Commit Graph

18 Commits

Author SHA1 Message Date
SkyratBot 1258594041 [MIRROR] Goldgrub basic [MDB IGNORE] (#23255)
* Goldgrub basic

* Update riding_mob.dm

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-22 02:44:57 -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 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 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 4cd00f275a [MIRROR] Faction defines [MDB IGNORE] (#19590)
* Faction defines

* fixes

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:55:18 +00:00
SkyratBot 7f31d138c4 [MIRROR] Basic Wumborian Fugu & Fugu Gland [MDB IGNORE] (#19369)
* Basic Wumborian Fugu & Fugu Gland

* Update spider_variants.dm

* wew

* Update wumborian_fugu.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:52:34 +00:00
SkyratBot 88f8ef7adc [MIRROR] Netherworld Mobs Refractor [MDB IGNORE] (#19181)
* Netherworld Mobs Refractor

* Update statues.dm

* Update tgstation.dme

* w

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:44:53 +00:00
SkyratBot 7ee524f748 [MIRROR] Basic Mob Carp Part VIII: Basic Mob Carp [MDB IGNORE] (#18344)
* Basic Mob Carp Part VIII: Basic Mob Carp

* maps

* missed killing main carp file

* shorki and ocean biomes

* shorki 2: pet-a-boogaloo

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 05:48:50 -05:00
SkyratBot bccf824a6c [MIRROR] Turned most syndicate mobs (+ viscerators) into basicmobs [MDB IGNORE] (#18270)
* Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)

## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts

https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>

* Turned most syndicate mobs (+ viscerators) into basicmobs

* map

* code

* Update syndibase.dmm

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-01-07 02:48:07 -05:00
SkyratBot b78557a611 [MIRROR] Small Seconds Define Cleanup for Spawners [MDB IGNORE] (#17156)
* Small Seconds Define Cleanup for Spawners (#70719)

Hey there,

I was doing some codediving, and I stumbled upon this spawn_time silliness in mob spawner code, so I just swapped everything to use SECONDS defines (since units are very epic).

* Small Seconds Define Cleanup for Spawners

Co-authored-by: san7890 <the@san7890.com>
2022-10-25 14:10:38 -07:00
SkyratBot d27cd97f74 [MIRROR] [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane [MDB IGNORE] (#16030)
* [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane

* fix map merges

* icon paths and merge conflicts

Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-24 20:10:28 -04:00
SkyratBot c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot 43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot f8a138d332 [MIRROR] [READY]Da small cytology update. Banana glutton and proper clown mob reagents. (#2578)
* [READY]Da small cytology update. Banana glutton and proper clown mob reagents.

* Resolve merge conflict

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Avunia Takiya <git@takiya.cloud>
2021-01-08 22:53:11 +01:00
Dax Dupont b13d244d76 Adds new clown mobs for admin use (#43675)
* new clown mobs and spawners

adds several new types of clown mobs, a beacon to spawn them, and a honkrender that spawns clown hulks

* added more clown varieties and fixes to previous

* fixed unneeded capitalization and changed mob values

removed unneeded capitalization and text errors and altered mob attack values to create more variation. Honkmunculus now does very little damamge but injects a small amount of meth.

* Update clown.dm

* clown changes and new clown

new clown that spawns bananas. can leave large stacks if left unattended, so it may require some reworking. nerfed several overpowered clowns and gave chlown a beetle like stride

* added cluwne to uplink, fixed redundant variables, added new clowns

cluwne can now be purchased for 5 telecrystals as a clown exclusive uplink item. Bananas were greatly improved. new weak clown added. Gave some clowns extra parents to reduce variables.

* Update code/modules/mob/living/simple_animal/hostile/retaliate/clown.dm

Co-Authored-By: Pugnacious-Gnome <48869928+Pugnacious-Gnome@users.noreply.github.com>

* IT LIVES ONCE MORE

* forgive me for this sin

* i wish git would detect case changes

* this works
2019-04-24 18:13:57 -04:00
Whoneedspacee 6a70a982df [Ready] Megafauna VR Training Simulator (#42353)
* lava arena is now not the default for swoop attack

adds mass fire attack, sends fire lines out from the drake in 360 degrees

lava pools now have a chance to be spawned with the fire breath attack

adds greater delay for lava pools on lesser ash drake so they don't just all instantly get placed

lava arena doesn't needlessly recalculate the turfs it will be using every pass now

enraged state, procs when you try to escape from the lava arena attack without fighting it normally, colors the drake turns its brightness up as it glows, then shoots out fire everywhere, also heals the drake for 250 health.

