills now give the fish puns speech modifier.
/🆑
2024-10-16 20:45:57 -04:00
Ghom
96c0c0b12c Fish infusion (#87030)
## About The Pull Request
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).



## Why It's Good For The Game
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)


## Changelog

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
2024-10-09 02:03:50 +02:00
SmArtKar
ad111f4950 Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request

This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.

This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!

As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.

Example of jetpack stabilization in action:

https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

And, of course, you can do this now.

![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.

Closes #85165

## Why It's Good For The Game

Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.

## What's left

- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system

## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based. 
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
2024-09-26 02:49:54 -07:00
Ghom
c91c50f937 You can now raise lobstrosities from chasms chrabs. (#84969)
## About The Pull Request

Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.

Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.

The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing

Now tested.

## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.

Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.

## Changelog

🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑
2024-07-23 19:39:32 +01:00
carlarctg
c261389549 Adds Untie Shoes, a 1-point wizard spell. (#84880)
## About The Pull Request

Added Untie Shoes. This is a wizard spell that's seemingly weak but has
some power under the surface.

The first level unties, then knots shoes.
The second level allows you to tie jackboots and the like.
The third level allows you to summon shoes if the target has none.
And, for the true pranksters out there, the fourth level makes
invocations silent and gestureless.

Also, it always slows noncarbons down a bit.

It's also given to clowns after Jubilation, and the wizard themself, at
max level for the latter, if they dont have it already.

### Why would you ever pick this??

Knotted shoes make the wearer unable to walk without being stunned and
tripping on the floor. Let that sink in! Anyone hit twice by the spell
is forced to crawl around or risk stepping on broken glass. Worse, they
need to go through a looong process to untie their shoes to even drop
them.
This spell has infinite range, although casting from beyond screen range
or through zlevels multiplies the cooldown by ten, which is excellent
for softening up targets.
It's a 1-point, ranged, supportive spell with low cooldown, which makes
it excellent as a deterrent for harassing wizards at long range -
something they often lack answers to.
It's great for whittling down antimagic charges.
It's funny.

## Why It's Good For The Game

This spell is silly, comical, yet also very versatile and adds a rather
large amount of depth to Wizard while also expanding on shoe knotting,
which is inherently funny and rarely looked at.

I also wanted it to work through camera consoles because that's
EXTREMELY funny. The long cooldown should prevent it from being too
annoying.

## Changelog

🆑
add: Adds Untie Shoes, a 1-point wizard spell. It can be upgraded to
untie jackboots, summon shoes to untie, and become completely silent!
/🆑
2024-07-21 00:28:33 -04:00
jimmyl
27b6279ce1 All jetpacks are no longer full-speed (#84712)
## About The Pull Request

Full-speed has been removed from jetpacks
All jetpacks are now modsuit jetpack speed
Due to having no purpose now, Adv. Ion Jetpack has been replaced with
its lesser form, Ion Jetpack

## Why It's Good For The Game
The meta to just blow up gravity and use your jetpack that makes you
faster than 99% of the projectiles ingame and faster than a healthy full
mood human to dunk on literally anyone you see because they cant click
you because youre going mach 3000 is absolutely not fair
With jetpacks being reasonable speeds this is no longer a problem

## Changelog
🆑
balance: All jetpacks are now modsuit jetpack speed
del: Adv. Ion Jetpack module has been removed
/🆑
2024-07-07 15:06:09 -04:00
carlarctg
2cb91604a5 Fixed limb slowdown and hunger affecting your speed in nograv (#84253)
## About The Pull Request

Limbs with unique slowdown, such as that of mushies and zombies, won't
affect it when they aren't actually using them.

Hunger will now only slow you down in ground movement.

## Why It's Good For The Game

Being hungry isn't meant to make you move slower while using a jetpack -
that makes no sense.

Similarly, mush or zombie or any limbs slow the zombie down despite not
being used in nograv, which I think is silly.

## Changelog

Limbslow not mentioned as its not very relevant to the average round

🆑
fix: Fixed hunger affecting your speed in nograv
/🆑
2024-06-27 00:28:25 -04:00
MGOOOOOO
7220a4f8ec No-gravity now properly ignores missing leg slowdown (#83882)
## About The Pull Request

Fixes #74911.

## Why It's Good For The Game

Issue #74911 confirms that the slowdown from missing legs is a bug, and
I'd like to fix it.
2024-06-13 13:01:53 -05:00
John Willard
f1a22b367d Changes how lube crawling works and fixes a bug with snails (#83238)
## About The Pull Request

This partially reverts https://github.com/tgstation/tgstation/pull/76336
- Just for slimepeople since it's the only one that felt important to be
tied to species.
Snails are currently pretty fast when they are crawling around, but on
top of that they are also able to get their legs replaced to become 3x
faster than normal humans while resting. It's a little silly, and I
thought I should fix it.

I also changed the element itself to be easier for admins to edit,
giving them control over time and wet flags, and made it work a little
better.
Instead of being hardcoded to listen to carbons and to register every
step to check if they are resting, calling add/remove movespeed modifier
every single time they move, we are told whether they have to be
resting, and update when they get up/lie down. This has an extra bonus
that admins can control whether or not they want to make simple/basic
animals have to rest to lube things (like cats).

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/78417
Makes the lube spitting element that (primarily) snails use into a more
general thing that can be used by admins or other contributors that want
to make things wet thing as they walk for some time.
Also no insanely fast snails anymore.

