Commit Graph

212 Commits

Author SHA1 Message Date
SkyratBot cafdcdd886 [MIRROR] fix basic mobs ranged burst attacks [MDB IGNORE] (#23554)
* fix basic mobs ranged burst attacks (#78163)

## About The Pull Request
the burst attacks wasnt working because a cooldown in the ranged
component qwas added recently. this now moves the burst attacks option
to the component itself so even sapiant player mobs can use these burst
ranged attacks

## Why It's Good For The Game
fix basic mobs ranged burst attacks

## Changelog
🆑
fix: basic mobs can now use ranged burst attacks
/🆑

* fix basic mobs ranged burst attacks

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-09-06 21:55:29 -04:00
SkyratBot 18b0abe4b3 [MIRROR] minebots basic bots [MDB IGNORE] (#23529)
* minebots basic bots (#78032)

## About The Pull Request
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands

## Why It's Good For The Game
makes the non sapiant minebots more useful

## Changelog
🆑
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/🆑

* minebots basic bots

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-05 06:46:11 -04:00
SkyratBot 6442f06979 [MIRROR] fix basic ranged mobs not chasing the victims [MDB IGNORE] (#23468)
* fix basic ranged mobs not chasing the victims (#78073)

## About The Pull Request
if the victim is outside the shooting distance the mob will go through
an endless cycle of finding the target and deleting the target instead
of chasing them

## Why It's Good For The Game
fix basic ranged mobs not chasing the targets

## Changelog
🆑
fix: basic ranged mobs will now chase victims
/🆑

* fix basic ranged mobs not chasing the victims

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-09-02 17:37:31 -04:00
SkyratBot 2e319c8820 [MIRROR] minor improvement to mob run away behavior [MDB IGNORE] (#23377)
* minor improvement to mob run away behavior (#77924)

## About The Pull Request
my attempt to improve mobs running away from danger

## Why It's Good For The Game
improve the running away behavior of mobs here is a before and after of
me chasing a rabbit in the church for reference

before:

https://github.com/tgstation/tgstation/assets/138636438/f6e5e237-a444-4410-9fe1-525810f475fc

after:

https://github.com/tgstation/tgstation/assets/138636438/94849f4a-aaf6-4862-880b-4a6a44c4341d

## Changelog
🆑
fix: mobs do not get stuck when running away from danger
/🆑

* minor improvement to mob run away behavior

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-08-28 01:54:27 -04:00
SkyratBot b73b8b7d0a [MIRROR] Mining mob tweaks [MDB IGNORE] (#23242)
* Mining mob tweaks (#77763)

## About The Pull Request

~~I wanted to do this after #77700 (wow cool numbers) but nobody has
merged it yet despite how simple it is so i'll just hope they don't
conflict.~~ Thanks san

I'm fucking about with mining mobs with the intention of making them
more interesting but not necessarily towards making mining _harder_, but
some of these changes unquestionably have done so.

These changes are mostly in response to feedback about Watchers who are
definitely significantly more threatening than previously, although some
of this is user error.

- Watchers are annoying when traversing lavaland because they use their
ability on you instantly upon acquiring a target, if you are trying to
escape other fauna this quickly becomes deadly.
- A lot of players don't really realise what the overwatch ability is
actually doing and so just complain about getting machine gunned.
- If you _do_ react properly to the ability it still makes fighting them
take a lot longer than it used to.
- The "look away" icon is hard to see in the dark sometimes

To ammeliorate these factors I have:

- Reduced watcher health by ~20%
- Display an alerted graphic over the head of the watcher every time you
trigger the overwatch.
- Multiple watchers now won't overwatch you at the same time (this made
the "penalty" volley essentially become instant death)
- The "look away" icon is rendered above the lighting plane so you can
always see it
- Added a new component which tracks how long a mob has had a specific
target.
- - Watchers will now only Overwatch you if they've seen you for at
least 5 seconds (usually they'll try and shoot at you twice before
this).
- - Goliaths will only tentacle you if they've seen you for at least 3
seconds.

If overwatch is still problematic after this I guess I can just nerf it
to not track movement at all and only respond to attacks.

