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996d022afe8eeaaf661d1642ba7679f64ae8fbca
239 Commits
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8248bb90df |
[MIRROR] Polymorph belt blacklists several biotypes instead of allowing only organics [MDB IGNORE] (#23620)
* Polymorph belt blacklists several biotypes instead of allowing only organics (#78229) ## About The Pull Request Title; this makes the belt able to morph into _more_ mobs, but _less problematic/abusable_ mobs hopefully. It still only functions on basic/simple_animals, however. ~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them completely. Though catching a sentient ling slug and morphing everyone into it is funny, it's only funny the first 5 times someone does it. (disclaimer: this is an approximation, i did not actually see a polymorph belt in-game because i currently play miner and like 10 games a week tops) Arguably, this isn't ideal, but it's the closest we get unless we rename `MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to bioflag for mobs we don't want **fun** things happen to.~~ `MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that. I think the alternative methow could use whatever the gold cores use to determine what to spawn but that would shift the mobs available for the belt even more and I can't be assed to figure out how _much_ of a shift that would be. Dragons or slimes or lavaland mobs would be out, for example. Don't really vibe with that. Fixes headslug's description bit that discerns a sentient slug from an AI one showing up on a dead slug. It can't move while it's dead, no matter its mind/AI. Also adds simple dmdoc comments to the defines to help discern a few of them more easily. Non-quip text suggestions welcome. ## Why It's Good For The Game - Resolves #77756 - Resolves #78227 More mobs available for the funny belt but less _fun_ mobs should allow for more stable use of the damn thing. Arguably, some of the mobs that have been found to be incompatible with the belt are simply lacking a `MOB_ORGANIC` flag, some of them with no apparent reason. However, blacklisting potentially problematic biotypes should be easier to design the unwanted mobs around. Also consistency, less all-ling stations, code clarity. Whatever. ## Changelog 🆑 balance: polymorph belt now blacklists mobs that are undead, humanoid, robotic or spiritual (in nature, not religiously), as well as megafauna balance: however, this means that it works with more mobs that it should logically work with, like slimes/bugs/lightgeists etc fix: fixed headslug shenanigans with the polymorph belt hopefully for good this time fix: fixed headslug description mentioning its movement despite the slug being dead /🆑 * Polymorph belt blacklists several biotypes instead of allowing only organics --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> |
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4d9bed607f |
[MIRROR] Fixing this dead mouse related harddel [MDB IGNORE] (#23569)
* Fixing this dead mouse related harddel (#78150) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/78085 Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23510 Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23506  When the foodening added some args to the constructor of `/obj/item/food` some instances of the constructor being passed stuff got overlooked and were not updated. This resulted in a mob ref potentially being passed in to `starting_reagent_purity` in some cases, ultimately resulting in this harddel. @ SyncIt21 this is exactly the reason I was being so paranoid with #77946 the other day. Tracking constructor uses down can be such a pain when they aren't prefaced with a type, and are almost guaranteed to get overlooked during refactors if the compiler does not say anything about it. I hate DM. edit: and I just tested this only to find a second bug with the ice cream. I can confirm that it is in fact working now after fixing that one too. <details><summary>evil ice cream</summary>  </details> ## Why It's Good For The Game Fixing a harddel that was causing many CI failures ## Changelog 🆑 fix: fixes creamatorium not producing any suspicious ice cream, and fixes a dead mouse related harrdel /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * Fixing this dead mouse related harddel --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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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> |
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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> |
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77de679782 |
[MIRROR] mob_transformation_simple sends a COMSIG_MOB_CHANGED_TYPE signal, letting content_barfer mobs spit things out [MDB IGNORE] (#23518)
* `mob_transformation_simple` sends a `COMSIG_MOB_CHANGED_TYPE` signal, letting `content_barfer` mobs spit things out (#78093) ## About The Pull Request Title; also makes bileworm devour message have a warning span. ~~it's a bit cheeky but i didn't want to add a deletion signal to the content_barfer's signal list, and the wabbajack signal here kinda makes sense?~~ ## Why It's Good For The Game Fixes #76791 ## Changelog 🆑 fix: fixed bileworm evolution deleting anything they devoured; they will now eject their contents upon evolution to vileworms /🆑 * `mob_transformation_simple` sends a `COMSIG_MOB_CHANGED_TYPE` signal, letting `content_barfer` mobs spit things out --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> |
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c86475e29e |
[MIRROR] (no gbp) small improvement to bee pollination [MDB IGNORE] (#23514)