## Changelog

🆑
fix: Snails no longer move at normal speed while resting.
fix: Snails can no longer get insane speed from getting their legs
replaced.
fix: Humans don't become immensely slow when getting a Snail leg.
admin: lube walking element is now much easier to mess with to fit
however you want to use it for.
/🆑
2024-05-16 23:46:03 +02:00
Profakos
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
/🆑
2024-03-27 16:40:52 -06:00
MrMelbert
98526ae100 Fixes stabilized red bypassing immutable slowdowns / Fixes being unable to construct fulltile objects on immutably slow things (#82250)
## About The Pull Request

- Fixes Stabilized Red extract's equipment slowdown immunity bypassing
item Immutable Slowdown

- Fixes(?) Settler equipment slowdown modifier applying to immutable
slows

- Fixes Immutable Slow being considered an object flag when it was an
item flag, causing objects to consider objects with it to be
`BLOCKS_CONSTRUCTION_DIR`

## Why It's Good For The Game

The description of Immutable Slows: 

`When players should not be able to change the slowdown of the item
(Speed potions, etc)`

Stabilized Red extracts were changing the slowdown of the item, which is
unintended.
Likewise Settler was doing the same, but that one I'm a bit more iffy
on.

Either way I suppose if things should immutably be slow, they should
immutably be slow.

## Changelog

🆑 Melbert
fix: Stabilized Red extracts no longer bypass Immutably Slow items
fix: Settler equipment speed modifier no longer applied to Immutably
Slow items
fix: Immutably Slow items no longer block construction of certain items 
/🆑
2024-03-27 16:09:21 -06:00
starrm4nn
c2ceb705e1 Makes Ephedrine not give spasms when holding a small or tiny item in your active hand, Also makes the movement speed scale with purity (#81773)
## About The Pull Request

Makes Ephedrine not drop small and tiny items, Also makes the movement
speed scale with purity

## Why It's Good For The Game

Ephedrine right now is really hard to use as an escape tool cause you
drop things usually escaped for running away like tools, teleporters
etc, This makes it better as a tool for that without making it too
powerful for combat, Also makes movement speed scale with purity to make
it more meaningful

## Changelog
🆑
balance: Ephedrine spasms won't affect small or tiny items
balance: Ephedrine's movement speed bonus now scales with purity.
/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2024-03-13 02:01:33 +00:00
Ghom
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.
/🆑
2024-01-17 04:37:52 -05:00
Ghom
81a668a727 Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it. (#80445)
I've done some changes to the scope component so that it can be applied
to items other than guns.

Binoculars now use it instead of changing the player view size, and lets
them move around while the zoom is on at the cost of a moderate
slowdown. This is both more comfortable, cooler and less laggier than
the previous method. Take in mind it still takes both hands to use
binoculars, so there's no much room for exploitation anyway.

This PR also makes the mothic softcap from the curator kit special: it
too has the scope component, albeit of a much shorter range, because
it's probably the least interesting kit of them all right now and has
nothing that the curator cannot get by walking in the aux base
construction room, except for a pair of pockets in the mothic coat,
though that's superseeded by the Trailwarden kit's saddlepack. It's
pretty fitting if you ask since the softcap has some goofy-looking
googles drawn on it.

Oh, items that aren't guns also have a different mouse tracker icon of
two circles joined together, instead of a reticle.
2024-01-02 17:36:49 +00:00
necromanceranne
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.
/🆑
2023-11-22 17:36:04 +00:00
Jacquerel
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>
2023-11-10 21:04:52 -07:00
Hoolny
34e488acf5 Spider Infestation Balance Rebalance Expansion Part 2 (#78705)
## About The Pull Request
Balances
1. Spiders now slow down equivalent to their health
2. Tarantulas can no longer put web passages or solid webs and destroy
walls outside of charge attack
3. Young spiders now cant pull objects do to being too weak and become
slower outside of webs as they should be
4. Makes pneumatic airlock seal unable to be destroyed by spiders
5. All Broodmother eggs now have a cooldown timer
Normal Eggs: 20 seconds
Abnormal Eggs: 180 Seconds
Enriched Eggs: 60 seconds

Expansions

1. Added a new abnormal egg category
2. Broodmothers can now lay abnormal eggs
3. 2 new spiders added
6. A new web type: Reflective silk screen
# Breacher

![dreamseeker_HmjGZdlh5l](https://github.com/tgstation/tgstation/assets/84478872/de957cd4-74d1-4df1-b8d7-69d7b07cdc88)

![dreamseeker_xvfmLDa8tX](https://github.com/tgstation/tgstation/assets/84478872/b8b9238b-b31d-4c3b-9483-00cbdc827cc6)

![image](https://github.com/tgstation/tgstation/assets/84478872/df46b478-a1e1-4743-bc56-9c5821e0aac0)





- Low damaging with High wound bonuses meant to debilitate enemies to
take ground for the nest

- Has the ability to breach areas by destroying walls with menson vision
to map out strategic breachings

- Immune to harsh environments with the ability to lay solid webs to
protect the nest environment

- Can send in warnings for the entire nest to hear 


Will Help the nest get out of being closed off by small construction
attempts and fix some space breaches plus some back up by making enemies
slower and scarring them off with some bloodloss

# Tank

![image](https://github.com/tgstation/tgstation/assets/84478872/f4abe473-3593-40af-afd4-99c74cf83d46)