## Why It's Good For The Game

I don't want to discourage miners from "actually mining" by having them
get sniped just for walking around and the added time-to-kill on these
guys could make clearing tendrils more tedious too.

## Changelog

🆑
balance: Watchers have less health
balance: You can't be overwatched by several watchers at a time
balance: Watchers won't overwatch you instantly upon seeing you
balance: Goliaths won't launch tentacles at you instantly upon seeing
you
/🆑

* Mining mob tweaks

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-21 14:32:45 -04:00
SkyratBot 57272c8d22 [MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* 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.
/🆑

* Basic Watchers & Basilisks

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 20:20:53 -04:00
SkyratBot 32f4007f93 [MIRROR] mega arachnid basic monster [MDB IGNORE] (#23135)
* mega arachnid basic monster (#77601)

## About The Pull Request
the mega arachnid is now a basic monster. he is a very tricky and
opportunistic creature he will plan his attacks carefully and only
attack the weak. he will first try to throw fleshy legcuffs at his
victims, if the victim becomes cuffed he will move in to attack him,
otherwise he will run away from him while trying to throw restraints at
his legs. while he is running away he will also release slippery acid to
slip his prey. also when he is looking for his prey, he will be
transparent for more stealth. after he finds his prey the transparency
will wear off. he is also a very stealthy creature, he will break any
lights and cameras near him and he can also climb trees to hide in them
while he is looking for a victim.

## Why It's Good For The Game
add more combat depth for the mega arachnid

## Changelog
🆑
refactor: the mega arachnid is now a basic monster ,please report any
bugs
feature: the mega arachnid now have an ability to slip victims
/🆑

* mega arachnid basic monster

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-08-16 18:26:34 -04:00
SkyratBot 3bbd9a254a [MIRROR] basic ice whelps [MDB IGNORE] (#23077)
* basic ice whelps (#77493)

## About The Pull Request
i have refactored ice whelps into basic mobs. They are now the artistic
sort as theyll mark their territory by seeking out icy rocks and carve
out statues of theirselves using their claws to serve as a warning to
players/animals that this is dragon turf and theyll also go out of their
way to burn any trees in vicinity just for the hell of it. they are now
gruesome cannibals if they find a corpse of one of their kin near them
theyll go eat it for nurishment. AS for combat, they have a new ability
which allows them to release fire in all directions however theyll only
use this ability once their enraged meter is full. to make it fair ive
given them a new component which allows them to telegraph abilities and
only do them after a delay so players can react in time for it.

## Why It's Good For The Game
basic mob refactor

## Changelog
🆑
refactor: ice whelps have been refactored to basic mobs
add: ice whelps have a new dangerous ability which theyll use once their
enraged meter is full
/🆑

* basic ice whelps

* Modular paths

---------

Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-14 19:17:20 -04:00
SkyratBot b967c2787c [MIRROR] Give basic mob ranged attacks a cooldown [MDB IGNORE] (#23062)
* Give basic mob ranged attacks a cooldown (#77575)

## About The Pull Request

Atomised change from a different PR I am working on.
This changes the basic mob ranged attacks element into a component so
that it can also track an attack cooldown on the mob, preventing it from
firing until the cooldown is complete.
This was possible with simple mobs but wasn't kept going forwards when
converting things to basic ones.

## Why It's Good For The Game

Ideally player and mob behaviour should be unified as much as is
realistically possible. Currently mobs which are designed to fire a
powerful weapon slowly can blast as rapidly as the click cooldown if
placed under control of a player, which is not ideal.
This isn't currently aligned for melee attacks either but I will look at
that later.

## Changelog

🆑
fix: Player-controlled basic mobs with ranged attacks can now only fire
about as fast as AI-controlled ones.
/🆑

* Give basic mob ranged attacks a cooldown

* Modular update

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-13 19:18:09 -04:00
SkyratBot b4989ba05b [MIRROR] Unit Tests for AI Planning Subtrees not having required element/component [MDB IGNORE] (#23047)
* Unit Tests for AI Planning Subtrees not having required element/component (#77539)

## About The Pull Request

Hey there,

I've personally fallen for this stupid thing twice (in #77503 and #75627
(d3575161ca)), so I decided to spend a few
hours to crack out a unit test to ensure that I (and no one else) falls
for this stupid thing again.