* (no gbp) small improvement to bee pollination (#78095) ## About The Pull Request i saw some players are upset because the hive bees aggro towards people so it makes them harder to control for the pollination. bees will now only aggro to people if they are standing very near their hive. if they move out of range of the beehive they will ignore them and focus on pollination. ## Why It's Good For The Game improvements to pollination ## Changelog 🆑 qol: pollinating bees will now only attack players that are standing near the beehive /🆑 * (no gbp) small improvement to bee pollination --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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f0b265b6bb |
[MIRROR] Foodening [MDB IGNORE] (#23440)
* Foodening * Update chem_dispenser.dm * Juicening? * Update big_mortar.dm * Adds crafting complexities to modular foods * Olive oil repath * Cooking oil repath --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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8e4632d000 |
[MIRROR] Basic mobs drop their butcher results when gibbed [MDB IGNORE] (#23495)
* Basic mobs drop their butcher results when gibbed (#78091) ## About The Pull Request Title. ## Why It's Good For The Game Fixes #78089 Simple mobs drop their meats when gibbed but basic mobs don't which is weird and inconsistent. ## Changelog 🆑 fix: fixed basic mobs not dropping their butcher results when gibbed /🆑 * Basic mobs drop their butcher results when gibbed --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> |
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b6e98ed561 |
[MIRROR] You can no longer create non-synthesizable chemicals with bees. [MDB IGNORE] (#23475)
* You can no longer create non-synthesizable chemicals with bees. (#78072) ## About The Pull Request You can no longer create non-synthesizable chemicals with bees. ## Why It's Good For The Game Fixes the ability to mass produce reagents that aren't supposed to be directly synthesized. ## Changelog 🆑 fix: You can no longer create non-synthesizable chemicals with bees. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com> * You can no longer create non-synthesizable chemicals with bees. --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com> |
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57e408e8a9 |
[MIRROR] [NO GBP] Star Gazer Fixes [MDB IGNORE] (#23415)
* [NO GBP] Star Gazer Fixes (#78003) ## About The Pull Request Star Gazer can be buckled which stops the Star Gazer from being able to move which isn't supposed to happen. Also removes Star Gazer alpha pixels which where created because it used to have a limited amount of health, but now it isn't needed and seems like it will only be in the way. ## Why It's Good For The Game Improvements. ## Changelog 🆑 fix: Fixes Star Gazer getting buckled image: Removes Star Gazer alpha pixels /🆑 * [NO GBP] Star Gazer Fixes --------- Co-authored-by: Comxy <tijntensen@gmail.com> |
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f2d1a4407f |
[MIRROR] [no gbp] Removes a source of self-ling [MDB IGNORE] (#23352)
* [no gbp] Removes a source of self-ling (#77941) ## About The Pull Request The protection from allowing a possessing mob to lay changeling eggs of the dead headslug corpses present in the meateor ruin was a post-creation variable edit rather than an immutable property of the typepath, so if for instance you had some kind of item of clothing which allows you to turn yourself into an instance of a mob via its typepath you could use them to turn into a headslug, bite a monkeyman, commit suicide, and then become a changeling. An unintended consequene of two things added by the same developer? Starting to stop looking like a coincidence, someone should investigate this guy... ## Why It's Good For The Game This is undesirable, which is exactly why nobody reported it even though they knew they could do it. * [no gbp] Removes a source of self-ling --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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76c870a3a5 |
[MIRROR] [no gbp] Watchers don't glow while they are dead [MDB IGNORE] (#23324)
* [no gbp] Watchers don't glow while they are dead (#77910) ## About The Pull Request Removes watcher emissive appearance while dead. ## Why It's Good For The Game Made it look like they were haunted by their own ghost, spooky but inappropriate. ## Changelog 🆑 fix: Watchers won't retain an ethereal outline of their wings hovering over their dead body. /🆑 * [no gbp] Watchers don't glow while they are dead --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6aa87c2456 |
[MIRROR] fixes regal rats not running away [MDB IGNORE] (#23304)
* fixes regal rats not running away (#77888) ## About The Pull Request fixes the regal rat not running away from whoever attacked him. also adds a new pet command behavior which makes the king's minions drop whatever they are doing and defend their king from whoever has attacked him. ## Why It's Good For The Game the rats now behave right ## Changelog 🆑 fix: regal rats now run away from whoever attacked them add: new pet behavior which makes pets defend their owners if they got attacked /🆑 * fixes regal rats not running away --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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8d61e1f93b |
[MIRROR] Doafter cleanup, disables stoplag dynamic sleeping in unit tests [MDB IGNORE] (#23288)
* Doafter cleanup, disables stoplag dynamic sleeping in unit tests (#77868) ## About The Pull Request [Makes the do_afters list behave as expected](https://github.com/tgstation/tgstation/commit/b7cd6c520f25bc9570edc1e478123bf69884eb6d) Half the code expected it to be a flat list of things we are acting on, half expected it to be an assoc list of thing -> interaction count Let's make that second dream a reality yeah? [Disables stoplag's lag stoppage for unit tests](https://github.com/tgstation/tgstation/commit/88b2bb371cba4a0b2b042b866cb0d1f00453487c) Because of the unique environment of unit tests (High cpu usage, lots of sleeping) this risks spurious hard deletes from neverending stoplag runs. ## Why It's Good For The Game Less errors/guesswork in testing, better code Potentially addresses #77865 * Doafter cleanup, disables stoplag dynamic sleeping in unit tests --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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25fb2e098b |