![image](https://github.com/tgstation/tgstation/assets/84478872/203a3b6a-9b8d-4d1f-ade8-cd67b50383ba)

- Extremely low damaging build to absorb damage to hold ground for the
nest
- With the ability to lay down silk screen reflectors to protect the
nest from missile attacks
- Can heal itself at a slow rate

Will provide great support to keep the nest at bay from range attacks at
some extent and act as a damage absorber in dier situations
# Abnormal Eggs

![YsCgX09](https://github.com/tgstation/tgstation/assets/84478872/b5da467c-9fc0-4581-bb18-47f9bf5bc9ee)

![EuKT8zN](https://github.com/tgstation/tgstation/assets/84478872/f8b0d652-14c8-4e11-92ee-d43d9eedfd77)

- They can only be made once every 180 Seconds
- Hold the two new spider types

## Why It's Good For The Game
New spiders to contribute to the general spider antag team dynamic,
balances for spiders are always good making them funner to play against
and bringing up challenges on their gameplay making them act less like
murdering simple mobs and more like an actual nest trying to survive in
the station.


How?

1. **Cooldown egg laying:** broodmothers now have to be more strategic
on where they place their eggs with an average of 3 eggs per minute per
broodmother
2. **Spider slowdown on damage:** Spiders now will become slower the
longer they stay out of the nest in battle making them have to retreat
back to the nest shortening their time out murdering giving incentives
to expand the nest
3. **Spider More Brute Damage:** Gives a reason to use melee against
spiders although more dangerous it gives more reward due to the higher
damage outputs since spiders are pretty much big bugs with delicate
bodies no bones no good structural consistency equal more damage to
blunt attacks
4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many
walls at this rate and be able to lay so many defensive webs I don't
know why they had this abilities but their strong enough as is

## Changelog
🆑
add: Added Abnormal Eggs
add: Added Two new spiders
del: Some Tarantula abilities
balance: Spiders speed are now connected to health
balance: Spiders now take more brute damage
balance: All egg laying now has a cooldown
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-31 13:36:15 +00:00
Wallem
66a1cd6ab2 Adds The Hand of Midas, an ancient Egyptian gun. (#78699)
## About The Pull Request
Adds the Hand of Midas (HoM), a weapon for pirate captains.

This matchlock pistol is powered by gold rather than gunpowder.
If you hit someone with it, they will be afflicted with Midas Blight for
a duration of time that scales with how much gold is in your gun.
Midas Blight will slowly turn their blood into gold, and slow them down
depending on how much blood is in their system.
If you right-click on someone with the HoM, it will siphon all gold from
their bloodstream and recharge the gun, curing them of Midas Blight in
the process if they still have it.
The amount of gold you can get from people is meant to be ~1.5x as much
as you fired into them in the first place, if you get your timing right.
This way you can exponentially scale the power of your weapon if you can
hit your shots, with a limit of 30 Seconds on the Blight timer.
The siphon has a range of 2 meters, and if you miss a shot you can input
a gold coin into the gun to refill it with the same weak shot you
started with.

It's a little hard to explain in text so here's some video examples:


https://github.com/tgstation/tgstation/assets/66052067/d49238fc-beb2-4ba9-be0c-83e8a701c995


https://github.com/tgstation/tgstation/assets/66052067/34dc23e7-2b88-4ee9-bb1e-c8067a491975


https://github.com/tgstation/tgstation/assets/66052067/68a07426-ba6c-43a7-8228-132fc4b02b83

## Why It's Good For The Game
Honestly I just had the idea for the gun and thought it would be really
cool lmao.
Also because Barrel Behind the Door is one of the funniest YuGiOh cards,
the censored design is TOO GOOD.


![image](https://github.com/tgstation/tgstation/assets/66052067/7c930287-410d-43bd-8731-0f7224b9f049)
## Changelog
🆑 Wallem
add: Adds The Hand of Midas, an ancient Egyptian matchlock pistol.
/🆑
2023-10-03 22:54:48 +00:00
Jacquerel
0b8501cead Borgs will slow down when stuff is thrown at them (#78561)
## About The Pull Request

This feature was added in #75819 but didn't work, for two reasons.
Reason one: it was checking for throwing impact on the "I got shot by a
bullet" proc and then checking the throwforce of a bullet (generally 0,
because you don't throw those).
Reason two: the duration was throwforce / 10 seconds. This would apply a
slowdown which was usually one or fewer seconds, which might as well not
exist.

The solution to this is to assign it to the correct proc and give it a
flat duration for anything over a threshold of damage.
Currently this is 3 seconds for anything with 10 or more force (such as
the humble iron rod). You can reapply it by just throwing more stuff.

## Why It's Good For The Game

Cyborgs don't suffer health-based slowdown like humans.
This is good because cyborg combat should be similar to humans, but bad
because our move speed config is so ludicrously high that it makes
fighting anyone at full speed a real pain in the ass.
Since flashes have been nerfed to require two clicks in order to stun a
cyborg, you have to be able to catch them to apply the second click.
Throwing something at them should make this more likely.

## Changelog

🆑
fix: Throwing things at cyborgs will now slow them down, as intended
balance: Adjusted the calculation of throwforce -> slowdown for cyborgs
such that it is simply a flat duration for anything above a certain
damage threshold (the value of throwing iron rods)
/🆑
2023-09-27 15:51:01 -06:00
necromanceranne
c8266cf0a2 Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... (#77654)
## About The Pull Request

Adds the Settler quirk. This gives you bonuses to taming animals and
fishing, as well as making you gain hunger slower than others.