fixes a bug where fire lines wouldn't appear if their range would put the calculated end turf outside the map

fixes a bug where indestructible open turfs would turn into basalt on the lava arena attack

fixes a bug where lava arena safe spots would be on indestructible closed turfs

drake swoops now have a greater default recovery time

* fixes stupid text error

* adds vr mining sleepers to the lavaland mining base which can be used to train with megafauna and test out other items

removes useless code from colossus's file including having a dead icon of the drake and butchering results

adds virtual versions of each megafauna which don't drop any items and are deleted upon death

adds the vr mining map

* adds virtual megafauna spawners and their respective icons, spawn 1 megafauna at their location and are indestructible

changes default virtual megafauna hunter gear to be more like the default mining gear

* adds more items to spawning in mining vr

megafauna spawner nests can no longer be pushed

virtual megafauna now have a limit to how far they can move away from their nest

adds arenas and fast bluespace tile paths to each megafauna spawner and gives the mining base some walls to protect it

* adds mining vr map to the away mission config

adds perm portals, linked two way portals who are linked by id and can be set in mapping files by editing instance

adds megafauna portals for the arenas

fixes up some junk on the mining vr map

adds a spawn delay for megafauna spawners after the linked megafaunas death

fixes a bug where bubblegum could teleport outside of his arena

* adds true spawn var to bubblegum to easily handle clones / virtual versions of it spawning

fixes bug where virtual legion would release the real legion when damaged

moves vr mining code to the away missions code to adhere to contributing.md

* converts map files to tgm

adds arena cleanup and fixes runtime bugs on virtual megafauna spawn and death

* reverts local drake changes

* fixes bug where drake corpses still had a gps signal

removes worthless include

* adds the crusher trophies to the vr mining kit

no more granting null achievements you stinky virtual megafauna

this map really didn't need to be 255x255 im sorry

* even smaller map wowee also please compile

* adds respawning item crates for the lavaland items and healing junk

even smaller map and some filler spaces for possible future bosses

removes lavaland map changes

mining vr now works properly with other vr maps and is randomly selected working with normal vr sleepers on station

fixes permanent being permanant my bad

* lavaland map stop being changed

* maybe a bit overkill with the amount of healing items

* reordering i guess but why is the rum gone

* work please

* Update Lavaland.dmm

* Update Lavaland.dmm

* adds force stop option to portals so you can choose to not chain teleports with non linked portals.dm

permanent portals now can be var edited mid game and still work (cool admin events? idk)

permanent portals are no longer deleted if they don't have a linked portal

adds one way portals, portals that lead somewhere but have no return portal. basically non hardlinked portals but able to be done in map and edit stuff

adds recall portals for the vr megafauna arenas, one way portals but you can recall to them by using a one time use spell (no it is not tied to your real mind it is tied to the vr mind)

virtual megafauna can no longer escape their arenas

moves some virtual megafauna procs to the main megafauna file to reduce needless code

* recall portals can now be chained and the portal recall spell can now go back in a stack reverse style

* adds boss rush mode, fight all of the bosses successively with only one break in the middle without dying

object spawners can now choose their datum spawner type through a var

moves some virtual megafauna code from the megafauna file to the megafauna spawner datum

* adds new goodies to the end of the boss rush

removes a lot of the copy pastad code in the vr megafauna

adds true spawn var, decides whether or not the megafauna should grant achievements or have an internal gps, used for bubblegum hallucinations and virtual megafauna

internal gps are now added on the base megafauna path

hierophant's crusher trophy no longer spawns at its beacon (let's be honest some people missed it because of this) so it works properly with the crusher loot var
2019-02-11 12:01:51 -05:00
4dplanner 360bc5a82a prevents spawner kills 2018-11-28 14:19:04 +00:00
4dplanner ce0828a98e Tendrils are now structure based [READY] (#41554)
* Tendrils are now structure based

* Re-adds tendril wipe achievement

neatens up ash walker variables
gets rid of unnecessary variables in hivelord

* Marks spawner children as admin spawned
2018-11-19 14:36:33 -05:00