[MIRROR] Adds error on qdeling callback, fixes errors this causes [MDB IGNORE] (#23271)
* Adds error on qdeling callback, fixes errors this causes (#77850) ## About The Pull Request You shouldn't ever qdel a callback. If you don't want to own it free your ref (remove it from a list/set it to null). When all refs are cleared it'll get cleaned up by byond itself * Adds error on qdeling callback, fixes errors this causes * Update cell_component.dm * Update acid.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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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> |
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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> |
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f25cb55f3a |
[MIRROR] Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon [MDB IGNORE] (#23227)
* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon (#77306) ## About The Pull Request Instead of a supernatural phobia, sacrificed people will now get a HERESY phobia, which specifically targets heretic stuff, instead of all of magic. Other heretics, however, do not get this, but instead get knowledge points sapped from them, as their mind is ruined in a different way than normal people. This comes with different flavour text and a harsher but shorter lasting mood debuff. Also fixes some "knowlege" code typos and places the star gazer and fire shark all in under heretic_summon ## Why It's Good For The Game Heretics, Wizards, Chaplains and Cultists will now be able to keep playing the game after getting sacrificed without overdosing on psicodine, while still retaining the phobia's original design purpose. placing the fire shark and star gazer under the same type also is useful as they share a lot of values. typos bad. ## Changelog 🆑 add: Sacrificed heretic targets will now receive a phobia of heresy instead of a phobia of the supernatural. Sacrificed heretics will not get this phobia, but will lose knowledge points instead. /🆑 Huge thanks to Helg2 for doing the original PR and helping me with this one, couldn't be done without them --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com> * Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon --------- Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com> |
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d7542fb5e3 |
[MIRROR] [no gbp] Adds missing chat feedback to watcher abilities [MDB IGNORE] (#23212)
* [no gbp] Adds missing chat feedback to watcher abilities (#77700) ## About The Pull Request I kept meaning to add this in my last PR and kept thinking "I'll add that in with these review changes" and then forgot every time. This should make it clearer what is happening to you and why. Also I made the gaze ability stun the user for a short period after it goes off because them shooting you instantly after they stop channeling _is_ sort of bullshit. Also while testing this I noticed the AI interrupt one of its actions to do the other one which is a bit silly so now it cannot do that. ## Why It's Good For The Game Outlines in the log why something bad just happened to you. ## Changelog 🆑 qol: Added some textual feedback to new watcher abilities balance: Watchers will not attack for a short period following their gaze attack fix: Watchers won't interrupt one ability to use the other one /🆑 * [no gbp] Adds missing chat feedback to watcher abilities --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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91ac9187c4 |
[MIRROR] Don't sleep in ability.Activate() when breathing fire [MDB IGNORE] (#23211)
* Don't sleep in ability.Activate() when breathing fire (#77673) ## About The Pull Request The global proc `dragon_fire_line` sleeps, and was being called inside `ability.Activate` This made the CI fail on a different PR because the mob stopped existing between activating the ability and triggering its cooldown, which should not regularly be possible. The ice whelp refactor author noticed this when using it in a loop but I guess didn't think about the other implications 😅 ## Why It's Good For The Game Fixes a bug. ## Changelog Not player facing * Don't sleep in ability.Activate() when breathing fire --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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a0a9a43562 |
[MIRROR] Refactors Regal Rats into Basic Mobs (more titles edition) [MDB IGNORE] (#23188)
* Refactors Regal Rats into Basic Mobs (more titles edition) (#77681) ## About The Pull Request I literally can't focus on anything nowadays, so I just did this to break a never-ending chain of distress. Anyways, regal rats! These fellas are mostly player controlled, but did have _some_ AI capabilities (mainly tied to their actions), so that was incorporated too. Everything should work as-expected (as well as look a shitload cleaner). Instead of doing weird and awful conditional signals being sent out, I made the `COMSIG_REGAL_RAT_INTERACT` (not the actual name) have a return value so we can always rely on that working whenever we have that signal registered on something we attack. I also cleaned up pretty much every proc related to regal rats, gave them AIs to reflect their kingly nature (and action capabilities (as well as move the action to `mob_cooldown`)). Since I thought they needed it, Regal Rats now get a special moniker! This is stuff like "the Big Cheese" and what-not, like actual regents in history. That's nice. ## Why It's Good For The Game Two more off