Let me know if there's a smarter way to code something like this, but I
couldn't figure out a better way to accomodate the current framework and
be as agnostic to certain oddities as possible.
## Why It's Good For The Game
Catches stuff like this:

```txt
[2023-08-11 21:10:04.019]     FAILURE #1: The mob Garden Gnome does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #2: The mob the morph does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #3: The mob the guard spiderling (946) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #4: The mob the ambush spiderling (255) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #5: The mob the scout spiderling (375) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #6: The mob the flesh spiderling (337) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #7: The mob the hunter spiderling (869) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #8: The mob the nurse spiderling (629) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #9: The mob the tangle spiderling (19) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #10: The mob the broodmother spiderling (855) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #11: The mob the viper spiderling (519) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #12: The mob the tarantula spiderling (963) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #13: The mob the spiderling (100) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
```

(ignore the part about gnomes and morphs, this was an earlier version of
the unit test. everything else was relevant and is fixed)
## Changelog
🆑
fix: Growing spiders will now retaliate against you like they were
always meant to.
/🆑

* Unit Tests for AI Planning Subtrees not having required element/component

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-12 18:34:53 -04:00
SkyratBot d5655c3c55 [MIRROR] Adds Summon Simians & Buffs/QoLs Mutate [MDB IGNORE] (#22970)
* Adds Summon Simians & Buffs/QoLs Mutate (#77196)

## About The Pull Request

Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.

Added further support for nonhuman robed casting: Monkeys, cyborgs, and
drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.

Made monkeys able to wield things again.

Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.

Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.

Improved some monkey AI code.

## Why It's Good For The Game

> Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.

It's criminal we don't have a monky spell, and this is a really fun spin
on it. Total chaos, but total monky chaos. It's surprisingly strong,
but! it can very well backfire if you stay near the angry monkeys too
long and your protection fades away. Unless you become a monkey
yourself!!

> Wizard Mutate spell works on non-human races.

This spell is great but it's hampered by the mutation's human
requirement, which is reasonable in normal gameplay. Wizards don't need
to care about that, and the human restriction hinders a lot of possible
gimmicks, so off it goes. Also, wizard hulk does't cause chunky fingers
for similar reasons

> Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.

Don't really caer about the damage so much, this is more so that it has
effects such as on-hit visuals. Can lower the damage if required, but
honestly anything that competes against troll mjolnir is good.

> Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.

SS13 is known for 'The Dev Team Thinks of Everything' and I believe this
is a sorely lacking part of this or something. It's funny.
I want to see a monkey wizard.

> Made monkeys able to wield things again.

I really don't know why this was a thing and it was breaking my axe and
spear wielding primal monkeys. Like, why?

## Changelog

🆑
add: Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
balance: Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.
balance: Made Laser eyes projectiles a subtype of actual lasers, which
has various properties such as on-hit effects and upping the damage to
30.
add: Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
balance: Made monkeys able to wield two-handed things again.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Adds Summon Simians & Buffs/QoLs Mutate

* Updates our modular file to take this into account (I hate that this exists)

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-08-11 14:42:17 -04:00
SkyratBot 8050ddd1d9 [MIRROR] [NO GBP] Fixes basic mobs freezing up when in melee range of a target [MDB IGNORE] (#22946)
* [NO GBP] Fixes basic mobs freezing up when in melee range of a target (#77434)

## About The Pull Request

whoops missed an `!` and didn't test the code

fixes #77444
fixes #77449

## Changelog

🆑
fix: fixed basic mobs freezing up when in melee range of a target
/🆑

* [NO GBP] Fixes basic mobs freezing up when in melee range of a target

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-08-08 13:13:57 -04:00
SkyratBot add685c986 [MIRROR] make the hive bot a basic bot [MDB IGNORE] (#22938)
* make the hive bot a basic bot (#77274)

