One final change I wanted to make to ants was to rework their rather low damage values. While they by no means were ever intended to be a kill-chem, the fact that they only did 25 brute after being injected with 200u was just far too low.
To change this, I've reworked their damage formula, so now you do roughly 32 brute damage with 100u of ants. This scales significantly once you add more ants after that point.
This is still a rather low amount of damage for the amount of u it takes, so to balance that I made the chance for one to vomit out the ants also stun the user, however to balance that balance it will purge anywhere from 5-10u of ants upon doing so.
I have also changed how the debuff works somewhat. While it still does its normal damage over time, I have increased the damage done by the user scratching at themselves, which yielded an average of 100 brute when dumped with 200u ants during testing.
Finally, you can pour ants back onto the ground now, with the amount of ants being poured being directly proportional to the amount of damage they will do. You must pour more than 10 ants for it to appear, and the amount of ants will only change the maximum damage that the resulting caltrop will do, not the minimum damage. There is a hard-cap at a 10 damage maximum, with the minimum always being 0.5. The amount of damage this caltrop does is equal to `ant_volume * 0.2`
Finally to balance this a little more, breeding ants has gone from requiring 6u sugar to 8u sugar, making farming take a little longer.
There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.
Examples are laughter and slaughter demon antag_spawners.
It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.
I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.
There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)
Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.
This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.
One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).
As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.
This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.
* Add Sealed Webs
* Add Sealed Web Icon
* Spider Changes
* Update this dumb var
* Make Broodmothers spawn in the same place
* Remove unused var
* Re-Add Sealed Web Sprite
See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.
This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.
connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs.
On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image
If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs
This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.
(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)
* lead stuff
* kronkus + loot table
* one drug sprite
* kroncaine
* drug items
* addiction stuff
* makes this compile
* plane master controllers
* small adjustments
* bro its a comment CHILL OUT
* temp
* desc and sprite update
* temp
* hmm
* invisible1
* invisible2
* fixes
* It compiles
* misc drug fixes
* signal
* synthesis
* fix
* span macros
* kroncaine filter removal + no speedup on cuffs n narsie rune
* makes the ampoule visible.
* hud-b-gone
* revert
* reverts more
* sound enviroment
* on_transfer & animated fade
* adrenal crisis + unknown
* blastoff signal
* blastoff adjustments
* filters
* small fixes
* animation parallel
* Taste, sounds and feel
* span proc
* final touches
* review and integration fix
* less blood, more fun
* moth and blood fix
* KronKaine and bLaSToFF spelling fix
* Assorted bLaSToFF fixes and range change
* suggestions from head head head coder
Co-authored-by: floyd <Floydje123@Hotmail.com>
A previous commit made maintenance loot spawn effects visibile to
observers, but transparent.
However, in practice this is a lot of visual noise for very little
benefit for observers, so after they've spawned, they disappear, akin to
the old behaviour.
(They are still there, just hidden, but it looks the same to the end
user.)
Maintenance loot spawners now fire at roundstart, rather than during the initialization of the Atoms subsystem.
Maintenance loot spawners do not qdel themselves during the spawning process, but persist, and merely hide themselves from living players.
As a cute side effect, this lets preround observers look at the colourful maintenance loot dice icons before the round starts. Observers can continue to see the loot dice post-round, but they are deliberately
very faint.
Previously what it would do is create up to three objects; a cone, a lighting image and a holder
Then whenever the lighting image was placed into the holders vis contents and the holder would be teleported several times when the parent would to turn or move, and the cone would be spun when the parent spun
Instead of doing that it now just translates a single overlay every time that something is updated
Add a new simple station trait, that replaces everyone's ID with a
wallet containing said ID, as well as their starting money, and if
they're lucky, a little bonus surprise.
In addition, adds a force variable to station traits, which will
always enable them, rather than having to edit weight and probability
of rolling a trait of that sign (postive, negative).
Co-authored-by: Rohesie <rohesie@gmail.com>
Makes portals use Bumped() instead of COMSIG_ATOM_ENTERED for detecting atoms crossing the event horizon.
Removes unused and potential loop causing forceMove argument from do_teleport()
Simply puts species IDs into defines ("lizard" turns into #define SPECIES_LIZARD "lizard"). This does not affect any gameplay, and is purely for making sure future code doesn't go all fucked up because someone accidentally misspells something
I only changed code that was spelt correctly, so if there actually is a typo somewhere, it isn't changed
Integrates spider egg clusters into the mob spawners instead of them being their own thing, which cleans up a code a fair bit, and gives players an overview of all available types of clusters in the ghost spawners menu, example image below. This also means players banned from ROLE_ALIEN will not be able to spawn as one, as they are very similiar antagonists in concept and it is probably wiser than using default ROLE_LAVALAND on mob spawners for restriction of this role.
Expanded mob spawners code to accomodate for a situations where spawners are using radials for handling mob choosing, and also for when spawners have special conditions for when they are available (like until eggs are mature, for example).
Mob spawners now support giving their mobs multiple factions membership, instead of being limited to only one.
Spider egg clusters now stop processing when they mature, as there is no need for them to do that anymore by that point.
Cleaned up and updated some spider variant radial info boxes, so players have better idea about each variant individual strengths and weaknesses.
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
Fixes a couple bugs created by the neon carpets PR:
* Bodybags can once again be closed. (Fixes#59704, Fixes#59747)
* Cargo crates no longer report having delivered an emissive blocker
* Directional lighting no longer masks the emissive plane.
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.
Cleaned up a lot of code around and made proc inputs compatible.
I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.
Tested this locally and as expected it didn't impair movement nor produced any runtimes.
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious
Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.
get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.
* Fixes footprint stacking, replace_decal needed to return parent, and just, didn't. I'm not sure where the fuck
this came from, or even how to test for it, but here you are
* Adds a unit test to prevent regressions on this error in future
* Uses TEST_ASSERT_EQUAL instead of TEST_ASSERT
Thank you moth man
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Updates a comment to more accurately describe my pain
* maybe fixes it?
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
🆑 coiax
fix: Blazing Oil blobs can now be damaged by sprayed water from fire
extinguishers, as intended.
/🆑
Because the mechanism of how the water damages the blob has changed, the
extinguish damage has been increased, otherwise you had to empty a fire
extinguisher to kill even one single blob tile.