the list. Much better code to read. Way smarter rats with spawning their army as part of a retaliatory assault (war). More sovl with better regal rat names. The list goes on. ## Changelog 🆑 refactor: Regal Rats have been refactored into basic mobs. They should be a bit smarter and retain their docility (until attacked, in which case you should prepare to get rekt by summoned rats), and properly flee when they can instead of just sit there as you beat them to death. The framework for them interacting with stuff (i.e. opening doors while slobbering on food) is a bit more unified too, now. They also have cooler names too! /🆑 FYI: Beyond a few code touchups, I haven't touched the actions at all. I do not believe myself to be enthusiastic about fixing anything involving the actions code as of this moment so that this PR is more overbloated unless it's unbelievably stupid or easy to fix. * Refactors Regal Rats into Basic Mobs (more titles edition) --------- Co-authored-by: san7890 <the@san7890.com> |
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071b5fe938 |
[MIRROR] [no gbp] Lavaland should no longer spawn one million goliaths and watchers [MDB IGNORE] (#23185)
* [no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716) ## About The Pull Request Fixes #77709 I made a very smart and sensible and handsome change in a recent PR to replace `mob/goliath/random` and `mob/watcher/random` subtypes with spawner effects rather than mobs which qdel themselves on init sometimes however I neglected to account for how the lavaland map generation was reliant on those typepaths to space mobs apart resultingly the map generator would attempt to place lavaland mobs about 12 spaces apart _unless_ they were goliaths or watchers which it would spawn basically as much as it wanted wherever it wanted ## Why It's Good For The Game  ## Changelog 🆑 fix: the goliath and watcher mating season has ended and population has returned to normal levels /🆑 * [no gbp] Lavaland should no longer spawn one million goliaths and watchers --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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d21e06104f |
[MIRROR] Dunking handle_atom_del() in the trash bin. [MDB IGNORE] (#23183)
* Dunking handle_atom_del() in the trash bin. * Update _box_magazine.dm * Modular paths --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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11568ad904 |
[MIRROR] Fixes Xeno Sentinel's Sneak Action Icon + Additional Sneak QoL [MDB IGNORE] (#23169)
* Fixes Xeno Sentinel's Sneak Action Icon + Additional Sneak QoL (#77543) ## About The Pull Request This PR fixes the xenomorph sentinel's Sneak ability having an error icon as opposed to the intended appearance. This PR also adds a smooth alpha transition to Sneak as opposed to setting the alpha immediately. Having your alpha drop to its sneak value takes 0.5 seconds, which is fast enough that it really shouldn't matter. This PR also changes sneak's chat message alert to a balloon alert. ## Why It's Good For The Game The icon thing is a bugfix, which is always good. The alpha transitioning instead of being immediately set looks much better in my opinion, I think most would agree on that front. Balloon alerts are our preferred option as opposed to chat alerts now, so its also a good thing to change. ## Changelog 🆑 qol: Xenomorph Sentinel and Ambusher Spider's sneak ability now has a transition to a lower alpha as opposed to being immediate. qol: The sneak ability now uses balloon alerts as opposed to chat alerts. fix: Fixed the Xenomorph Sentinel's Sneak ability icon being an error. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Fixes Xeno Sentinel's Sneak Action Icon + Additional Sneak QoL --------- Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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4ef9c407d6 |
[MIRROR] Add Mob Ability menu now displays ability names before typepath [MDB IGNORE] (#23167)
* Add Mob Ability menu now displays ability names before typepath (#77682) ## About The Pull Request Look at this menu:  Isn't this basically useless? When you try to add a mob ability to a mob, it displays a huge list of typepaths. Literally none of the typepaths are short enough that they even fit in the window, and the data about what the ability actually is usually lies at the end of the typepath. This is clearly silly. I made it look like this instead:  Now you see the name _and_ the typepath (it's still useful information in cases where there are several similar abilities). Also I gave the lobster charge ability its own name because it didn't have one. ## Why It's Good For The Game Increases usability of this admin feature. ## Changelog 🆑 admin: The Add Mob Ability menu now prefixes the typepath of the ability with the ability's name, so you can much more quickly see what the ability is. /🆑 * Add Mob Ability menu now displays ability names before typepath --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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50f87f7f41 |
[MIRROR] Converts some actions to mob cooldown actions [MDB IGNORE] (#23165)
* Converts some actions to mob cooldown actions (#77680) ## About The Pull Request It has come to my attention that it isn't possible for admins to grant the abilities to place web, lay eggs, and issue commands to spiders to arbitrary mobs. This refactors Spider, Goliath, and Meteor Heart abilities (hey what do you know I last touched all of those) such that they can. ## Why It's Good For The Game You **can** create the spider pig as an event. ## Changelog 🆑 admin: Adds Spider, Goliath, and Meteor Heart actions to the "Grant Mob Action" menu. /🆑 * Converts some actions to mob cooldown actions --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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45a1502809 |