## About The Pull Request
i make the hivebot a basic bot also the old hivebot simple bot he was
chaneged apperence when he finded a target so i maked a new element to
allowed this behavier so now when the basic finded a target he apperence
can also changed and this elememt can be gived to another basic monsters
so they can changed apperence when they found a target. i give him new
behaviers now the hivebot will look for ech other and when he finded ech
other they will comunicated with binyary messages and now the mechanic
hivebot he will go to look for broked machines so he can repair him

## Why It's Good For The Game
the hivebot is a basic and he have a better behaver

## Changelog
🆑
refactor: the hivebot is now a basic please report any bugs
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* make the hive bot a basic bot

* Update salvagepost.dmm

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 09:28:04 -04:00
SkyratBot 40df076b36 [MIRROR] Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes find_potential_targets wallhacks [MDB IGNORE] (#22919)
* Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes `find_potential_targets` wallhacks (#77393)

## About The Pull Request

Goliath's sand digging behaviour could potentially target a turf that's
actually unreachable by the goliath, e.g.
```
G#
#T
```
where G - goliath # - wall T - target turf. fixed that, but i think
there could be something easier here, maybe instead grabbing turfs in
goliath's `view()`? unsure

The component goliaths use to telegraph their attacks
(`basic_mob_attack_telegraph`) casts a `do_after()` to perform the
attack, but it was not actually checking for the target staying in melee
range, as it was using the source goliath as both `user` and `target`,
so it didn't actually care at all for the target. Implemented an
`extra_checks` to `Adjacent()` since that's the closest we get for melee
range shenanigans I suppose
This still allows the source basicmob to attack the target if the target
moves around the source basicmob.

`!`Goliaths were also able to summon tentacles on a target that moved
into cover and still stayed in the `find_potential_targets` target
range. Which meant more wallhacks. This was a thing for the base
`find_potential_targets`, meaning that every basic mob using it was a
dirty haxxor (or very vengeful). Fixed that by making
`find_potential_targets` also check for `can_see()` before proceeding
further down `find_potential_targets/perform()`. `!` The only exception
to this check currently are bileworms.

`!`Goliath tentacles were not spawning in mineral turfs as their
`Initialize()` checked for closed turfs before handling mineral turf
mining. Fixed that as well.

## Why It's Good For The Game

![Dr__Hax_by_Didgeridoo_Dealer](https://github.com/tgstation/tgstation/assets/75863639/fbcbfc1b-f489-435e-bb01-677f55398787)

## Changelog

🆑
fix: fixed goliaths digging sand that they can't actually reach (behind
windows or inbetween closed turfs)
fix: fixed goliaths melee attacking their target despite the target
running away from goliath melee range
fix: fixed goliath tentacles not spawning in mineral turfs
fix: fixed goliaths summoning tentacles on targets that moved behind
cover but stayed in their targeting range. this applies for most basic
mobs, really, so if any basic mob was targeting you despite you hauling
ass behind cover, they shouldn't anymore
/🆑

* Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes `find_potential_targets` wallhacks

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-08-07 09:42:53 -04:00
SkyratBot 377bf92754 [MIRROR] Basic Lobstrosity [MDB IGNORE] (#22827)
* 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.
/🆑

* Basic Lobstrosity

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-01 21:00:44 -04:00
SkyratBot a50b093a90 [MIRROR] Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip. [MDB IGNORE] (#22796)
* Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip. (#77095)

## About The Pull Request
Title

## Why It's Good For The Game
It bothered me

## Changelog

🆑 Licks-The-Crystal
spellcheck: Corrected a large quantity of spelling, grammatical and
phrasing errors with Exploration Drone content.
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip.

---------

Co-authored-by: zeckle/licks-the-crystal <79835169+mikederkan@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-07-31 20:02:55 -04:00
SkyratBot 3fa227223a [MIRROR] convert the bear to a basic mobster [MDB IGNORE] (#22751)
* convert the bear to a basic mobster

* Merge conflicts

* Fixing the diffs

* Merge conflicts

* Update mob.dm

* Update VoidRaptor.dmm

* why is this pr so cursed

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-29 04:40:27 -04:00
SkyratBot 888801fd05 [MIRROR] Adds a unit test to stop elements from using identical lists for their arguments. [MDB IGNORE] (#22732)
* Adds a unit test to stop elements from using identical lists for their arguments. (#76322)

## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.