However, you are quite a bit slower than most people, and have trouble
with vaulting objects. You do, however, suffer significantly less from
equipment slowdown. (to the point that it is almost zero)

Settler riders are faster on their mounts than others if they're at
least sane. They start to slow down if they're less sane.

You are also shorter than most people. 

<details>
  <summary>Typical Settler encounters the typical Spacer</summary>
  

![Dr_Xr1nU0AAMsSE](https://github.com/tgstation/tgstation/assets/40847847/86ed4947-de5f-4bdf-a8ae-521dc7c30662)
  
</details>

## Why It's Good For The Game

I wanted to add a lightweight quirk that was kind of the 'opposite' of
Spacer, but a little more focused on interacting with elements of the
game world that would enjoy some attention. So, I thought 'what about an
outdoorsman quirk?'

So, I based it around being from people who lived out on the rim, under
unideal circumstances (and probably heavier gravity than Earth), and
taming the land. The slower movespeed encourages finding an animal to
tame that you can ride, and the bonuses to taming should help make that
a bit easier. The other additions just made sense for someone living it
a bit rough in the wilderness.

Having a bunch of settlers taming cows and riding around on them all
shift just kind of sounds hilarious to me.

## Changelog
🆑
add: Settler quirk! Conqueror the great outdoors....in space. Just make
sure nobody asks you to get anything from the top shelf.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-17 12:09:08 -06:00
Jacquerel
72174845f5 Basic Watchers & Basilisks (#77630)
## About The Pull Request

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

**Basilisks**

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

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

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

**Watchers**

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

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

**Other accompanying changes**

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

## Why It's Good For The Game

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

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
2023-08-16 13:04:41 -06:00
Comxy
8957eb763c Spider Evolution - Young Spiders [Ready] (#76692)
## About The Pull Request
This pr adds a young spiders that appear between spiderlings and adult
spiders. Now spiders have a stage where they are squishy but can also
spin webs and do some other things early depending on the spider type.
Spiderling stage takes 40 seconds and young spider stage take 1 minute,
ealier for spiderling this was 1 minute. Also adds a new wizard spider
sprite and makes the spider form usable.

Gives Wizard Spider version has better immunity against fire since it
can kill a wizard very fast it they are not paying attention.

Makes tangle spider get more health but makes the self-healing worse.
This is done because spider is a team antag except for the flesh
(changeling spider), making it so solo-playing as tangle is less
encouraged.

Scout spiderling gets thermal vision also. It cannot communicate, but it
can already start scouting now.

Viper deals bonus damage when an enemy is on low health. Toxins don't
kill humans anymore, and since the viper spider only deals 5 damage now
it deals more so it can actually take down enemies at low health. They
also have a little more health since they always die very fast. Viper
can also change between a defensive/slow mode with more armor or a
offensive/speed mode with less armor.

Nurse spider heals for 25 instead of 20, since 25 is one laser shot, it
makes more sense for the nurse spider to be able to heal that amount.

Flesh spider grows faster since they are a solo antag and spawn killing
isn't cool.

Tarantula spider can now tear down walls by clicking them instead of
needing to use their charge attack. They can also build wall webs and
passage webs. Their damage coeffs also got the regular burn factor for
spider so their health also increased a bit.

![promo](https://github.com/tgstation/tgstation/assets/25363960/19b9a97f-db08-4c7d-b470-46ae0bb18556)

![promo2](https://github.com/tgstation/tgstation/assets/25363960/783ced04-a97d-4849-8ec3-04c72a418284)
## Why It's Good For The Game
Now there is a smooth transition between the tiny spiderling and the
bigger spider stage. This will promote people to help the hive at an
earlier stage while not being too powerful yet. It is also realistic and
adds extra flavor to the spider antag. The other balance changes are
improvements to the game.
## Changelog
🆑
add: Young Spiders that appear between spiderlings and adult spiders.
balance: Wizard Spider version has better immunity against temp damage
and can lay webs faster.
balance: Tangle Spider sucks more with self-healing but has more health.
balance: Scout spiderling gets thermal vision.
balance: Viper deals bonus damage when an enemy is below 20% health.
/🆑
2023-08-09 22:38:57 +02:00
Jacquerel
f491c747f6 [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element (#77370)
## About The Pull Request

Fikou noticed that Goliaths change their targets semi-randomly, this is
because the element I was using to curtail their movement caused the AI
pathfinding to fail and cancel the current action.
While investigating this I also realised that just "not gliding" makes
more sense than what I was doing anyway, and has fewer weird side
effects (like being unable to move diagonally).

At some point it would probably be sensible to figure out what speeds
make gliding look stupid and automatically apply this trait to
characters (maybe only basic ones rather than humans?) moving that
slowly, however I will do that in a future PR.

## Why It's Good For The Game

More reliable AI behaviour.
Better QoL when actually playing as a Goliath.