[MIRROR] Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs [MDB IGNORE] (#23144)
* Automatic changelog for PR #23141 [ci skip] * Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs * Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs (#77361) ## About The Pull Request This PR replaces the tiny mob sprite abilities for our large mobs with a Toggle Seethrough ability. What this does when enabled is make yourself transparent on your own client and makes you unable to click yourself. With this, any sort of overlays that get added look correct while in your tiny mob form and you can still appreciate your large size without giving up the ability to click on targets that would be hiding underneath your sprite.   In total, this ability is granted to all the mobs who had tiny sprites: - Xenomorph Queen - Space Dragon - Megafauna (not that players ever get access to these normally, but it might be nice for admins) Along with all this, I've also gone and expanded the mobs who get access to the Seethrough ability to mobs that are large but didn't have a mini-sprite. This includes: - Jungle giants (leaper and mega arachnid) - Tree mob - Festivus pole mob - Lavaland elites - Xenomorph Praetorian - Wumborian Fugu On top of all this, any simple/basic mob given a fugu gland also automatically gains this ability. This solution also fixes all the overlays bugs that tiny mob sprites introduced to the game, most notably the xenomorph queen overlays being screwy when in small form and space dragon's overlays being completely disabled for everyone if he was in small form. The only issue with this currently is that clicking on any overlays from your mob will let you still click on yourself, though this issue is pretty negligible. ## Why It's Good For The Game Tiny mob sprite abilities clashed very hard with our overlay system, leading to a lot of buggy and unintended behavior. This replacement works a lot more smoothly with overlays and also requires much less setup to give it to a mob than tiny sprites did. I would also imagine it helps keep the fantasy of being a big monster alive by letting you still see yourself being a big monster without it getting in your way when trying to attack things. ## Changelog 🆑 del: Removed tiny mob sprite abilities for large mobs add: Add a Self Seethrough ability, given to most large mobs and all mobs affected by a fugu gland fix: Space Dragon's overlay will no longer vanish at times --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Delete AutoChangeLog-pr-23141.yml This is really weird * Modular adjustments --------- Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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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**   - 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> |
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46c8fb70cf |
[MIRROR] [no gbp] Goliath tentacles now damage mechs [MDB IGNORE] (#23134)
* [no gbp] Goliath tentacles now damage mechs (#77643) ## About The Pull Request Goliaths will now use said tentacles on mechs. The tentacles aren't strong enough to grab mechs so they just damage them a bit, you're still better off driving through them than a human is. ## Why It's Good For The Game Someone pointed out that these abilities were only being used on living mobs, but miners use mechs sometimes. ## Changelog 🆑 fix: Goliaths will try to attack mechs with their tentacles. /🆑 * [no gbp] Goliath tentacles now damage mechs --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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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> |
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a2ac6b6873 |
[MIRROR] Removes Liver Damage From Spider Toxins, Reduces Injection Amount for Tangle Spider [MDB IGNORE] (#23128)
* Removes Liver Damage From Spider Toxins, Reduces Injection Amount for Tangle Spider (#77550) ## About The Pull Request This PR adds a new value to toxins called liver_damage_multiplier. As you might have guessed, this value modifies how much liver damage processing the toxin will do, and it is default at 1. Spider toxins now have this value set to 0, as having their toxins murdering livers isn't an intentional part of their gameplay loop. Tangle spiders also now inject half the amount of acid they used to. It was actually really strong compared to the other toxin types and wasn't intentional according to Seth. ## Why It's Good For The Game Liver damage is very strong when it comes to spiders, but it isn't considered at all in their balancing. Removing it makes the actual toxin damage the threat and not the liver damage. Tangle Spider isn't supposed to have high toxin damage, but because of it injecting acid, it did more damage than the other spider types and was requested to be have the injection amount reduced by Seth. ## Changelog 🆑 balance: Hunter and viper spider toxins no longer deal liver damage. balance: Tangle spider's acid injection per bite reduced from 5 to 2.5. /🆑 * Removes Liver Damage From Spider Toxins, Reduces Injection Amount for Tangle Spider --------- Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com> |
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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> |
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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> |
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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
(
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94c3d31fab |
[MIRROR] Refactors Morphs into Basic Mobs (there is now a swag action for morphification) [MDB IGNORE] (#23046)