* Adds a unit test to stop elements from using identical lists for their arguments.

* Fixes unit test

* seeing double

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 20:08:55 -04:00
SkyratBot e0ab5a3328 [MIRROR] Converting crabs to basic mobs [MDB IGNORE] (#22710)
* Converting crabs to basic mobs (#77109)

## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)

## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑

* Converting crabs to basic mobs

* UpdatePaths

* More path changes

* Update simple_animal_freeze.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:05:51 -04:00
SkyratBot 6aa21d0527 [MIRROR] Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path. [MDB IGNORE] (#22727)
* Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path.

* Update _vending.dm

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 17:29:54 -04:00
SkyratBot b046f4b8be [MIRROR] Dog wit the butter (feat. a bunch of dog-related code improvements) [MDB IGNORE] (#22728)
* Dog wit the butter (feat. a bunch of dog-related code improvements)

* Delete dog.dm

* Update dogs.dm

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 17:29:44 -04:00
SkyratBot da26dabf3c [MIRROR] add pony [MDB IGNORE] (#22607)
* add pony (#76955)

* add pony

---------

Co-authored-by: scriptis <scriptif@proton.me>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 16:54:09 -04:00
SkyratBot 07fa5992a4 [MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers

* Fixes modular pronouns

* Merge conflict

* Update spank_related.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 22:10:59 -04:00
Bloop a9c80a29a3 [MISSED MIRROR] Implements a macro for checking mind traits (#76548) (#22447)
* Implements a macro for checking mind traits (#76548)

![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>

* modular stuff

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-07-18 21:32:47 -04:00
SkyratBot 49f61b14a9 [MIRROR] make the pinguen a basic animal [MDB IGNORE] (#22568)
* makes the pinguin a basic animal (#76790)

## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it
![penguin with a
eggs](https://github.com/tgstation/tgstation/assets/138636438/e5f3d741-edc0-438f-b1b3-9e4ed2280532)

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance

🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑

* make the pinguen a basic animal

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-07-18 17:00:04 -04:00
SkyratBot 45c9acb684 [MIRROR] Basic mobs can emote when they get a new target [MDB IGNORE] (#22497)
* Basic mobs can emote when they get a new target (#76654)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/7483112/c16adf49-b075-42ee-a5e1-d998e0e77227)

Fixes #76624
Restores lost functionality for a mob to play an emote when it acquires
a new target.
Also I added a generic blackboard key change signal which could
potentially have other uses in the future.

## Why It's Good For The Game

It's good feedback to know when a mob has chosen to target something.

## Changelog

🆑
fix: Carp, Trees, and Festivus Poles will once more sometimes emote at
you if they think you are looking at them the wrong way, before they
come over to beat you up.
/🆑

* Basic mobs can emote when they get a new target

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-16 14:18:38 -04:00
SkyratBot 0a03e8a2a7 [MIRROR] Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types [MDB IGNORE] (#22481)
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types

* Resolve merge conflicts

* Modular adjustments

* destroy this double return on destroy

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 22:51:23 -04:00
SkyratBot ed294532c6 [MIRROR] transform the paper wizard from a simple to a basic [MDB IGNORE] (#22452)
* transform the paper wizard from a simple to a basic (#76688)

## About The Pull Request
i transfered paper wizard from simple to a basic and i also gaved him
new fetures he can go and do. now when he will go and walked when he
walks there will be a paper effects when he goes to walk. also he will
he will now go to look for paperes on the floor and then he will write
stuff inside the paper, so a player can maybe distracted the wizard with
a paper because the wizard will stop atacked him for a bit until he
finished writted stuff inside the paper. i follow the instrucions in the
learn-ai md to maked this to a new ai subtree behavier.

## Why It's Good For The Game
the paper wizard is now a basic so he is a better ai and he also have
more feture to gaved him depth mechanics

## Changelog
🆑
refactor: paper wizard have been refactored, please report any
bugs/unintended behavior
refactor: refacted the datum/elememt/trial to an bespoken element
add: paper wizard now have effects when he walking and he will now go
and look for paperes and write stuff in them
/🆑

* transform the paper wizard from a simple to a basic

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-07-14 13:10:55 -04:00
SkyratBot 35e28a5b4a [MIRROR] Goliath basic mob [MDB IGNORE] (#22412)
* Goliath basic mob (#76754)

## About The Pull Request

Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.

https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.

The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.

Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.

Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.

The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.

When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

![image](https://github.com/tgstation/tgstation/assets/7483112/90580403-d82f-4c29-b3e1-6c462e01edda)

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.

## Why It's Good For The Game

It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.

## Changelog

🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑

* Goliath basic mob

* Update ash_rituals.dm

* fixes icon diff

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-14 03:10:50 +00:00
SkyratBot e6b03254ce [MIRROR] Converts foxes to basic mobs. [MDB IGNORE] (#22358)
* Converts foxes to basic mobs. (#76662)

## About The Pull Request

As the title says, foxes are now basic mobs.

Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...

![image](https://github.com/tgstation/tgstation/assets/105025397/152f56f7-02ae-4b1f-8556-2571ed485683)
## Why It's Good For The Game

Gets rid of another simple animal. We grow ever closer to ascension.

Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑

* Converts foxes to basic mobs.

* Run UpdatePaths

* Fixes a renalt objective modular override

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-12 10:32:33 -04:00
SkyratBot ab4cc06c55 [MIRROR] Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism [MDB IGNORE] (#22155)
* Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism

* skyrat edits

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-09 12:05:05 -07:00
SkyratBot 76e3348760 [MIRROR] Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) [MDB IGNORE] (#21958)
* Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait)

* fix

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 20:21:36 +00:00
SkyratBot 6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot 6a88a61190 [MIRROR] Fixes links to AI doc [MDB IGNORE] (#21750)
* Fixes links to AI doc (#75940)

Arm rewrote this file in c500ccb9ea but
never updated the links to the new file name

MUH UX REEEEEEEEE

* Fixes links to AI doc

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-11 00:41:00 +01:00
SkyratBot 19d04376e6 [MIRROR] Refactors chicks into basic mobs [MDB IGNORE] (#21602)
* Refactors chicks into basic mobs (#75663)

## About The Pull Request

On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.

Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game

More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.

One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑

Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.

* Refactors chicks into basic mobs

* fix

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 13:58:53 +00:00
SkyratBot e4583c5fb2 [MIRROR] Refactors Ant into Basic Mob [MDB IGNORE] (#21601)
* Refactors Ant into Basic Mob (#75662)

## About The Pull Request

On the tin. No new fancy AI wheels or anything, just a simple port.
## Why It's Good For The Game

Knocks another one off the list, just really light stuff. They're a bit
smarter now too, I think the intention was them for them to be pet-like
as well (according to the code). Should be really rather easy to give
them the pet-like behaviors and elements if someone really wants to in
the future, just sorta paving the way for more work to be done to make
mobs more intricate/interesting.
## Changelog
🆑
refactor: Giant ants are now more capable of distinguishing friend and
foe.
/🆑

* Refactors Ant into Basic Mob

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-07 15:39:41 +02:00
SkyratBot 2ba69d8b54 [MIRROR] basic mobs & co no longer indiscriminately perform close-range actions in the presence of obstacles. [MDB IGNORE] (#21521)
* basic mobs & co no longer indiscriminately perform close-range actions in the presence of obstacles. (#75687)

## About The Pull Request
Currently, we don't have any such thing as a general ai_behavior flag
for behaviors that need a check for if the current_movement_target is
within reach or not. We could fix it case by case by slapping a
`CanReach()` check in the `performBehavior()` definition of every
`ai_behavior` datum that warrants it, the general issue will keep
resurfacing as long as new behaviors are added to the game anyhow, while
there's a lot less copypasta involved easier to apply solution to
current and future instances of such issue.

Worth mentioning not all ai_behaviors with required_range of 1 have this
flag. Some are fairly innocuous, such as the follow command, some others
kind of handle it already in a more peculiar or complex way, which is
also an argument against making it a hardcoded heck for when the
required_range is 1 or 0.

This has been tested, though there are some rough edges and oddities
also unrelated to his PR that might have evaded scrutiny.

## Why It's Good For The Game
This should fix #74823, fix #69254, and fix #74713 (I guess? it could
have been phrased better).

## Changelog

🆑
fix: basic mobs & co no longer indiscriminately perform close-range
actions in the presence of obstacles such as directional windows between
them and their target.
fix: Doggos should look at you with longing eyes once again if you dare
pick up an edible they are trying to eat.
/🆑

* basic mobs & co no longer indiscriminately perform close-range actions in the presence of obstacles.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-05-31 23:15:23 +12:00
SkyratBot d52445f5df [MIRROR] Turns Chickens into Basic Mobs [MDB IGNORE] (#21414)
* Turns Chickens into Basic Mobs (#75592)

* Turns Chickens into Basic Mobs

* modular

* Update VoidRaptor.dmm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-28 23:42:43 +00:00
SkyratBot 29cf77f8b8 [MIRROR] Converts Lizards to Basic Mobs [MDB IGNORE] (#21291)
* Converts Lizards to Basic Mobs (#75515)

This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.

one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.

also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.

* Converts Lizards to Basic Mobs

* update modular

* TEGU

* me when I update  Maps

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-21 20:32:43 +01:00
SkyratBot 3696b1eb88 [MIRROR] Converts Killer Tomatoes to Basic Mobs [MDB IGNORE] (#21301)
* Converts Killer Tomatoes to Basic Mobs

* skyrat modular changes

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-20 23:44:02 -07:00
SkyratBot 7028b1d32e [MIRROR] Converts Spiderlings from Structures to Basic Mobs [MDB IGNORE] (#20852)
* Converts Spiderlings from Structures to Basic Mobs (#75001)

If I could've made this more atomic, I would have in a heartbeat, trust
me.

## About The Pull Request

Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.

However, there are two new things that weren't introduced in the code
that had to be put in.

A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.

One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game

Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Converts Spiderlings from Structures to Basic Mobs

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-04-30 12:54:58 -07:00
SkyratBot e6f66d3a4a [MIRROR] Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes [MDB IGNORE] (#20719)
* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)

## About The Pull Request

Replaces weakref usage in AI blackboards with deleting signals

All blackboard var setting must go through setters rather than directly

## Why It's Good For The Game

This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards

(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)

I'm looking for `@ Jacquerel` `@ tralezab` 's opinions on the matter, also
maybe `@ LemonInTheDark` if they're interested

## Changelog

🆑 Melbert
refactor: Mob ai refactored once again
/🆑

* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-26 21:17:15 +01:00
SkyratBot 8164175aa2 [MIRROR] Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles [MDB IGNORE] (#20711)
* Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles (#74784)

## About The Pull Request

deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game

one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes

i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2023-04-23 14:01:36 -04:00
SkyratBot 7cd65785c5 [MIRROR] Farm Sounds DLC (basic mobs can make sounds when speaking) [MDB IGNORE] (#20704)
* Farm Sounds DLC (basic mobs can make sounds when speaking) (#74906)

## About The Pull Request

https://user-images.githubusercontent.com/66640614/233747544-aac153b9-a100-486c-9a7a-4a436b8303b8.mov

Cows, pigs, and sheep make noise when their AI makes them speak.
~~Also House Flipper Farm DLC came out but that's incidental.~~

## Why It's Good For The Game
It's funny, also more sound effects are fun. Gives basic mob creators
more customizability.

## Changelog
🆑 Tattle
qol: basicmobs can now make sounds when their speech is triggered
qol: pigs will now make sounds and emote on their own
sound: cows, pigs, and sheep have new sound effects!
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Farm Sounds DLC (basic mobs can make sounds when speaking)

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-04-23 00:08:24 +01:00
SkyratBot 92f3327227 [MIRROR] refactors poles and trees into basic mobs [MDB IGNORE] (#20649)
* refactors poles and trees into basic mobs (#74812)

## About The Pull Request
refactors poles and trees into basic mobs. If trees now see you holding
a chainsaw, hatchet, or some wood they will get angry and knock you out
for longer. Poles will run around giving some of their charge to APCs
they find along the way. i did them both in this PR coz poles were a
subtype of trees.

## Why It's Good For The Game
refactor

## Changelog
🆑
refactor: refactors trees into basic mobs
refactor: refactors poles into basic mobs
add: If trees now see you holding a chainsaw, hatchet, or some wood they
will get angry and knock you out for longer
add: Poles will run around giving some of their charge to APCs they find
along the way
fix: cells charged by the pole will now have their icon correctly
updated to reflect their charge
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* refactors poles and trees into basic mobs

---------

Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2023-04-20 02:24:29 +01:00
SkyratBot 9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot 470baf671d [MIRROR] Reduce carp migration devastation [MDB IGNORE] (#20445)
* Reduce carp migration devastation (#74608)

## About The Pull Request

I'm not totally satisfied with the amount of random destruction caused
by space carp wandering around, they should certainly be dangerous and
annoying but the random nature of their spawning and pathfinding means
that they would trap themselves in random rooms and then smash all of
the machinery in there.
Because they could attack any dense object they perceived as being in
their way that could result in venting random gas canisters, breaking
terminals, or I even once saw them destroy the supermatter cooling loop
by eating the thermomachines.
While the latter is pretty funny, arbitrary destruction of machines
simply caused because a fish teleported into a room without you knowing
isn't really very engaging and doesn't create very interesting stories.
This ultimately isn't meant to be a heavily destructive event and its
probability to run isn't tuned as if it is.

So, a couple of changes:

I reduced both the range and cooldown of the carp teleporting ability.
This means that AI carp can use it to pathfind past obstacles pretty
reliably and don't spend so much time smashing things, and also reduces
the chances of them getting the drop on you from a location you can't
see.
I also added a short click cooldown to carp travelling through other
carp rifts so people being teleported _to_ have more of an advantage
over people ambushing them (this was already true for the carp creating
the rift).

Additionally I added an optional whitelist to the "attack obstacles to
your pathfinding" AI script, and heavily culled the kind of obstacles
that carp will attack to be ones which are mostly replaceable. They will
still cause a mess and might even vent a room, but they won't smash
vital infrastructure.

Finally I replaced a couple of instances of `get_ranged_target_turf`
with `get_ranged_target_turf_direct` for better precision, and player
carp using the ability can now just click anywhere on the screen and it
will jaunt in that rough direction. With the reduced range, having to
click within its radius was pretty annoying.

With these changes I ran the event 10 times in a row on kilo and then
watched JoJo's bizzarre adventure for 90 minutes and when I came back
the level of destruction seemed pretty reasonable (aside from the big
hole where one of them ran into the supermatter and delaminated it, but
if there were players around that wouldn't happen).

## Why It's Good For The Game

This event was still just a little bit _too_ annoying.
If something destroys important machines it should have happened on
purpose via an event which was supposed to do that, rather than through
chance. Or preferably just be player-driven.

## Changelog

🆑
balance: Carp can't teleport as far, but can do it more frequently.
People who piggyback through their rifts will be blocked from attacking
for a short duration (the same as the normal attack cooldown).
balance: AI controlled carp will now be more selective about which
objects they smash. Player controlled carp (or carp directly instructed
to attack objects by people who have tamed them) can still attack
whatever they like.
/🆑

* Reduce carp migration devastation

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-04-09 19:11:58 -07:00
SkyratBot a560da119f [MIRROR] [Ready] New Cosmic Heretic Path DLC [MDB IGNORE] (#20416)
[Ready] New Cosmic Heretic Path DLC

Co-authored-by: Comxy <tijntensen@gmail.com>
2023-04-08 19:10:34 +01:00
SkyratBot 6f3befe233 [MIRROR] Reagent soup / Soup rework / Stoves - A kitchen expansion [MDB IGNORE] (#20410)
* Reagent soup / Soup rework / Stoves - A kitchen expansion

* fixes that stuff

* puts the range stove on maps that sohuld have it

* fixes some paths that don't exist anymore

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-04-08 13:30:41 -04:00
SkyratBot b6601a2405 [MIRROR] March into Mapness: Meateor [MDB IGNORE] (#20233)
* March into Mapness: Meateor (#74070)

* March into Mapness: Meateor

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-04-01 05:39:55 -04:00