## Changelog

🆑
fix: Goliaths no longer intermittently reset their target and retarget
something else.
fix: Goliaths can once again step diagonally.
/🆑
2023-08-05 15:11:51 +02:00
Jacquerel
ddfdc70d73 Basic Lobstrosity (#77253)
## About The Pull Request

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

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑
2023-08-01 17:26:32 -06:00
Kubisopplay
b3ac4e1c7d A small pile of borg combat changes (#75819)
## About The Pull Request
This PR rebalances borg combat. It is first part of broader set of
changes that I talked about with armhullen, which was then discussed in
discord player project channel. Ultimately arm decided to rewrite the
complete rebalance and grab combat, but to help with testing, and to
measure reaction to that changes, I wrote this much smaller change, that
should be usable as a TMd test.
Main points that changed:

- Flashing cyborgs for the first time blinds them, and scrambles their
movement. Flashing them while they are blinded immobilizes them as it
used to, but still allows them to talk, and use radio.
- Emping cyborgs still turns them completely off, but the code behind is
_slightly_ changed, because of how utterly incomprehensible cyborg code
is
- Borg stunarm deals 60 stamina damage, costs 200 energy (SUBJECT TO
CHANGE AS SOON AS I DECIDE ON HOW TO), and applies confusion,
stuttering, and jittering.
- Robot consoles used by humans can now lock down only one borg at a
time, they exhibit increased power draw while doing so. The borg is also
informed of the location of the console. If left alone, the borg will
unlock itself in 10 minutes, to avoid leaving it permanently locked down
in some faraway place. If the console gets destroyed (or depowered), the
borg will get unlocked
- laser pointer only blinds borgs, without the paralyze component. If
you flash a borg blinded this way it will paralyze it, so comboing it is
possible.
- Throwing things at borgs slows them down 


Not planned, but possible if testing shows its required:
- Changing borg health to malfunctions
- Whatever people convince me to add
- Portable lockdown solution for sec, or a way for them to do basic
check on borg.
- Usage of bucket/something else to restrict radio usage of cyborg

If you have ideas what would make this change better please use [discord
channel](https://discord.com/channels/326822144233439242/1113145741788065924),
or comments. Almost everything that I wrote here is subject to change,
as requested or suggested.

### DISCLAIMER
I had to change few functions in background of how borgs work. This WILL
have changes I couldn't predict, since some of them aren't linked in any
obvious way in code. I am aware of that, and will try fixing what needs
fixing when pointed out.
PS: Borg code is a nightmare

## Why It's Good For The Game
Borg combat sucks. It is absolutely binary, there is 0 capacity for
talking, because both sides fear losing in one click. Sec can't really
feasibly ask the borg to state laws while flashed, so their only
solution is to kill it and revive it.

- Turning most instastun solutions into less lethal versions should
lessen the pressure, since it reduces the chance that person that reacts
first survives.
- It causes minor reduction in traitor's capacity to emag borgs with
only a flash, but EMPs still hardstun, and they are plentiful both in
uplink, and in ghetto form, so that shouldn't be a problem.
- Since it allows borgs to scream for help while being flashed, it also
increases the potential of AI helping it, or at least noticing its
death.
- Lockdown console changes reduce its capability in completely turning
off malf ai, and leave it still highly capable of being an useful tool
in stopping emagged cyborgs.


## Changelog
🆑
balance: Flashing borgs requires two consecutive flashes to fully
immobilize
balance: Flashed borgs can speak
balance: Remote lockdown on cyborgs lasts 180 seconds
balance: Cyborg stun arm works like normal baton, and costs less energy
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-26 22:09:19 +01:00
Jacquerel
48cc57010d Various spider fixes (#76528)
## About The Pull Request

Fixes #76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.

- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.

To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.

This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.

## Why It's Good For The Game

Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.

## Changelog

🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
2023-07-05 19:26:45 -06:00
ChungusGamer666
57ad2d8a8e SPECIES NUKING 2023: Moves speed modifier to bodyparts (#76336)
## About The Pull Request

As we all know, speed is stored in the legs.

## Why It's Good For The Game

Potential for more medical abominations.
Potential for adding augmented legs that make you speedier (?)

## Changelog

🆑
refactor: Species speed is now stored in bodyparts. Leg transplants from
slower species will make you slower.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2023-06-29 17:41:10 +02:00
IndieanaJones
daa33d89fe Xenomorph/Alien Rework 2023: Part 1 (#75286)
## About The Pull Request

Alternative to #75277

Kept you waiting, huh?

This PR is the first part of a Xenomorph rework which seeks to make the
big lugs more balanced and up to date with /tg/'s current design. This
mainly involves curtailing xenomorph's infamous hardstuns into more
interactive forms of combat, while also giving some buffs to the
xenomorph's more unique abilities in order to keep them threatening.

Part 1 will focus on simple number changes and some simple mechanic
changes. In the future, changes will be made to endgame involving
xenomorphs, along with changes to other facets of Xenomorphs.

Highly based off of #55937.

Changes:

- Xenomorph disarm has been completely reworked. While a disarm will
attempt to, well, disarm, a human opponent should they be holding
something, it will no longer immediately hardstun targets when they
aren't. Instead, the xenomorph will shove the target several tiles back
and inflict 35 stamina damage. If the target slams into a wall, this
will also come with the added effect of knocking them down. If a human
is incapacitated, however, right click will slam them into the ground,
which paralyzes them for a lengthy 5 seconds (which is ultimately half
the time xenos could stun you for before), allowing for safe transport
back to the nest as long as you keep them close.

- Humans can now shove xenomorphs. Due to being the superior predator,
however, you can't knock down xenomorphs from shoving. You can slow them
for a little bit akin to humans though.

- Neurotoxin no longer is a hardstun. Instead, it deals 50 stamina
damage on contact. It is still resisted by BIO armor.

**HUNTER:**
- Speed reduced from -1 to -0.3.
- Pounce speed is twice as fast as before (1 to 2)
- Hardstun time on pounce reduced from 10 seconds to 5 seconds.

Hunters being insanely fast has been a major balance-ruining factor of
xenomorphs for many years now. These buggers could practically ambush
anyone, hardstun them immediately, and then leave before anyone could do
anything. Now, with their speed nerfed and in combination with the xeno
shove changes, hunters will need to spend more time to down a target.
Their pounce was practically useless, so its been sped up in order to
make it more practical to use.

**SENTINEL**
- Speed reduced from 0 to 0.2
- Cloak alpha reduced from 0.75 to 0.25 (you're more hidden now)

Sentinels receive a large nerf in regards to their spit, but their
before useless cloaking ability has been greatly improved upon as
compensation. They now serve better as defenders and ranged ambushers.

**XENOMORPH DRONE**
- No changes

As in the original PR, drones are perfeclty balanced in my eyes, so no
changes were required.

**XENOMORPH PRAETORIAN**
- Speed increased from 1 to 0.5
- No changes

Praetorians get affected by the nerfs of the other xeno abilities, but
now they're a bit faster in order to close the gap to use their
abilities.

**XENOMORPH QUEEN**
- Speed increased from 3 to 2
- Health increased from 400 to 500
- Damage increased from 20 to 50

Xenomorph queens have been sped up and made more tanky and lethal in
close-range combat. Fighting this beast up-close should be a death
sentence to almost anything else in the game. Speed increases will help
her re-position and close the gap on potential prey.

**OTHER CHANGES**
- Fixed a bug where simplemobs didn't actually use xenomorph's damage
values when they were attacked by them.

## Why It's Good For The Game

Xenomorphs are old, and haven't been updated for quite a long time. This
has left them as sources of a bunch of hardstuns which made counterplay
from a modern spaceman extremely difficult. With these changes, fighting
xenomorphs is more interactive and should end up being more enjoyable
for both crew and xenos. Buffs were also given out to incentivize usage
of xenomorph's unique abilities as opposed to the standard disarm spam
which was most effective for them until now.

## Changelog
🆑
balance: Xenos have been rebalanced, removing their hardstuns on their
disarm and neurotoxin, along with a slew of other changes. Xenos have
received buffs to their more unique abilities in return.
fix: Fixed simplemobs ignoring xenomorph's melee damage values when
being attacked by them.
/🆑
2023-06-24 20:59:07 -04:00
Ghom
2bb4dfe76c Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
2023-06-14 23:00:05 -04:00
Hoolny
419dd2b754 Spider Infestation Balance Rebalance Expansion Part 1 (#75204)
## About The Pull Request
https://hackmd.io/dxhPOOdRRKW7siqPbpfmYQ?view The HackMD goes in-depth
into what this PR is about

## Content
### Ambush Spider

![image](https://user-images.githubusercontent.com/84478872/236697303-16fb5fee-7862-457f-a053-9e634873f205.png)

![image](https://user-images.githubusercontent.com/84478872/236697338-7908e9ba-07d2-4af6-9e0a-583e74d96634.png)
### Scout Spider

![image](https://user-images.githubusercontent.com/84478872/236697485-91560e01-365d-4a9e-8401-a52b412d865f.png)

![image](https://user-images.githubusercontent.com/84478872/236697489-a9f1d46d-1e65-4e9d-995e-335e4cf40f8c.png)

![dreamseeker_JtR1iVptrV](https://user-images.githubusercontent.com/84478872/236697538-4e9ac1a4-b2b7-463a-b4ff-75f8ae2d266a.png)
## Tangle

![image](https://github.com/tgstation/tgstation/assets/84478872/756de834-5470-4a2a-9e8e-55d6a3ca770d)

![TkK4NHc](https://github.com/tgstation/tgstation/assets/84478872/4fa15fa6-db11-46a5-9b56-8e5fce4bc1c0)

![XxcLU0z](https://github.com/tgstation/tgstation/assets/84478872/7a007a94-e9a4-4700-9a0e-f5e2a178c924)

### Spiderlings

![ruCweIc](https://user-images.githubusercontent.com/84478872/236697721-b96469df-e68b-47b7-9316-ec152629e9aa.png)

![SWE0bgo](https://user-images.githubusercontent.com/84478872/236697726-7753f363-99db-46b1-8181-0dc755c1804e.png)

![BYNLUQa](https://user-images.githubusercontent.com/84478872/236697753-48c1c5b0-064a-45e9-bf19-ad2e29cdb426.png)


## Why It's Good For The Game
Currently, spiders have plenty of issues that make them a very 2d
mentional antag they kill,die, and respawn which is boring and leads to
a bunch of balance issues for their current design this PR both fixes
the current issues spiders have and adds more depth into the antag.
## Changelog
🆑
add: Added 3 new spider types
add: Added more spider abilities
balance: Rebalanced spiders
fix: Fixes spiderlings having density
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-28 16:45:42 -07:00
san7890
9ae0802ead Converts Killer Tomatoes to Basic Mobs (#75516)
Just another lightweight PR porting over a simple animal to the basic
mob framework with zero additional AI implementation (it's a killer
tomato- it spawns into the world to maul you. how much more intricate
does it need to be?).
2023-05-19 16:55:59 -05:00
Jacquerel
1a918a2e14 Golem Rework (#74197)
This PR implements this design document:
https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st
Put briefly, this will remove every existing golem subtype and
consolidate golems into a single species with cool new sprites.
NOT implemented from that PR is the ability to eat Telecrystals, I
couldn't come up with an appropriate visual that can stack with the
existing ones, but that should be a reasonably trivial add for a future
artist & developer.

New Golems have a food-based mechanic where their hunger decays pretty
quickly and can only be replenished by eating minerals. They start
moving slower as they get hungrier, until eventually they become
completely immobilised and need to be rescued.
Eating different kinds of minerals will visually change your sprite and
give you a special effect in a similar way to old golems, but temporary.
While transformed, you can't eat any other kind of mineral which would
transform you (but can still consume glass).
To see the full list of effects, look at the hackmd above.

In service of these sprites working I have refactored the
`species/offset_features` feature by killing it and delegating that
responsibility to limbs instead. Rather than applying an offset to items
due to your species, it is due to your weird head or arms. This makes
overall more sense to me, but it inflates the code changes in this PR
somewhat.
It doesn't make a lot of sense to atomise unfortunately because that
code also seemed to be entirely unused until I tried to use it in this
PR, so you wouldn't be able to tell if my changes broke anything. I
might make a downstream sad by doing this.

All of the actual numbers in this PR are made up and only loosely
tested, it will need some testmerges to gather feedback about whether it
sucks or not.

Other relevant changes:
I reworked how bioscrambling works based off bodypart bodytypes, to
automatically exclude golem limbs in either direction. There's really no
way to have those work on humans or vice versa. Organs still fly though.
2023-05-07 22:45:20 +00:00
Jacquerel
1cdc327a8f Station Trait: Spider Infestation (#73893)
## About The Pull Request

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

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑
2023-03-12 18:53:38 -06:00
Jacquerel
f435207376 Replaces Netherworld mob health scaling component (#73629)
## About The Pull Request

The netherworld mob refactor PR added a component called `damage_buffs`
which... was both kind of a little bit pointless and also didn't do what
the name said it did.
This adds a new component which actually does what that component
promised to do, and does it more reliably.

The previous system had sort of odd behaviour where a Migo would start
moving faster as it took damage but _only_ if it took damage with an
identifiable mob, so damage from the environment or lava or an explosion
or anything else which doesn't come with someone to blame wouldn't
update the mob, and neither would its health going back _up_... until
someone punched it at which point anything it should have been doing
before then would suddenly update.

This adds a new component which simply listens to
`COMSIG_LIVING_HEALTH_UPDATE` instead of `COMSIG_ATOM_WAS_ATTACKED` and
then interpolates the provided maximum and minimum values smoothly based
on how close you are to a maximum or minimum health threshold.
This is slightly different from the original behaviour which didn't
necessarily have those things change linearly and only did it in
increments of 25%... but this is cleaner.

## Why It's Good For The Game

Fixes some odd behaviour with these mobs.
Hopefully makes the code both cleaner and more reusable in the future.

## Changelog

🆑
refactor: Migos, Creatures, and Blank Bodies use a new shared component
to update their stats which scales smoothly as they take damage rather
than in stages.
fix: Migos, Creatures and Blank Bodies will all update their stats when
taking or losing damage regardless of it was from an identifiable enemy.
/🆑
2023-02-27 16:27:50 -07:00
Jacquerel
7c30d9d746 Basic Wumborian Fugu & Fugu Gland (#73415)
## About The Pull Request

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
2023-02-13 05:22:26 +00:00
CapybaraExtravagante
43cef901ce Fixes a bug where glide-size could become out of sync if you get unbuckled (#73150)
This fixes a bug where you could theoretically un-sync your glide-size
from your movespeed if you unbuckled. Currently, if you unbuckle, we use
a proc that's only used there which gets all of the slowdowns from all
of your movespeed modifiers. There's two problems with that:

1. We already have a variable with your movespeed (cached)
2. This proc does not check any of the conditionals that might make a
movespeed modifier not apply, such as whether or not you are flying, or
if you're immune to it for some other reason.

This means that in specific edge-cases you could mess up your
glide-size.

I have not actually seen this happen, but this seems like a better way
of doing it :)
2023-02-11 18:26:07 +00:00
PotatoMasher
73bc62616f Fixes disguised morph movespeed bug (#72791)
## About The Pull Request

Morph is described as this in the antag panel: "While morphed, you move
faster, but are unable to attack creatures or eat anything." This is how
it has worked as long as I have played, but at somepoint in the past
this was broken. I was able to track down the source of this issue
easier with admin powers, finally back to squash my own bug report.

## Why It's Good For The Game

Fixes #61693

## Changelog
🆑
fix: Morphs now properly move faster when disguised rather than slowing
down.
/🆑
2023-01-23 11:37:11 +01:00
Jacquerel
8510bd078c Buffs implanted mining organs (#71863)
## About The Pull Request

In [70546](https://github.com/tgstation/tgstation/pull/70546) I added
some new implantable organs to mining creatures which didn't drop
anything on death.
I didn't really want these to make miners way better at station PvP so I
gave them some pretty hefty downsides.
I went too far and this meant nobody would ever implant one of them
ever, which sort of negates the point of adding it.