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503) ## About The Pull Request I was bored, so did this. Probably one of the neatest refactors I've done, sorry if there's some oddities because I was experimenting with some other stuff in this so just tell me to clean them up whenever I can. Anyways, morphs are basic mobs now. We are able to easily refactor the whole "eat items and corpses" stuff in the basic mob framework, but the whole "morph into objects and people" turned out to be a bit trickier. That was easily rectified with a datum mob cooldown action and copy-pasting the old code into that code, as well as doing some nice stuff with traits and signals to ensure the one-way communication from the action to the mob. Old Morph AI didn't seem to be existant whatsoever, they inappropriately leveraged some old procs and I have no idea how to make it work with new AI. They DEFINITELY don't spawn outside of admin interference/ the event anymore, and will always be controlled by a player, so this shouldn't be too bad of an issue. I gave them something to seem alive just in case though, but I think adding legitimate prop-hunt AI would be such a laborious task that I am unwilling to do it in this PR. ## Why It's Good For The Game If admins want to add the ability for Ian to assume the form of the HoP, they can do that now! The datum action cooldown is quite nice for simple and basic mobs... but it is currently not compatible with carbons. That is not within scope for this PR, but I am dwelling on ways to extend it to carbon but they all sound really awfully bad. Also morphs are smarter, and we tick another simple animal in need of refactoring off the list. ## Changelog 🆑 refactor: Morphs are now basic mobs with a nice new ability to help you change forms rather than the old shift-click method, much more intuitive. admin: With the morph rework comes a new ability you can add to mobs, "Assume Form". Feel free to add that to any simple or basic mob for le funnies as Runtime turns into a pen or something. /🆑 ~~Does anyone know if there's a (sane) way to alias a cooldown action as a keypress? I can't think of a good way to retain the old shift-click functionality, because that does feel _kinda_ nice, but I think it can be lived without.~~ I added it. Kinda fugly but whatever. * Refactors Morphs into Basic Mobs (there is now a swag action for morphification) --------- Co-authored-by: san7890 <the@san7890.com> |
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d4074241c1 |
[MIRROR] convert the eyeball a basic monster [MDB IGNORE] (#23043)
* convert the eyeball a basic monster (#77411) ## About The Pull Request I have created a basic eyeball monster with new abilities and behaviors. The eyeball has a unique power that allows it to glare at humans and make them slow for a short period. However, this ability only works if the human can see the eyeball monster. If a person is blind or unable to see the eyeball, the ability won't affect them. Also, if someone turns their back to the eyeball, it cannot use the ability on them. But be cautious because the eyeball will try to position itself in front of the person's face to use its power. The eyeball is hostile towards all humans except for the blind ones and those with significant eye damage. It has a compassionate side too, as it loves to help people with eye damage by providing small healing to their eyes. Furthermore, the eyeball has a fondness for eating carrots, which not only satisfies its appetite but also grants it a small health boost. To add to its appearance, I've given it a new, larger, and scarier sprite. However, I am open to changing it back to the old sprite if the player prefers it that way. Additionally, the eyeball displays emotions, and if you hit it, it will cry tears as a sign of pain or sadness.  ## Why It's Good For The Game the eyeball now have more depth and character to his behavier. ## Changelog 🆑 refactor: the eyeball is a basic monster, please report any bugs sprites: the eyeball now is bigger and scarier and now he will cry when u hit him /🆑 * convert the eyeball a basic monster --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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b79d292385 |
[MIRROR] Makes Baseballs and Rabbits and small-sized and able to be picked up and held. [MDB IGNORE] (#23033)
* Makes Baseballs and Rabbits and small-sized and able to be picked up and held. (#77511) ## About The Pull Request What it says on the tin. They previously inherited the size of a human from `/obj/item/beach_ball` and `/mob/living` respectively. Also allows rabbits to be picked up and held. ## Why It's Good For The Game Fixes #77509. Baseballs shouldn't be as large as a beachball. Bunnies should be small. Proof: <img src ="https://github.com/tgstation/tgstation/assets/80640114/96d8574d-f8d2-4e9b-b09e-285196de04b1" width=200 height =200> ## Changelog 🆑 fix: rabbits are now small-sized rather than human-sized, as well as capable of being picked up fix: baseballs are now small sized rather than large /🆑 * Makes Baseballs and Rabbits and small-sized and able to be picked up and held. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> |
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d2b4b475cb |
[MIRROR] Spiders don't automatically grant an antag datum [MDB IGNORE] (#23029)
