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27 Commits
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
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8eeca186df |
[MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642) ## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. * Cleans up some extra args in Destroy() --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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7dd661f342 |
[MIRROR] basic cats and mini kitchen helpers [MDB IGNORE] (#25330)
* basic cats and mini kitchen helpers (#79800) ## About The Pull Request this pr transforms cats into basic pets! cats now have some new behavior. they can carry fish and hunted mice in their mouths to deliver it to kittens, and kittens will eat them.   if a kitten sees you holding food, it will point at you and meow loudly until u give it the food. becareful when putting male cats near each other, there is a small chance they get into a heated argument and meow loudly at each other until one of them flees. also added a new small cat house for cats. cats will use these homes if u build one near them (using 5 wood planks)  Chefs can craft the cake cat and breadcat. these are useful cats because they can help the chef around in the kitchen. they will turn stoves and grills off when food is ready, so they dont burn. and the cake cat will help the chef decorate his donuts ## Why It's Good For The Game refactors cats into basic mobs and gives them a deeper ai ## Changelog 🆑 refactor: cats are now basic pets. please report any bugs. add: the cake cat and bread cat can now help the chef around in the kitchen /🆑 * basic cats and mini kitchen helpers * 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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6627b1a9c1 |
[MIRROR] Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) [MDB IGNORE] (#25100)
* Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) * UpdatePaths * Modular, cleanup, porting parrot commands into the new system * makes poly slightly less of a dick * Update parrot.dm * Update parrot.dm * Update tgstation.dme * Revert "Update tgstation.dme" This reverts commit a8b40c4aba524c271db02c271089664649dea1eb. --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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b2ccdeab8b |
[MIRROR] Basic Mob Gorillas [MDB IGNORE] (#24284)
* Basic Mob Gorillas (#78918) ## About The Pull Request Now we can make basic mobs with hands easily so I did, they don't actually use their hands for anything with AI. In the future we can come back and share the monkey AI where they pick up items to hit people with, but frankly few weapons are more deadly than a gorilla's fists. IIRC I didn't really change their behaviour much, this is mostly just a straight conversion. Main difference is that they will prioritise eating nearby bananas and fruit salads over punching people. When I make these conversions nowadays I need to decide between "does this attack at the speed that it did as an NPC mob or the speed it did as a player?" I am arbitrarily deciding that gorillas are usually not players and electing for the former, but tell me if you disagree. I also made "show basic inhand sprites" into a component shared by Gorillas, Drones, and Dextrous Guardians (all also now available to become basic, once I get around to it), And I added an AI behaviour to run a basic emote. This is similar but different to "random speech", which kind of sucks and needs rewriting anyway. Gorillas don't speak, only ooga. ## Why It's Good For The Game https://www.youtube.com/watch?v=npuuTBlEb1U ## Changelog 🆑 refactor: Gorillas now use the basic mob framework. Please report any unusual side effects. /🆑 * Basic Mob Gorillas * Modular paths --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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3983623ac3 |
[MIRROR] Refactors Goats into Basic Mobs [MDB IGNORE] (#24142)
* Refactors Goats into Basic Mobs (#78759) ## About The Pull Request Refactors goats into basic mobs, pretty clean refactor. They're a bit smarter when it comes to retaliating mobs, and they're still just as good as ever when it comes to munching on good ol' plantlife. I also (finally) turned Pete into a goat subtype just in case people want to inject more behavior into him in the future. ## Why It's Good For The Game Cleaner implementation of code when it comes to doing stuff like eating kudzu or just lusting after flora. ## Changelog 🆑 refactor: Refactored goats into basic mobs! Not much should have changed beyond their endless desire to retaliate should you attack them, they're still just as good as chomping away plant life as ever. /🆑 * Refactors Goats into Basic Mobs * UpdatePaths --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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58c20a99fb |
[MIRROR] Basic blob mobs [MDB IGNORE] (#23938)
* Basic blob mobs * Update blackmesa.dmm * Modular update --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <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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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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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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3fa227223a |
[MIRROR] convert the bear to a basic mobster [MDB IGNORE] (#22751)
* convert the bear to a basic mobster * Merge conflicts * Fixing the diffs * Merge conflicts * Update mob.dm * Update VoidRaptor.dmm * why is this pr so cursed --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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7fe39be6a0 |
[MISSED MIRROR] make the mushroom a basic monster (#76570) (#22760)
make the mushroom a basic monster (#76570) ## About The Pull Request i maked the mushrom from the simple monster to a basic monster so he is dont a simple anymore but now he is a basic.i followe the instrucions in the guide learn-ai.md to maked this pr. i also give the mushrom a extra feture he will go and hunt food mushroms on the floor to ate them and when he ate them he will heal small his hp ## Why It's Good For The Game he is now a basic monster so he is not simple anymore. it is good because he is a more advance ai and he will stil go and do the same stuf he did when he is simple but he is now a basic ## Changelog 🆑 refactor: Mushrooms have been refactors, please report any bugs/unintended behavior add: the mushroom basic mob can eat the mushroom plant to heal itself /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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e0ab5a3328 |
[MIRROR] Converting crabs to basic mobs [MDB IGNORE] (#22710)
* Converting crabs to basic mobs (#77109) ## About The Pull Request Exactly what it reads on the tin. As a bonus, they will flee from attacking targets, hunt tiny critters (crabs are now small-sized) and actually move sideways (it's an element that covers both client and basic movement) ## Why It's Good For The Game Another simple to basic mob refactor. ## Changelog 🆑 refactor: Crabs refactored into basic mobs. They now hunt tiny critters and flee from attackers. fix: Fixed crabs not crab-walking. /🆑 * Converting crabs to basic mobs * UpdatePaths * More path changes * Update simple_animal_freeze.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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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:  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> |
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e6b03254ce |
[MIRROR] Converts foxes to basic mobs. [MDB IGNORE] (#22358)
* Converts foxes to basic mobs. (#76662) ## About The Pull Request As the title says, foxes are now basic mobs. Foxes have a few new behaviors now, rather than the zero behaviors they had before. Foxes, being very skittish animals, will flee from anything that damages them. Additionally, they now have hunting behavior, tracking down and killing anything of their size or smaller - regardless of faction. They will not, however, hunt as long as someone is watching them - which is to say, if any living humans are within 7 tiles of them. Don't leave a fox and a chicken together while you're transporting your grain to Lavaland! Also, make sure you don't leave Renault and Ian on their play date unsupervised...  ## Why It's Good For The Game Gets rid of another simple animal. We grow ever closer to ascension. Also, makes foxes a little more interesting rather than simply another animal that does literally nothing. Renault will now flee from anyone trying to kill her, for instance. Also opens up unique avenues of pet murder if you want to make it look like an accident. ## Changelog 🆑 refactor: Foxes are more crafty now. They will run from danger, and hunt small prey when no one is keeping an eye on them. Don't leave Renault alone with Ian! /🆑 * Converts foxes to basic mobs. * Run UpdatePaths * Fixes a renalt objective modular override --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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c968dca9b2 |
[MIRROR] Turns Changeling Headslugs into a Basic Mob [MDB IGNORE] (#21690)
* Turns Changeling Headslugs into a Basic Mob * fix --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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19d04376e6 |
[MIRROR] Refactors chicks into basic mobs [MDB IGNORE] (#21602)
* Refactors chicks into basic mobs (#75663) ## About The Pull Request On the tin. They have pretty much nothing in common with chickens, so no subtyping. They are in the same folder to keep that whole thing tidy, though. Also includes fixes to `growth_and_differentiation` element that I made for spiderlings, since some stuff was yorked without me realizing. It pretty much worked flawlessly for these chicks otherwise though. It all works fine now. ## Why It's Good For The Game More verbose naming scheme (instead of "holo", we get "permanent" chicks), smarter AI for chicks, knocks them off the list, etc. etc. One thing that I wanted to do was to have chicks recognize their mother (if they had one), but that would be way out of scope for this simple port PR. I'll dwell on adding something cool for that in the future. ## Changelog 🆑 refactor: Chicks are now a bit smarter, be careful not to squish them! /🆑 Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't figure out a better way to do it without abusing `GetComponent()` to `qdel()` it that way. * Refactors chicks into basic mobs * fix --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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d52445f5df |
[MIRROR] Turns Chickens into Basic Mobs [MDB IGNORE] (#21414)
* Turns Chickens into Basic Mobs (#75592) * Turns Chickens into Basic Mobs * modular * Update VoidRaptor.dmm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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649c250702 |
[MIRROR] JSON Logging Take Two [MDB IGNORE] (#21329)
* JSON Logging Take Two * Fixes the conflicts and makes our logs all comply with the new logging framework, hopefully. --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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98cbe7bc1c |
[MIRROR] Converts butterflies to basic mobs and adds them to cytology [MDB IGNORE] (#21355)
* Converts butterflies to basic mobs and adds them to cytology (#75582) ## About The Pull Request Converts butterflies into basic mobs. Also a little list organisation. <details> <summary>Yep, those are some butterflies alright</summary>  </details> ## Changelog 🆑 refactor: Converted butterflies to the basic mob system add: Butterflies can now be grown in cytology /🆑 * Converts butterflies to basic mobs and adds them to cytology * updatepaths --------- Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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29cf77f8b8 |
[MIRROR] Converts Lizards to Basic Mobs [MDB IGNORE] (#21291)
* Converts Lizards to Basic Mobs (#75515) This was pretty simple since they didn't have too much custom behavior, and whatever they did have already had AI behavior. I got really burned out the last two times I wrote intricate AI action/decision behaviors so I'm just taking it light and doing the bare minimum. one day our shackles will be free of the simple animal scourge. they're also a bit more intelligent, and i daresay a bit cuter too now. also that lizard gib animation has been sitting there for god knows how long completely unseen, so let's actually hook it into the mob. * Converts Lizards to Basic Mobs * update modular * TEGU * me when I update Maps --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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3696b1eb88 |
[MIRROR] Converts Killer Tomatoes to Basic Mobs [MDB IGNORE] (#21301)
* Converts Killer Tomatoes to Basic Mobs * skyrat modular changes --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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312cd4b211 |
[MIRROR] Turns space bat into a basic mob & moves retalate mobs to retaliate folder [MDB IGNORE] (#20593)
* Turns space bat into a basic mob & moves retaliate mobs to retaliate folder (#74747) ## About The Pull Request Turns Space Bats into a basic mob, why not. I also noticed some retaliate mobs weren't in the retaliate folder, and moved them over. I didn't move goats over because they're in a large file and didn't want to really expand much on this PR that I just wanted to focus on just bats. ## Why It's Good For The Game I was just messing around with some bat stuff and thought I might as well make them basic mobs. ## Changelog 🆑 code: Space Bats are now Basic mobs. /🆑 * Turns space bat into a basic mob & moves retalate mobs to retaliate folder * Update spacehotel_skyrat.dmm --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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c1a30a8eaf |
[MIRROR] Paradox clones spawns with "copies" of their target's memories [MDB IGNORE] (#19879)
* Paradox clones spawns with "copies" of their target's memories (#73988) ## About The Pull Request Paradox clones spawn with a "quick copy" of their target's memories. These are notably limited in that they can't be used for stories (engraving or tattoos), but if people metagame Paradox clones by saying "engrave something for me" there's no hope for this community Closes #73931 ## Why It's Good For The Game Stops a meta-y exploit ## Changelog 🆑 Melbert fix: Paradox Clones now know that their target knows. /🆑 * Paradox clones spawns with "copies" of their target's memories --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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480745ce05 |
[MIRROR] Basic Mob Spiders III: Sgt. Araneus is no longer a bat [MDB IGNORE] (#19315)
* Basic Mob Spiders III: Sgt. Araneus is no longer a bat * spooky scary spider * Revert "spooky scary spider" This reverts commit 7bcca7750390c7ba6aaa08760886eda524f600f8. * resolve conflicts * resolve conflicts * https://github.com/tgstation/tgstation/pull/73724 https://github.com/tgstation/tgstation/pull/73724 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/19561 * fixes * wew --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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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> |
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25f4961156 |
[MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110) So, a huge issue with memories and - what I personally believe is the reason why not many have been added since their inception is - they're very annoying to add! Normally, adding subtypes of stuff like traumas or hallucinations are as easy as doing just that, adding a subtype. But memories used this factory argument passing method combined with holding all their strings in a JSON file which made it just frustrating to add, debug, or just mess with. It also made it much harder to organize new memories keep it clean for stuff like downstreams. So I refactored it. Memories are now handled on a subtype by subtype basis, instead of all memories being a `/datum/memory`. Any variety of arguments can be passed into memories like addcomponent (KWARGS) so each subtype can have their own `new` parameters. This makes it much much easier to add a new memory. All you need to do is make your subtype and add it somewhere. Don't need to mess with jsons or defines or anything. To demonstrate this, I added a few memories. Some existing memories had their story values tweak to compensate. Makes it way simpler to add new memories. Maybe we'll get some more fun ones now? 🆑 Melbert add: Roundstart captains will now memorize the code to the spare ID safe. add: Traitors will now memorize the location and code to their uplink. add: Heads of staff winning a revolution will now get a memory of their success. add: Heads of staff and head revolutionaries who lose their respective sides of the revolution also get a memory of their failure. add: Completing a ritual of knowledge as a heretic grants you a quality memory. add: Successfully defusing a bomb now grants you a cool memory. Failing it will also grant you a memory, though you will likely not be alive to see it. add: Planting bombs now increase their memory quality depending on how cool the bomb is. refactor: Memories have been refactored to be much easier to add. /🆑 * Modular! Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> |