The implanted Brimdust Sac has now been redesigned.
It no longer sets you on fire if activated on the station, nor does it
explode if you catch fire.
Instead, if you're in an unpressurised environment (like space or
Lavaland) it will add one stack of the buff every 30 seconds
automatically.
The buff still does reduced damage on the station _and_ hurts you as
much as it hurts anyone else. In addition, instead of catching fire, you
will be slowed for four seconds.

Additionally I cut the cooldown for both organs in half because there
wasn't really any reason for it to be that long.

## Why It's Good For The Game


![image](https://user-images.githubusercontent.com/7483112/206711374-c7f35e54-4eca-48de-9c01-29ae299badda.png)

Encourages miners to go interact with medbay in between delivering ore,
while they're waiting for their shit to get posted.
Now when someone indignantly posts "When was the last time there was a
mining _buff_" in #coding-general you can link them to this PR.

## Changelog

🆑
balance: Rush Gland and Brimdust Sac can be used more frequently when
implanted.
balance: An implanted Brimdust Sac will stack the buff on you
automatically while on lavaland. Triggering the buff on the station will
make you walk slower for a short duration.
balance: Implanted Bimrdust Sacs no longer set you on fire, nor do they
explode if you catch fire.
/🆑
2022-12-10 16:49:19 +01:00
Jacquerel
83c75cac2c Brimdemons & Lobstrosities drop (slightly) useful organs (#70546)
Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop
something vaguely useful when they die.
Brimdemons and Lobstrosities do not. This PR aims to fix that, so that
there's at least some vague benefit to hunting them.

In this case it takes the form of organs you get when you butcher them,
similar to the regenerative core from Legions.
As they're similar to the regenerative core, I modified the regenerative
core to extend from a new common "monster core" typepath which these two
new organs also extend.
Like the regenerative core, both of these items do something when used
and something slightly different if you go to the effort of having
someone implant them into your body. They also decay over time, and you
can use stabilising serum to prevent this from happening.


https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4

The Rush Gland from the Lobstrosity lets you do a little impression of
their charging attack, making you run very fast for a handful of seconds
and ignoring slowdown effects. Unlike a lobstrosity you aren't actually
built to do this so if you run into a mob you will fall over, and if you
are doing this on the space station running into any dense object will
also make you fall over (it shouldn't make you _too_ much of a pain for
security to catch).
The idea here is that you use this to save time running back and forth
from the mining base.

The Brimdust Sac from the Brimdemon covers you in exploding dust. The
next three times you take Brute damage some of the dust will explode,
dealing damage equal to an unupgraded PKA shot to anything near you (but
not you).
If you do this in a space station not only is the damage proportionally
lower (still matching the PKA), but it _does_ effect you and also it
sets you on fire. You can remove the buff by showering it off.
The idea here is that you use this for minor revenge damage on enemies
whose attacks you don't manage to dodge.


https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4

If you implant the Rush Gland then you can use it once every 3 minutes
without consuming it, and the buff lasts very slightly longer. It will
automatically trigger itself if your health gets low, which might be
good (helps you escape a rough situation) or bad (didn't want to use it
yet).


https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4

If you implant the Brimdust Sac then you can use it once every 3 minutes
to shake off cloud of dust which gives the buff to everyone nearby, if
you want to kit out your miner squad. The dust cloud also makes you
cough if you stand in it, and it's opaque. If you catch fire with this
organ inside you and aren't in mining atmosphere then it will explode
inside of your abdomen, which should probably be avoided, resultingly it
is very risky to use this on the space station.
2022-11-01 00:28:17 +01:00
GuillaumePrata
6b73d4fcd3 Reworks (and nerfs) Hypernob internals for plasmamens (#67674) 2022-06-30 18:41:42 -05:00
itseasytosee
ce1bdb0205 Stops floating mobs from being affected by slowndown bulky_drag and human_carry (#66610)
Put simply, removes the slowdown from pulling bulky items as well and fireman carrying (and piggyback rides) while in zero gravity.

This also fixes some weirdness, like how slowdowns from aggressive grabs are negated in zero g, but because bulky_drag is NOT negated, you can still be slowdown in zero gravity if your target is laying down. or in a neck grab or higher because they are then automatically floored. Which makes zero consistant sense given the context.

Also, while testing this, I noticed that it was faster to drift while pulling a bulky object in space rather than fly with a jetpack because of the  slowdown and how drifting works, which also makes no god damn sense. This should fix that too.

Fixes the consistency errors mentioned above, also adds an interesting change of game state in zero gravity which seems fun. (see: faster to drag away downed friendlies during a space battle, or perhaps kidnap a downed enemy)

Fixes #62600 (aggressively grabbing a body in space makes you move faster than passively grabbing them)


You can now pull bulky things in zero gravity at full speed
The slowdown from neck grabs is now properly negated in zero gravity.
2022-05-06 00:47:47 -07:00
tralezab
b34f810f0c Festival Sect is back in 2022! (#64731)
Adds the "Festival Sect" to chaplains, focusing on healing and religious acts through music.
2022-04-10 16:35:28 -05:00
Zephyr
a00df2ed76 Hazardous Area Component | Free Golem Soft-Restriction (#65720)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-03-28 14:49:50 -07:00
Fikou
0d34bc7798 Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags

Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:

Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
2022-02-06 15:46:21 -08:00