* Spiders don't automatically grant an antag datum (#77523) ## About The Pull Request Fixes #77501 Spider egg ghost role spawners grant the spider antag datum, rather than the act of being a spider. This means that gold core, mapstart, polymorph belt, and other spiders will not have an antagonist datum. While doing this I also made a new abstract `mob/living/basic/spider` type which all three kinds of spider life stage (`spiderling`, `young`, `giant`) extend from, because there was a gross amount of copied code. Now there isn't. Also the Flesh Spider and Event Midwife eggs now simply hatch adult spiders instead of child ones. This is because there is no reason for either of these to have a two minute wait time before they get going. Midwife spiders spawned by the event should just start spidering immediately, and Flesh Spiders are made by changelings and shouldn't be effected by measures introduced to balance the spider gamemode. Eggs which are laid during a round and _can_ hatch into midwife spiders still hatch baby spiders. Also I swapped some white pixels on the animation of the ambush spiderling for a different colour because they looked bad. ## Why It's Good For The Game While the policy is always "if you turn yourself into something, you're not an antagonist" the presence of the antag datum still confuses people. Plus that code was gross and I didn't like it. ## Changelog 🆑 fix: Giant Spiders only have an antag datum if created by the round event. balance: Flesh spider eggs hatch into adult spiders instead of baby spiders. balance: The eggs spawned by the start of the spider infestation event hatch into adult Midwife spiders instead of baby ones. /🆑 * Spiders don't automatically grant an antag datum * Modular paths * Modular paths --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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fc4b15b830 |
[MIRROR] removes dextrous_hud_type and healable var [MDB IGNORE] (#22992)
* removes dextrous_hud_type and healable var (#77244) ## About The Pull Request I was working on some basic mob stuff and noticed this is a little messy, so I made these changes separately. I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just be used instead. I also removed the ``healable`` var, because it was incorrectly used (with the expectation that basic mobs had it too). Instead it will rely on the mob being Organic, the check right under it, and I gave mob biotypes to mobs that were not healable and had no biotype already. I made a new biotype for slimes because I didn't find any other ones that fit it (and gave it to slimepeople), but it is not used anywhere other than to prevent them from healing from sutures, as I didn't want to just set it to NONE. Thought this may be useful for the future. ## Why It's Good For The Game ``healable`` is checked on simple animals and basic mobs, despite basic mobs not having this var. I do not want to add this var to basic mobs either, I think checking for them being organic makes much more sense and avoids having to make basic mobs less basic. ## Changelog Nothing player-facing. * removes dextrous_hud_type and healable var * Modular --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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d3118ddb0d |
[MIRROR] Fixes a runtime in lobstrosity run_away_from_target behavior [MDB IGNORE] (#22987)
* Fixes a runtime in lobstrosity `run_away_from_target` behavior (#77481) closes https://github.com/tgstation/tgstation/issues/77435 * Fixes a runtime in lobstrosity `run_away_from_target` behavior --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> |
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a669180af5 |
[MIRROR] Spider Evolution - Young Spiders [Ready] [MDB IGNORE] (#22972)
* 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.   ## 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. /🆑 * Spider Evolution - Young Spiders [Ready] --------- Co-authored-by: Comxy <tijntensen@gmail.com> |
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52bd1b6233 |
[MIRROR] Kills seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things [MDB IGNORE] (#22931)
* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things (#77219) ## About The Pull Request https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216 `status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I feel like I should address it For a majority of status effects, they process on fast processing but do not tick every fastprocessing tick This means that using `seconds_per_tick` here is not giving you the seconds between status effect ticks, it's giving you seconds between processing ticks (`0.2`) This is how it's misleading - If you have a tick interval of `1 SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's actually one-fifth. So all of your effects are now 80% weaker. I have replaced the use of `seconds_per_tick` in tick with `seconds_between_ticks`. This number is, quite simply, the initial tick interval of the status effect divided by ten. An effect with the tick interval of `1 SECONDS` has a `seconds_between_ticks` of 1. As a consequence, some things which were inadvertently made weaker, such as fire and some heretic things (at a glance), are now a little stronger. ## Why It's Good For The Game See above. Makes it more clear what you're doing when working with effects. ## Changelog 🆑 Melbert code: Updated some status effect tick code to be more clear of how long is elapsing between ticks. Some effects that were inadvertently weakened are now stronger as a result (fire and some heretic effects). /🆑 * Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things * Modular updates --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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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> |
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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  ## 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> |
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428cd4a8bd |
[MIRROR] 'Mirrors now display your reflection' Redux. [MDB IGNORE] (#22914)
* 'Mirrors now display your reflection' Redux. (#77202) ## About The Pull Request This is a revamp of #62638, which is in turn a remake of #49833, a whooping 3 years old PR, that adds one component to the game, used by mirrors, to do what it reads on the title. Thanks ChungusGamer for reminding me about it. This time with vampires not being shown in mirrors. ## Why It's Good For The Game I'm going to post the old screenshots here since I've forgot to take some during the latests tests, while I was busy cussing about a tiny little detail I couldn't achieve (see the documentation on the component path so I don't have to be verbose about it). They look more or less the same, except the visuals look a little less cropped now, ergo nicer-looking:  and here another from the previous attempt at PRing this:  ## Changelog 🆑 image: Mirrors now display a reflection of the mobs next to them... except for vampires. /🆑 * 'Mirrors now display your reflection' Redux. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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cc0226b70a |
[MIRROR] (no gbp) make the bee care more about the polinating [MDB IGNORE] (#22917)
* (no gbp) make the bee care more about the polinating (#77293) ## About The Pull Request the bee when he found a man he was focused on attacking him and he forget about the pollinating until the man is gone or died. now he will care more about polinating even if there is a man near him butbe care because he will still atacked u if u dont wear a protect suit! and a small thin now the raegent incompatibile proc will checked the raegent type insted of the datum himself. ## Why It's Good For The Game make the bee better at polinating ## Changelog 🆑 fix: the bee will now care more about polinating qol: in case u miscliked the bee queen with a seringe 2 times, the raegent will not be transfered to the quen if he alredy have this raegent /🆑 * (no gbp) make the bee care more about the polinating --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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f381f58c0e |
[MIRROR] reorganizes the human sprite folder and replaces the human_basic sprite with an updated one [MDB IGNORE] (#22887)
* reorganizes the human sprite folder and replaces the human_basic sprite with an updated one * Update species_clothing_paths.dm * Update moth_bodyparts.dm * Update _eyes.dm * Modular updates --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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96d686b963 |
[MIRROR] [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element [MDB IGNORE] (#22885)
* [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. /🆑 * [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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fe12ecddb5 |
[MIRROR] Lightgeist AI [MDB IGNORE] (#22874)
* Lightgeist AI (#77287) ## About The Pull Request The lightgeist AI controller was marked as "these aren't intended to exist outside of player control" but this is actually untrue. Lightgiests can appear under AI control either from a rare vent clog event or in the "patch of eden" lavaland ruin. As they heal things by "attacking" them, I made it so that they will target wounded creatures to "attack" them, though they will only heal them quite slowly, significantly less efficiently or effectively than a medibot (for example). While making this change I also added a couple more parameters to their "healing hands" component, now they can no longer repair beepsky or heal cyborg limbs. It's fleshies only. Lightgeists will attempt to heal _anything_ they can see which is both injured and has healable damage, which is notable because while this makes the "Patch of Eden" ruin a nice place of respite for a wounded miner you should be careful to let them finish up before you leave. If they follow you out, they will attempt to heal any of the fauna that you are attacking. Worse still, most Lavaland mobs are not signatories of the Geneva convention and have no compunctions against killing field medics. The majority of listed file changes in this PR is that I made some attempt at splitting our massive list of blackboard keys across several files, in order to cause myself a headache based on which of my (or other people's) open basic mob AI PRs gets merged first. Also I fixed a bug where the goliath attack forecast would runtime if it killed a mob which qdels itself on death (guess how I found that out). ## Why It's Good For The Game Adds a bit more character to a lavaland area and rare event. ## Changelog 🆑 add: Lightgeists under AI control will selflessly heal any wounded creature that they see. balance: Lightgeists can no longer repair non-organic tissue. /🆑 * Lightgeist AI --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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3ea0f05168 |
[MIRROR] kinesis changes + smaller misc modsuit stuff [MDB IGNORE] (#22846)
* kinesis changes + smaller misc modsuit stuff (#77241) ## About The Pull Request renames plasmaman helmet exempt flag to stackable helmet exempt. hat stabilizer now cares about this instead of letting you stack eva helmets on top of modsuit helmets improves some code that dripped in quality when i was on break kinesis has some tweaks previously it used to stun for a set amount of time - i think this is because the creator couldnt figure out how to stop movement while being held? this is changed, now as long as youre holding someone they are immobilized you can cancel your kinesis without throwing or moving out of range by using right click on the click catcher adds an admin version of kinesis just for the admin suit. it can grab (almost) ANYTHING and config menu lets you enable phasing, which makes it so the atom you grabbed phases through everything. pick up that can. ## Why It's Good For The Game its fun ## Changelog 🆑 balance: hat stabilizer module can now hold what plasmaman helmets can hold qol: kinesis module can be stopped without launching an object with right click balance: kinesis module stuns last until the kinesis stops add: admin suit has a version of kinesis that can pick up anything at any range and can be configured to make grabbed mobs phase through walls :) /🆑 * kinesis changes + smaller misc modsuit stuff * modular adjustments --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |