Commit Graph

115 Commits

Author SHA1 Message Date
Waterpig
08d9f59838 [NO GBP] Slime AI fixes + prerequisites (newest mirror: makes slimes not idle) (#27470)
* Reworks targeting behavior to fall back onto proximity monitors. Refactors ai cooldowns a bit (#82640)

## About The Pull Request

Nother bit ripped out of #79498
[Implements a get_cooldown() proc to get around dumb manual overrides
and empower me to optimize the findtarget
logic](7047d294dd)

[Adds modify_cooldown, uses it to optimize find_potential_targets
further](4ebc8cedce)

No sense running the behavior if we're just waiting on its output, so
let's run it once a minute just in case, then push an update instantly
if we find something

[Optimizes connect_range and
promxity_monitors](bcf7d7c5b3)

We know what turfs exist before and after a move
We can use this information to prevent trying to update turfs we don't
care about.

This is important because post these changes mobs with fields will be
moving a lot more, so it's gotta be cheap

[Implements a special kind of field to handle ai
targeting](80b63b3445)

If we run targeting and don't like, find anything, we should setup a
field that listens for things coming near us and then handle those
things as we find them.

This incurs a slight startup cost but saves so much time on the churn of
constant costs

Note:
We should also work to figure out a way to avoid waking ais if none is
near them/they aren't doing anything interesting

We don't need to do that immediately this acts as somewhat of a stopgap
(and would be good regardless) but it is worth keeping in mind)

## IMPORTANT

I am unsure whether this is worth it anymore since #82539 was merged. As
I say it was done as a stopgap because ais didn't know how to idle.
If not I'll rip er out and we'll keep the other
refactoring/optimizations.

## Why It's Good For The Game

Cleaner basic ai code, maybe? faster basic ai code, for sure faster
proximity monitors (significantly)

* ai controllers use cell trackers to know when to idle (#82691)

## About The Pull Request
this makes ai controllers use cell trackers and signals to determine
when to idle

## Why It's Good For The Game
might be better than looping over all clients for every controller

## Changelog
🆑
code: The way mobs idle has been refactored, please report any issues
with non-reactive mobs
/🆑

* makes slimes not idle (#82742)

## About The Pull Request
slimes should still be able to do their everyday routine without needing
to be watched over

## Why It's Good For The Game
makes xenobiologist's lives easier

## Changelog
🆑
qol: slimes will stay active without needing any one to watch over
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-04-25 15:05:23 +00:00
Useroth
2b60c77e55 Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388)

## About The Pull Request
This PR introduces a new station trait that lets people choose if they
want to be pro-skub or anti-skub (or neither, really). It works the same
lobby buttons that job-related station traits also use. Depending on
whether you chose to be pro or anti skub, you'll spawn in with a special
box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub
shirt. EDIT: Both also receive a number of stickers to propagate their
causes.

Kudos to @Fikou for coding the lobby buttons to be accessible by any
station trait rather than only job-related ones when you made the
Cargorilla station trait.

Another thing this PR also halves the exaggerated weight of low-cost
traits such as scarves, wallets and glitched PDAs, which I clearly
underestimated.

## Why It's Good For The Game
We've learned that low-cost, high weight traits are a bit of a design
mistake, because they tend to tip the scales toward themselves over and
over and over, leveling the diverseness of the feature and therefore
making it shallow and boring.

Beside, I've been thinking of the popular [skub comic
strip](https://pbfcomics.com/comics/skub/) lately.


## Changelog

🆑
add: Added a Skub-related station trait. You can now choose if you want
to be pro-skub or anti-skub, complete of shirt and stickers. Please
don't shank each other over it.
balance: Halved the weight of station traits such as scarves, wallets
and glitched PDAs.
/🆑

* Fix some slime species subtypes not having burn resistance (#82164)

## About The Pull Request

All slime species limb subtypes now inherent from the parent `/jelly`
subtype, giving them all their proper burn resistance.

## Changelog

🆑 Melbert
fix: Slimepeople and Luminescents are now 50% burn resistant like
Stargazers
/🆑

* There we go

* FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251)

## About The Pull Request:

The hatsune mi-go is now a friendly gold slime mob. This means it won't
try and kill you. It also now doesn't make your ears hurt, and drops a
keyboard synth on death (you monster.)


![migomigodance](https://github.com/tgstation/tgstation/assets/69398298/9dd6eb82-68d6-470c-9538-12298c3a6008)
## Why It's Good For The Game


So in making my resprited mi-go and subsequent speedmerge, I failed to
realize that there are only 10 possible migo spawnpoints - 5 in snowdin
gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at
most eight can exist on anyround, with a decent likelyhood of 0. This,
combined with the fact the hatsune migo is banned from spawning outside
of roundstart locations, along with the fact people seem to love the
thing, made it feel _too_ rare, even for a shiny mob. You still have to
roll the random odds with the life chem or friendly gold slime pools,
but you should actually see them outside of two mutually exclusive space
ruins and a gateway now. Also, they don't try and kill you now, because
it would have been wrong to add a hostile creature to the friendly pool.

🆑
fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt
your ears.
add: Hatsune mi-go drops a keyboard synth on death (you monster.)
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051)

## About The Pull Request

Lets people pick:
- The shitty organ they spawn with (still has the restrictions of not
being possible to get heart when you are a plasmamen, for example)
- Their favorite alcohol to blackout with
- Their favorite brand of cigs
- Their favorite brand of drugs!
A lot of the code was taken from a downstream, made by @Floofies, i
already had my own implementation but it was buggy and not nearly as
clean, then i was made aware of theirs.
## Why It's Good For The Game

Character Customization is good and fun and lets people have more choice
in their roleplay.
## Changelog
🆑
add: Prosthetic organ users are now allowed to pick what they want to
start with.
add: Junkie of all kinds, including smokers and alcoholics, are also
able to pick their favorite type.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>

* [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216)

## About The Pull Request
I've had false memories of `pick_weight` working with assoc-value-less
lists.

## Why It's Good For The Game
This will fix an issue with deathmatch modifiers.

## Changelog

🆑
fix: Fixed the "Drop Pod: Syndies" deathmatch modifier.
/🆑

* Fix robocontrol access runtime (#82242)

## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/568fa916-d167-4038-b0e8-7b0870754bf9)

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.

We can circumvent this entirely by using `allowed`.

But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.

So we need to run a separate check of `check_access` for the computer ID
card.

## Changelog

🆑 Melbert
fix: Robocontrol should work better.
/🆑

---------

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

* Adds a photobooth (#82105)

## About The Pull Request

Adds a photobooth machine to the HoP line which can be used to update
your security records photo.
It updates the records of the person's name, which means hiding your
identity and wearing an ID will let you change other people's photos. If
you aren't hiding your identity and are wearing someone else's ID, it
won't update at all because it will be unable to find your record.
There's 2 variants of this machine, one at the HoP line that's tied
behind Law Office access (so Lawyers have an extra thing they can help
out with if no one's available, but maybe it would be better behind
Library access since Curators are our "photographer" role?), and the
Security one that requires Security access.
The Security one has a special feature that it adds a height chart
behind the player.

![image](https://github.com/tgstation/tgstation/assets/53777086/c4eb0661-d752-4052-8006-2898af78c528)

This machine is used by either right-clicking on it or by pressing a
button, so the HoP can do it remotely from their line (except on Tram
where it's in the library), and after a few delays it'll update your
records automatically to how you look like.

Emagging the machine will remove its access restrictions but every time
it updates your photos it will spam camera flashing and blind you.

Sprites

Open

![image](https://github.com/tgstation/tgstation/assets/53777086/d5e97d84-46d8-40b5-995f-c0ef5c7f18ac)
Closed

![image](https://github.com/tgstation/tgstation/assets/53777086/520e88ed-4630-40d8-9039-4c6dd85a9872)
Security version on the left, has a red tint on it

![image](https://github.com/tgstation/tgstation/assets/53777086/ef71a092-8d1b-4776-bdb4-6718308967c7)

Video demonstration (old sprites):


https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35

## Why It's Good For The Game

Current security records has no way to change your photo ID, something
that was a feature before it was moved to TGUI. The only alternative is
to fully delete your record and make a new one with a photo and the same
name, but this shares a major issue with the HTML UI: You're immediately
sold out by the fact you have a background. No matter how well you try
to cover your tracks, any security officer looking at records will see
you are the only photo on the manifest that has a background and even a
camera in your hand, which makes it impossible to get away with it
unless security essentially takes pity on you.
This opens up the ability to fully mask yourself in records, finally.

This is also better even for non antagonists because you can now
properly update your photos to match what you look like in the event of
an appearance change or even just a job change, which makes it a benefit
for HoPs who likes to keep records as up-to-date as possible.

## Changelog

🆑 JohnFulpWillard, Twox
add: Added a new photobooth machine to the HoP's line.
fix: Things checking for access now checks your off hand, too.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Converts slimes to basic mobs (#82176)

After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.

General

- 	The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.

Actions
- 	Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.

Hunger

- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.

Environment

- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.

AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- 	Slimes faces are a bit more randomly picked now.

- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.

also
fixes #81463

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑

* Oh, right.

* Fixes AI verb Jump To Network (#70016)

* check for camera loc to not be a silicon

* check for z=0 instead

* Update code/modules/mob/living/silicon/ai/ai.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>

* evil touch

* redundancy

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>

* Removes camera assembly structures (#81656)

Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.

I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.

Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019

🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑

---------

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

* [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)

## About The Pull Request

- Departmental orders are now an NTOS app
   - To download, they require `ACCESS_COMMAND`.
   - To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.

- Changes chat room overlay from the kind that AI uploads use to a new
icon.

- Minor refactors to department order in general. 


![image](https://github.com/tgstation/tgstation/assets/51863163/605c2499-e5e9-4f91-aa2a-aa8af8b05a9f)


![image-1](https://github.com/tgstation/tgstation/assets/51863163/089d3fe1-787c-4f5a-bc3d-edb9611dfbb2)

## Why It's Good For The Game

These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?

The lesser used cargobus chat is still there, and departmental orders
are front and center.

This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.

## Changelog

🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑

* This should cut it.

* Was it really just skub?

* [No GBP] Fixes slow slime feed (#82284)

## About The Pull Request

Slimes were supposed to gain the same amount of nutrition as the damage
they dealt while feeding. However, I have accidentally multiplied this
again by `seconds_between_ticks` a second time. This meant that locally
slimes fed normally, but on the server they got about the third
nutrition they were supposed to, probably due to having more ticks per
second then my machine. This PR fixes that.

Also raised the nutrition gained by slimes by 20%, after careful
testing, one monkey wasn't always enough.

## Why It's Good For The Game

 Fixes #82283

## Changelog

🆑
fix: Slimes now feed faster, and should only need one monkey to reach
their next lifestage.
/🆑

* [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330)

## About The Pull Request

Someone has linked the runtimes logs of round 226376 to show off a
runtime, and I took a look, and found some unrelated runtimes in slime
code.

- The config file for slime slowdown was still using the simple_animal
path. This has been fixed.
- Somehow, a grey slime has lost its AI controller, and when it got
hungry, it runtimed. For now, a coalesce operator has been put in place.
Later, an investigation is needed to figure out where did its AI
controller go.

## Why It's Good For The Game

Runtimes bad.

## Changelog

🆑
fix: Slime properly load their slowdown values from the config files.
fix: Slimes who lose their AI controller will no longer runtime when
they get hungry.
/🆑

* [No GBP] Slime stasis fixes (#82304)

## About The Pull Request

`handle_environment` is never called when the target was in stasis, so
slimes stayed in stasis forever. This PR fixes that, albeit in an ugly
way.
It also makes slimes actually not get hungry while in stasis.

## Why It's Good For The Game

Fixes #82300
I also claimed slimes can be safely kept in stasis, but I didn't
actually put a stasis check before handle_nutrition. This is fixed now.

## Changelog


🆑
fix: Slimes stop being in stasis when taken out of a BZ filled
environment
fix: Slimes no longer become hungry while in stasis
/🆑

* Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)

I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.

This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.

More unit tests to make sure things are done correctly.

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑

* This all is going to suck.

* A step further

* Is this hell over?

* I hope it is.

* Autosort I suppose

* This should cut it for VoidRaptor

* And Blueshift

* Revert "Autosort I suppose"

This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24.

* Dear god, the chicken.

* I fucking hate mapping

* fixes gas analyzers (#82278)

## About The Pull Request

#82180 accidentally messed up air analyzers being able to read or send
readouts to the chat.

## Why It's Good For The Game

air analyzer good

## Changelog

🆑
fix: air analyzers work again
/🆑

* [NO GBP]Grind & juice fixes (#82272)

- Fixes #82266. Anything that has reagents can be either grinded or
juiced
- If something doesn't have reagents but has grind results it can still
be grinded but not juiced

🆑
fix: anything that has reagents can be either grinded or juiced
fix: stuff that does not have reagents but has grind results can still
be grinded but not juiced
/🆑

* Birdshot Engineering Retrofitting (#81840)

Warning: Nanotrasen Confidential Proprietary Information (NCPI) must
only be accessed and viewed within a Nanotrasen Virtual Environment
(NVE, vNTOS-3). Employees in violation of this information ordnance will
have their wages A) garnished, and B) sent to a labour camp up to a
maximum of ten (10y) years. Questions regarding policies related to NCPI
should be directed towards departmental heads or your sector Central
Command Information Authority (CCIA) personnel.

## About The Pull Request

Credentials Confirmed
The Birdshot Engineering Revitalization Plan (formerly proposal
Blindfold, now BERP) is a procurement effort to address growing
maintenance liabilities and costs on the Skitter-MDR Class Orbital
Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b).
Over the course of the previous year, ongoing analysis data has provided
vital feedback since the station was once again brought into operation
after 17 years of abandonment; and using this data, 4 options were
outlined for the Blindfold Proposal.
1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b
operations will be moderately impacted.
2) Procurement - Medium Cost. Replace offending station sections
completely with low-cost, working alternatives. Operational gains in
28-7b expected.
3) Do Nothing - No Cost. Moderate long-term impacts to operations in
28-7b.
4) >>>_Was removed_

Option 2 was selected for BERP. Procurement efforts identified 3
solutions and later narrowed it down to 1. Following the selection
process architects were brought in to draft up low-impact refits to the
designated hulk. 5 selections made it past initial drafting, with 3
ultimately being selected for engineering board review. Penultimately
draft proposal 3 was selected for the project and now awaits engineering
certification. The draft plan is provided on the next page:


![Birdshot Eng
Final](https://github.com/tgstation/tgstation/assets/33048583/441a6ca8-d7e1-4962-82b9-c412393ad73b)

Following board certification, implementation of the plan will be
commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction
time-frame pending Project Foremans review.

## Why It's Good For The Game

Birdshot Engineering is where this whole station began. Back then,
things were going to look closer to Birdboat Station, but that became
looser and more ill-defined as progress was made on the overall station.
While I was satisfied of the decrepit feel of Birdshot Enigneering
initially, I knew that at some point, it would require modification to
better play into Birdshots strengths.

I've had a long laundry list of a roadmap that I've wanted to implement
since the station was added, and this was the top item. Tier Zero.
Problema Numero Uno. You get the idea. This has been a year of drafting,
redrafting, and redrafting everything until it fit Birdshot right. With
this, we're nearly there. I see this being the definitive Engineering
Department for this station for quite some time to come. However, this
is still a draft and some elements are subject to change as I begin to
work out some of the more minor kinks in the draft such as pipe
locations and transit tubes.

Presently Atmospherics is completely rebuilt from the bottom up. There
is more space, enough to do projects, but you'll have to tear down some
windows and walls to gain it. Nothing ventured, nothing gained. You also
have most of the gas distro line outside. I'm a firm believer in
enabling whatever antics ANY lunatic may have. Atmos techs can rest
assured that outside lines are completely reconfigurable (and powered)
enabling some... unique project prospects. You also gained an inside HFR
and Spare burn chamber. Enjoy.

The Engineering Common Areas are now inside the department proper
instead of the satellite treatment in the original implementation.
Security gets an actual outpost and engineers now have a proper office
to file engineering documentation. They say that office colleagues can
form tight bonds so let's see whose is stronger: Purples or Yellows?

The Supermatter Engine is more of an upgrade over the previous model
(Leaky SM is here to stay so deal with it). The room is larger with less
rock, allowing some manner of greater customization, but I believe
engineers will be more than happy to find that they now have a Burn
Chamber of their own. I have zero clue of what they'll do with it, but I
think any enterprising CE will be able to create something that even god
should fear.

Finally we have maint improvements. Nothing really to see here though
maybe there's the beginning of something for the future if you care to
speculate. I couldn't really keep the meandering maint of the previous
rock, so instead we now have some pseudo dead-ends. It's all connected
by transit tubes to the north (not shown) so you can slowly get around
if you will it. Of course there's plenty of cut-throughs,
not-so-finished sections, and opportunity for those who need it. Caution
to the blind, this whole rock is spicy.

Overall I'm happy with this and want to open it up in Draft Mode for
initial thoughts. I have a rough timeline on finishing this that
stretches out to the weekend, so the earlier comments are, the more
likely I'll be able to MAYBE do something about it. Thanks for the
patience and hopefully this is a doozy of an update for all our players.

Previous Engineering Provided for Point of Reference:

![Screenshot 2024-03-04
190827](https://github.com/tgstation/tgstation/assets/33048583/55355582-2129-4744-a75b-0cd97f2b5008)

closes  #75590

## Changelog
🆑
qol: Wholesale Revamp of Birdshots Engineering Department
fix: Some Birdshot Amtospherics Concerns
fix: Some Birdshot Engine Concerns
/🆑

* Bumps `dependencies.sh` to 515.1633 Stable (#82138)

## About The Pull Request

Two reasons for this.

1. It's the stable branch, so let's move it up. This PR will detect any
issues that we might have with the latest 515.1633 as far as the
codebase is concerned (the servers have been running 1633 for at least a
week now).
2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even
though it was fixed a few days ago in #82074
(5624d94524)

`![image](https://github.com/tgstation/tgstation/assets/34697715/0cc889c9-25d0-48cb-a0d1-304738acd8cc)`~~

* Makes simple bodycam component `COMPONENT_DUPE_SELECTIVE` (#82310)

## About The Pull Request

The thought only just occurred to me people may want to throw multiple
bodycams with different networks on them onto one mob, and it would be
trivially easy to support, so here.

I used `COMPONENT_DUPE_SELECTIVE` rather than `COMPONENT_DUPE_ALLOWED`
so people can avoid adding two of the same camera (network) to one mob.

* Fixes unfathomable curios not blocking when equipped. Fixes the shielded component still blocking despite not having a 'wearer'. (#82073)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->

## About The Pull Request

The unfathomable curio now only blocks when equipped to the belt slot,
and not when equipped in the hand.

The shielded component now no longer blocks despite not having a wearer,
and does not block if the wearer is not the same as the owner in the
``hit_reaction()`` proc.

Fixes https://github.com/tgstation/tgstation/issues/82068

## Why It's Good For The Game

The curio was only blocking while in-hand, rather than how it should be;
in the belt slot. Now it does what it is supposed to.

On top of that, this fixes what I think has been a bug for quite some
time with shield_inhand just not being respected whatsoever with regards
to whether or not the component worked. It only really determined
whether or not you got the sprites added/removed, but didn't factor into
the blocking ability whatsoever.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
fix: Unfathomable Curios now properly block as expected.
fix: The shielded component actually respects the shield_inhand when
determining blocking potential.
fix: Ensures that the shielded component has a wearer before attempting
to block, and that this wearer is the same as the owner of the item.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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---------

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

* Chem dispenser UI minor patches (#82123)

## About The Pull Request
- Fixes #82119. ph is not computed & shown when recording recipes is
enabled. The ph value was inaccurate anyway because it was not computed
from the recorded recipe but from the beaker.
- Removed deprecated `content` tag from buttons in the UI

## Changelog
🆑
fix: chem dispenser UI doesn't brick when beaker is ejected while
recording recipes
code: removed deprecated `content` tag from buttons in chem dispenser
/🆑

* Resprites supermatter theft (#82326)

## About The Pull Request

Resprites supermatter theft tools to match the current style surgical
tools they're based off of, as well as esprites the sliver to not be a
shard of pee glass.


![image](https://github.com/tgstation/tgstation/assets/5479091/bd37909d-afff-4316-91f4-1b87d45d57fa)

## Why It's Good For The Game

Consistency in surgical tool derived sprites that previously kept the
old style from before the last surgery resprite, and making supermatter
shards not look like glass.

## Changelog
🆑
image: Supermatter slivers and the tools used to steal them have been
resprited.
/🆑

* GAGSifies the jester costume (#82339)

## About The Pull Request

Updates the jester costume to support GAGS.


![image](https://github.com/tgstation/tgstation/assets/5479091/d76f4aaf-d3aa-489a-8a0b-cf443bda7252)

## Why It's Good For The Game

More freedom for players to customise their jestering.

## Changelog
🆑
image: The jester costume now supports GAGS
/🆑

* There we go

* You win, chicken, take your leave. (apparently nulls in prefabs default to the normal mob stuff)

* Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. (#82076)

## About The Pull Request
Makes the Captain's Spare safe actually secure from being smashed open
now that it's been removed from a wall. Damage Deflection of 30 has been
added to it.

## Why It's Good For The Game

Because the Captain's Safe was moved off of the wall it's now vulnerable
to direct attack and projectiles way, way more than before and now
there's a lot of avenues to inflict AP damage, which is directly
subtracted from the armor value before application of damage. I've added
a damage deflection of 30 to make it

## Changelog

🆑
balance: Makes the Captain's Spare safe actually secure from being
smashed open now that it's been removed from a wall. Damage Deflection
of 30 has been added to it.
/🆑

* [NO GBP] Fixes prosthetic limb quirk preferences (#82354)

## About The Pull Request

Accidentally broke it during my latest quirk PR, oops!
## Changelog
🆑
fix: Fixed Prosthetic limb quirk preferences
/🆑

* Makes deconstruction of computer & machine frames consistent (#82378)

## About The Pull Request
- Adds a missing examine for when the machine frame can be deconstructed
- Both the machine & computer frames needs to be unanchored before it
can be deconstructed & adds examines to explain the same. Currently
computer frames don't have the unanchor requirement which is
inconsistent, but now both frames share the same code

## Changelog
🆑
qol: adds missing examine for when machine frames can be deconstructed 
qol: both machine & computer frames must be unanchored before it can be
deconstructed & adds examines to explain the same
/🆑

* [NO GBP] Emergency Birdshot Maintenance (#82380)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

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GitHub username as author ingame. -->
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* Makes highlander layer hoisting code actually work (#82388)

Whoops

* Small Social Anxiety Fixes (#82387)

## About The Pull Request

- Speech filters from speech impairments don't apply unless they
actually change the message
- Psicodine properly stops stutter

## Changelog

🆑 Melbert
fix: Psicodine helps Socially Anxious people again (as does signing) 
fix: Speech effects such as stuttering no longer applies its TTS filter
if the resulting message doesn't actually change the message
/🆑

* Merge ordinance burn chamber with main lab for MetaStation (#82322)

## About The Pull Request
Fixes the issue specified in #82294 for Metastation ordinance burn
chamber.

Now both the burn chamber and the lab are combined together as one
area(no physical objects were displaced just their area properties were
modified) so they share the same apc allowing the igniter to function
there

## Changelog
🆑
fix: igniter in meta station ordinance burn chamber works again
/🆑

* TGUI: bumps yarn version (#82385)

Bumps our bundled yarn version up to 4.1.1.

This seemed previously impossible due to an indecipherable error
message:
```
SyntaxError: missing ) after argument list
    at wrapSafe (internal/modules/cjs/loader.js:979:16)
```

I'm assuming this was a bug in (earlier) versions of yarn ~4.0.2.
Meaning, this is probably worth testing or test merging, as it seems to
be running fine currently.

Better build tools

N/A

* Yeah, this should do.

* TGUI: updated dependencies (#82377)

Updates some of the dependencies in tgui. Should have zero gameplay
impact at all.

This puts our typescript version up to 5.4.3! And it detected errors
immediately

Bzzz here comes the airplane

N/A

* Clown anomalous crystals turn the dead into living clowns, rather than anyone who speaks in proximity (#82373)

## About The Pull Request

Rather than turning people into clowns if they speak within proximity of
the crystal, the clown anomalous crystal instead transforms the dead
into clowns, similar to the dark revival crystal.

This also adds logging for crystal activation.

## Why It's Good For The Game

We've had a significant number of admin issues with this crystal being
abused to both grief and killbait people by turning them into clowns as
of late. The crystal literally only exists to do this basically. And it
is also grossly unlogged despite the fact that many of the effects could
be cause for investigation.

Rather remove this crystal, I'm making it useful...with a catch.

## Changelog
🆑
qol: Makes the clown anomalous crystal actually useful for once rather
than an open griefing tool. It now revives the dead...as clowns!
admin: Adds logging for the anomalous crystal activation, including
fingerprints.
/🆑

* Fix all nighter runtimes (#82405)

## About The Pull Request

So, recently, someone asked me why their All Nighter eyebags weren't
working, and though after a short conversation we worked out it was
working as intended and they had just taken a few naps to train fitness,
I still checked the round logs once they were public.
https://scrubby.melonmesa.com/round/226476/runtimes

![image](https://github.com/tgstation/tgstation/assets/42909981/162d76ae-2d43-428b-bc7e-37371ba27a1c)
Coincidentally! Someone else _did_ have an All Nighter runtime!
Well. Time to fix it.

I look into the code, and lo and behold, it seems we're really just not
caring about whether the head actually exists.

d38f9385b8/code/datums/quirks/negative_quirks/all_nighter.dm (L50-L56)

But that reminds me. We have more ways to lose your head, like
H.A.R.S.... So... I boot the game, and...
Oh no.
_Oh no._
That's a _lot_ of runtimes huh. (See "Why It's Good For The Game")

Soooo we just add a check for whether our head-in-question actually
exists to both adding and removing our bags, and be done with it.
```dm
///adds the bag overlay
/datum/quirk/all_nighter/proc/add_bags()
	var/mob/living/carbon/human/sleepy_head = quirk_holder
	var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD)
	if(isnull(face))
		return
	bodypart_overlay = new() //creates our overlay
	face.add_bodypart_overlay(bodypart_overlay)
	sleepy_head.update_body_parts() //make sure to update icon

///removes the bag overlay
/datum/quirk/all_nighter/proc/remove_bags()
	var/mob/living/carbon/human/sleepy_head = quirk_holder
	var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD)
	if(face)
		//our overlay is stored as a datum var, so referencing it is easy
		face.remove_bodypart_overlay(bodypart_overlay)
		sleepy_head.update_body_parts()
	QDEL_NULL(bodypart_overlay)
```
Right?

Well, no. Yes, this stops the runtimes, but while testing this I also
noticed that the bags don't come back.
We lose our head, we regenerate a new one, and we don't have bags. Even
though we removed our head, we never actually removed _our bags_.
So our `bodypart_overlay` is never set to null, and it's never actually
attempting to apply them to our new head.

To resolve this, we then just add a new proc called on
`COMSIG_CARBON_REMOVE_LIMB`, which handles removing the eyebags before
we remove our head if needed.
```dm
///if we have bags and lost a head, remove them
/datum/quirk/all_nighter/proc/on_removed_limb(datum/source, obj/item/bodypart/removed_limb, special, dismembered)
	if(bodypart_overlay && istype(removed_limb, /obj/item/bodypart/head))
		remove_bags()
```

Oh, we also remove the unused `client/client_source` argument from both
the `add_bags(...)` and `remove_bags(...)` procs.
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/42909981/31fd97b5-dce3-46ec-9388-abf568fe4f0b)
## Changelog
🆑
fix: All Nighter: fixed a runtime from not having a head, whether from
hars/deletion/somesuch.
fix: All Nighter: losing and regaining your head while you had eyebags
no longer removes your eyebags until you've slept.
/🆑

* [NO GBP] Fixes Alcoholic quirk selection and addiction in general not being forever. (#82403)

## About The Pull Request

Fixes #82346
Also fixes a bug where Junkie, Smoker, and Alcoholic would not give you
more addiction once yours ran out.
## Changelog
🆑
fix: Fixes Alcoholic quirk selection
fix: Fixes Junkie, Smoker, and Alcoholic not giving you more addiction
when you come clean.
/🆑

* Fixes root beer rounding down to 0 delay for laser carbines/disabler SMGs (#82414)

## About The Pull Request

Title.
Closes https://github.com/tgstation/tgstation/issues/80921.

Uses SSprojectiles wait, via lemon's suggestion
(https://discord.com/channels/326822144233439242/326831214667235328/1195468576514130010)
## Why It's Good For The Game

bug bad
## Changelog
🆑
fix: Root beer no longer causes laser carbines and disabler smgs to fire
infinitely fast.
/🆑

* Fixes quirk being examined when observing (#82424)

Examining a human as ghost now shows their quirks again. This was
unintentionally removed with
https://github.com/tgstation/tgstation/pull/80692

This was unintentionally removed. Bugfix good me thinks?

![image](https://github.com/tgstation/tgstation/assets/49160555/57a8d817-c9f4-4bf5-bc10-498be58ed23d)

🆑
fix: Observers can now see people's quirks again
/🆑

* Moves that one wall in NorthStar Maints   (#82382)

You know the one, right? 

![image](https://github.com/tgstation/tgstation/assets/69398298/43f98dcb-2a00-43bb-9b9c-6541a77a8454)
Seriously though I asked "where's that random wall in northstar maints"
and not only did people know what I meant, within 5 min people told me
where it was.

<img width="825" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/449ff97f-f256-449a-9eb0-d34b1e09f8f4">

## Why It's Good For The Game

Hallways work best when they're traversable. 

## Changelog

🆑
fix: Moves that one wall on NorthStar to not block the maints passage
/🆑

* fixes material scanning, so we can scan again (#82428)

I broke material scanning, This fixes it.

* Fixes access to borg panels (#82427)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/81681 removed the access
requirement to unlock a borg, which of course meant anyone with any ID
could fiddle with them.

## Why It's Good For The Game

back to sanity

## Changelog
:cl:Zergspower
fix: borg panel access now requires robotics access again
/🆑

* Adds a visual effect to breathing in cold environments (#82336)

## About The Pull Request

Humans (who breathe) (with lungs) now has a particle associated when
breathing in cold air. The colder the air, the more likely the particle
to occur per breath.


https://github.com/tgstation/tgstation/assets/51863163/f375dd1b-87f6-4124-9329-4714fe988c16

Other changes:

- Adjusts the probability of getting "your lungs feel cold/hot" when
breathing cold/hot air depending on how cold/hot the air is.
- Very cold air now has a chance of causing humans to shiver when they
breathe it in.

## Why It's Good For The Game

Some nice VFX to breathe some style into the game. 

## Changelog

🆑 Melbert
qol: Breathing cold air now has a particle effect associated, careful
not to let your glasses fog up.
qol: Breathing cold air will now occasionally make your spaceman shiver.
Brrr.
/🆑

* [NO GBP] Emergency Birdshot Maintenance (#82380)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

* [NO GBP] Emergency Birdshot Maintenance (#82380)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

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2024-04-16 06:05:57 +00:00
SkyratBot
48383f32d3 [MIRROR] minebot buff (#27106)
* minebot buff (#82001)

## About The Pull Request
this pr buffs non-sentient minebots a bit to make them more helpful with
the new arcmining changes.
Minebots now have a better overall AI, they will maintain distance from
enemies and shoot while running. they will also plant landmines while
theyre running away from enemies. these landmines are carefully
programmed by the bot not to trigger when any of its miner friends step
on it. u no longer need to feed minebots an ore to get them to listen to
you, as they now automatically listen to any miners around.
minebots can now repair damaged node drones

![image](https://github.com/tgstation/tgstation/assets/138636438/12e67eb2-3711-465c-a3ac-54fdadbed5e4)
they also have a new autodefend feature, which makes them automatically
attack any mob that attacks its miner friends or the drone. They also
have some new upgrades!
First is the regenerative shield, this shield allows minebots to tank a
limited amount of hits before breaking. minebots will then need to wait
sometime before the shield re-activates.
Second is the rocket launcher remote control, this allows players to
direct minebots to fire anti-fauna missiles at their target

https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294

Also minebots are now highly customizable, you can rename them, change
their colors, or program their AI through their new user interface

![image](https://github.com/tgstation/tgstation/assets/138636438/d2e1c39d-f9d2-4da7-a5fa-5a41cea31d6e)

## Why It's Good For The Game
Improves minebot AI a bit, and makes it a more viable option for mining
solo players

## Changelog
🆑
balance: minebots have been buffed and have recieved new upgrades
/🆑

* minebot buff

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-04-04 14:48:31 -04:00
SkyratBot
4fa0479c83 [MIRROR] Cultist pets (#26983)
* Cultist pets (#80595)

## About The Pull Request
cultists can now convert pets on their side. when you convert a pet, it
will become much more dangerous and obedient to you, it will also gain a
new dangerous AI. cultist pets will look for fellow dead cultists, and
revive them by dragging them to nearby revival runes and activating it.
if there is no revival runes around them then they will create their own
and drag u to it. u can give them commands to follow, attack, or to
create revival runes. they will also go around to crit non cultists so
cultists can convert them

![pughealed](https://github.com/tgstation/tgstation/assets/138636438/8cd10a4f-2a30-40d9-b4fb-c9ff70bdcddd)

they will also now feed on organs and blood for healing

## Why It's Good For The Game
adds a extra layer to cult, u can now command non-sentient pets to aid
you

## Changelog
🆑
add: cultists can now convert pets to their side
/🆑

---------

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

* Yeah...

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 23:44:23 +02:00
SkyratBot
cb45c63a8f [MIRROR] fixes basic mobs with ranged attacks attacking in containers (#26772)
* fixes basic mobs with ranged attacks attacking in containers (#81804)

## About The Pull Request
see title - changes an isturf check to an !ismob check for an attacking
basic mob's loc in can_attack(), as previously this allowed mobs to
shoot from inside containers

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/31829017/ffe03955-78f2-4e6e-b15c-9fdf6d85d588)
## Changelog

🆑
fix: Basic mobs no longer have the (unintended) ability to shoot out of
containers, like bluespace body bags.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* fixes basic mobs with ranged attacks attacking in containers

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-03-06 22:22:12 -05:00
SkyratBot
5375020258 [MIRROR] fix mob ai using attacks while inside pokeballs (#26638)
* fix mob ai using attacks while inside pokeballs (#81671)

## About The Pull Request
fixes pokemon AI still being active while inside the pokeball closes
#81669

## Why It's Good For The Game
fixes pokemon AI still being active while inside the pokeball

## Changelog
🆑
fix: fixes pokemon ai still being active when inside the pokeball
/🆑

* fix mob ai using attacks while inside pokeballs

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-02-26 21:28:15 +01:00
SkyratBot
7f252e6e94 [MIRROR] [no gbp] fixes ai controller runtime (#26278)
* [no gbp] fixes ai controller runtime (#81134)

## About The Pull Request
fixes the flaky error that would happen in cleanbot controllers. i
discovered thru the profiler that a proc i was using to stop tracking
unreachable targets and caching them to a blacklist in selectbehavior
had a bit of a high real time cost, so if the mob got deleted midway
through for any reason would cause a runtime error. ive moved this proc
off selectbehavior and im instead letting the move loop cache this
target into the blacklist if it reaches the max pathing attempts
## Why It's Good For The Game
fixes a runtime that sometimes happens in ai controllers

## Changelog
🆑
fix: fixes a runtime that sometimes happens in ai controllers
/🆑

* [no gbp] fixes ai controller runtime

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-01-29 02:34:58 +01:00
SkyratBot
d538bf0de0 [MIRROR] Optimize find_potential_targets self cost [MDB IGNORE] (#25883)
* Optimize find_potential_targets self cost (#80602)

![image](https://github.com/tgstation/tgstation/assets/35135081/84ae20b6-5f44-4a69-bda3-0df1435dea5c)

`find_potential_targets/perform` currently has a pretty bad self cost in
part due to it running a second "loop over everything in range" check to
find turrets and mechs. This doesn't drop it down by as much as I'd like
because it still needs `hearers`, it still shows up pretty high, but
this at least cuts out some unnecessary work.

Best case is likely to minimize work AIs need to do when there are no
players on their z-level, as there are a lot of calls from Lavaland.

* Optimize find_potential_targets self cost

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-28 07:55:30 -08:00
SkyratBot
2ed6af479c [MIRROR] [NO GBP] Fixes even more AI related CI runtimes [MDB IGNORE] (#25682)
* [NO GBP] Fixes even more AI related CI runtimes (#80262)

## About The Pull Request

Consider this a continuation of
https://github.com/tgstation/tgstation/pull/80202

![firefox_P62DdMv946](https://github.com/tgstation/tgstation/assets/13398309/1a784a27-e5c9-42d1-b160-7eb9251b3997)

~~It seems I missed a few.~~

Edit: Modified per request to handle this more broadly. If a pawn gets
`qdel`'d, the ai controller should be set to off and get removed from
the list of active controllers, and all their actions should be
canceled.

Also adds some qdeleted checks to `finish_action()`, which can still run
after the pawn gets qdeleted as part of the `CancelActions()` chain.

## Why It's Good For The Game

Less spurious CI failures.

## Changelog

Nothing player facing really.

* [NO GBP] Fixes even more AI related CI runtimes

* Update _ai_controller.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-17 15:00:53 +00:00
SkyratBot
50fae8d01c [MIRROR] Adds a smaller size targeting strategy, makes crabs use them [MDB IGNORE] (#25603)
* Adds a smaller size targeting strategy, makes crabs use them (#80246)

## About The Pull Request

The PR that added crabs said crabs are now small creatures, and will
hunt tiny creatures. However, their targeting strategy was
`our_our_smaller`, so a group of crabs ended up eating each other. This
PR creates a new targeting strategy, and applies it to the crab AI.

## Why It's Good For The Game

Puts an end to crabbibalism.

## Changelog

🆑
fix: Crabs will properly only target Tiny creatures
/🆑

* Adds a smaller size targeting strategy, makes crabs use them

---------

Co-authored-by: Profakos <profakos@gmail.com>
2023-12-13 15:34:46 -06:00
SkyratBot
c2520730a5 [MIRROR] Fixes a bunch of AI related CI runtimes [MDB IGNORE] (#25552)
* Fixes a bunch of AI related CI runtimes (#80202)

## About The Pull Request

<details><summary>A bunch of the numerous CI issues </summary>

![image](https://github.com/tgstation/tgstation/assets/13398309/70b0419e-0ac4-4a59-8acb-02511f8d6987)

![image](https://github.com/tgstation/tgstation/assets/13398309/4303923d-aaea-438f-9eb2-d27b510c7bc6)

</details>

You can view the full list of them here
https://github.com/Skyrat-SS13/Skyrat-tg/actions/runs/7148986054/job/19470671408.

What seems to be happening is, the `ai_controller` `fire()`s, and at
some point the the `pawn` var has become null from qdeletion. Many of
the `SelectBehaviors()` procs make use of that var, and then try to
access it without any safeties whatsoever.

I believe it is mainly happening because of long `do_after()`s and other
procs that sleep.

This PR just adds those safeties. I probably didn't get them all, but
this should fix the ones I have seen in CI. There may be a better
solution to cover all future cases of this but I will wait on feedback
to proceed. See below comments:

---

I don't know if you would rather this to always be checked at the
controller level instead (or in `able_to_plan()` perhaps?) but I could
do that if it's wanted. I wasn't sure if there were certain things that
depended on `SelectBehaviors()` running for cleanup so I opted against
that.

On that note, shouldn't we just be qdeleting the `ai_controller` when
the pawn gets qdeleted? Is that not already happening? And if not, is
there a reason for it? That would probably be the best way to handle
it...

## Why It's Good For The Game

I would like to stop seeing so many random CI failures, wouldn't you?

## Changelog

🆑
fix: fixes some AI runtimes that were caused by the pawn becoming null
/🆑

* Fixes a bunch of AI related CI runtimes

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-10 20:49:07 -05:00
SkyratBot
3d816fc0d5 [MIRROR] basic cleanbots refactor and new janitor skillchip [MDB IGNORE] (#25511)
* basic cleanbots refactor and new janitor skillchip

* Update medbot.dm

* UpdatePaths

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-08 19:59:00 -05:00
SkyratBot
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.

![catmouse](https://github.com/tgstation/tgstation/assets/138636438/8f146be4-c7b2-41d3-8301-734be49b5efc)

![catfish](https://github.com/tgstation/tgstation/assets/138636438/f8df54f2-9183-406d-afbd-f90f415f7f3d)

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)

![cathouse](https://github.com/tgstation/tgstation/assets/138636438/9515a78c-fdfe-461b-bad2-6b497117c694)

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>
2023-12-03 00:37:58 -05:00
SkyratBot
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>
2023-11-20 09:57:34 -05:00
SkyratBot
2f4010c992 [MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)
* Removes final remnants of 'targetted' (#79626)

## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑

* Removes final remnants of 'targetted'

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 08:11:32 -05:00
SkyratBot
bbd547ec95 [MIRROR] Targeting Datums Renamed (and global) [MDB IGNORE] (#24885)
* Targeting Datums Renamed (and global) (#79513)

## About The Pull Request

[Implements the backend required to make targeting datums
global](6901ead12e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](d79c29134d)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Targeting Datums Renamed (and global)

* Update dogs.dm

* Modular

* Modular

* Modular

* Merge skew?

* Revert "Merge skew?"

This reverts commit 0889389ab5cb5c56655f1860d9173ba87efe9a22.

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-09 16:37:48 -05:00
SkyratBot
a4c123c212 [MIRROR] new wizard ability and basic leaper refactor [MDB IGNORE] (#24805)
* new wizard ability and basic leaper refactor

* Update riding_mob.dm

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-05 22:01:26 -05:00
SkyratBot
b5eb26abcc [MIRROR] Basic Constructs: Wraith [MDB IGNORE] (#24655)
* Basic Constructs: Wraith (#79235)

## About The Pull Request

Converts wraith constructs to basic mobs. The last of the "mainline"
constructs, though there's still one to go after this.

Wraiths are pretty much the same as they've always been - speedy
constructs that pack a bit of a punch, built around doing hit-and-run
tactics with their ability to ethereal jaunt. Notably, I've converted
their ability to recharge their jaunts with attacks into a new
component, `recharging_attacks`. This can be placed on any basic mob to
let them recharge a cooldown action by landing hits, which could
possibly be useful in the future.

NPC wraiths are pretty straightforward, with a twist - they will always
chase down and beat to death the lowest-hp mob they can see. Happening
upon one of these while wounded will end very badly! While I originally
wanted them to be more flighty and use hit-and-run tactics, I couldn't
figure out a way to do this that didn't look kind of silly and make them
less effective overall.

In addition to the wraiths, I've done some much-needed cleanup to basic
constructs as a whole, improving some things and covering some things I
missed along the way.
- Ectoplasm drop types from constructs is now properly based on their
theme. I _believe_ I've done this in a way that will pass unit tests
this time, but we'll see if my local tests were being honest with me.
- Player-controlled constructs now attack faster. I didn't realize that
being basic mobs capped them to attacking once every 2 seconds, which is
a gigantic nerf over the simple animal version. I cut this to just 1
second, which should be much closer to how it originally was.
- Artificers actually seek out and heal the most damaged ally they can
find, instead of the least damaged. Turns out the sort was doing the
exact opposite order from what I thought, which became much more obvious
when using the same targeting behavior on wraiths.
- I put the PR number in the juggernaut update script, which I somehow
missed on that one.
- Removed the extraneous "noncult" construct subtypes that didn't do
anything. The Artificer one, which does something, is still around.
## Why It's Good For The Game

For the same reasons as the previous three. 5 more simple animals gone,
and only one construct to go until I can nuke simple constructs from the
codebase entirely. Other than that, the new component could possibly
come in handy in future designs, and the NPC behavior should hopefully
be a little scary - even if just a little.
## Changelog
🆑
refactor: Wraith constructs have been converted to the basic mob
framework. NPC wraiths are now extra cruel and will attack the
lowest-health mob they can see at any given time. Make sure this isn't
you! Please report any bugs.
fix: Artificers and juggernauts no longer attack significantly more
slowly than intended.
/🆑

* Basic Constructs: Wraith

* Update defcon2.dmm

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-31 03:00:50 -04:00
SkyratBot
e501a5c02e [MIRROR] Converts traders to basic mobs [MDB IGNORE] (#24673)
* Converts traders to basic mobs (#79187)

## About The Pull Request

This PR converts the two trader mobs into basic mobs, these being the
basic debug trader that buys ectoplasm and sells ghost burgers, and Mr
Bones, who buys empty milk cartons and bones, and sells bone relate
paraphernalia.

Traders now use dynamic appearance generation. The old sprites still
exist as hallucinations, and as shop signs.

Trader UI is now summoned via `COMSIG_ATOM_ATTACK_HAND`, which properly
cancels the attack chain, so there is no longer need to put it on
Interact.

I kept most of the original behaviour, but moved them off into a
component. I have also cached all the images generated for the radials,
I hope I have not overengineered it. I have also created a new datum,
which stores the trader's wares, needs, and speech patterns.

Admins can put the component along with the trader data on any living
mobs with an AI controller, turning them into traders. Keep in mind that
most AI has random idle movement, meaning they have a chance to walk
off, closing your trader radial.

![image](https://github.com/tgstation/tgstation/assets/2676196/a2b216e9-f9bf-46e1-83fa-3a41c8447176)

The trader AI consists of the following, first, when a trader sees
someone, they will deploy their shop, if one does not already exists.
The shop consists of a chair, and a holographic sign. If you attack
them, they will chase you with their weapons, and then return to their
chair when victorious. If the chair is somehow destroyed, they will
create a new shop when they see a new potential customer.

![image](https://github.com/tgstation/tgstation/assets/2676196/ad5fcd5a-996c-490f-938b-6bc11c91c4ee)

Mr Bones uses a variant of the AI, where they will run at you, and
deploy their shop when they reach you. I call this the jumpscare
variant. Below you can see me getting actually jumpscared because Mr
Bones has stepped on a yelling frog when I opened the maintenance door.

![image](https://github.com/tgstation/tgstation/assets/2676196/f47a5baa-e32d-4454-97f9-d90d027003d2)

I have also made an element that toggles an ai controlled combat mode
when it gains a target, and when it loses it. I am using it to make
Traders unable to trade while they are trying to kill a robber. To aid
this, I a have made
`/datum/ai_controller/proc/sig_remove_from_blackboard` send the
`COMSIG_AI_BLACKBOARD_KEY_CLEARED` signal, in case the trader kills a
mob that deletes itself on death. This means I could remove a signup
`/datum/component/appearance_on_aggro` was doing towards Qdeleting.

Below you can see Mr Bones shooting me with candy corn.

![image](https://github.com/tgstation/tgstation/assets/2676196/489e1072-e15a-412c-a8eb-9a3f0cca7bf6)

![image](https://github.com/tgstation/tgstation/assets/2676196/8f74b50f-ea35-467c-bb07-2ef38f84c453)

Traders actually only shoot you until you are conscious, so I survived
here in crit. Most mobs don't have crit state, so they just die, so I am
sticking by this voice line.

Thank you @ CoiledLamb  for help with the sale sign!

## Why It's Good For The Game

Two more mobs off the list. The AI and Componentized behaviours allows
us to set up new kind of traders.

## Changelog

🆑
refactor: Traders are basic mobs now. Please alert us of any strange
behaviours!
code: If there is only one option, radial lists will autopick it. This
behaviour can be turned off via a new argument.
/🆑

* Converts traders to basic mobs

---------

Co-authored-by: Profakos <profakos@gmail.com>
2023-10-31 02:16:50 -04:00
SkyratBot
c056f4dac9 [MIRROR] Nanotrasen basic mobs. [MDB IGNORE] (#24573)
* Nanotrasen basic mobs. (#78917)

## About The Pull Request

First and foremost, converts all Nanotrasen simplemobs into basic mobs.

To avoid messy and redundant code, or god forbid, making Nanotrasen mobs
a subtype of Syndicate ones, I've made Syndicate, Russian, and
Nanotrasen mobs all share a unified "Trooper" parent. This should have
no effect on their behaviors, but makes things much easier to extend
further in the future.

While most of this PR is pretty cut-and-dry, I've done a couple notable
things. For one, all types of ranged trooper will now avoid friendly
fire, instead of shooting their friends in the back. Even the Russians
have trigger discipline.

I've also created a new AI subtree that allows mobs to call for
reinforcements. I've hopefully made this easy to extend, but the
existing version works as follows:

- A mob with this subtree that gains a target that is also a mob will
call out to all mobs within 15 tiles.
- If they share a faction, mobs receiving the call will have the target
added to their retaliate list, and have a new key set targeting the
calling mob.
- If they have the correct subtree in their AI controller, called-to
mobs will then run over to help out.

Sadly, this behavior is currently used only by a few completely unused
Nanotrasen mobs, so in practice it will not yet be seen.

Finally, I've fixed a minor issue where melee Russian mobs punch people
to death despite holding a knife. They now use the proper effects for
stabbing instead of punching.
## Why It's Good For The Game

Removes 8 more simple animals from the list.

As said above, making all "trooper" type mobs share a common parent cuts
down on code reuse, ensures consistency of behavior, and makes it much
easier to add new troopers not affiliated with these groups. I expect
that I'll make pirates share this same parent next.

The new "reinforcements" behavior, though extremely powerful, opens up
exciting new opportunities in the future. There aren't many existing
behaviors that allow basic mobs to work _together_ in interesting ways,
and I think adding some enemy teamwork could be fun.
## Changelog
🆑
refactor: Hostile Nanotrasen mobs now use the basic mob framework. This
should make them a little smarter and more dangerous. Please report any
bugs.
fix: Russian mobs will now actually use those knives they're holding.
/🆑

* Nanotrasen basic mobs.

* Modular

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-24 21:42:47 -04:00
SkyratBot
6e2fcee00b [MIRROR] Basic Constructs: Artificer [MDB IGNORE] (#24456)
* Basic Constructs: Artificer (#79015)

## About The Pull Request

Really getting into the meat of the constructs now. Artificers have
become basic mobs.

On the whole, this was a pretty rote conversion, with no significant
gameplay changes other than the switch to using healing hands rather
than a unique heal ability. The player experience as an artificer is
more or less identical.

The _interesting_ part comes with the AI for the seldom-used "hostile"
variant. Hostile artificers, being squishy and laughably weak, are now a
dedicated "medic" role for constructs. They will perform triage, always
seeking the most wounded construct (or shade!) to give healing to. They
will not attack at all, but they _will_ flee with great speed if
attacked and not busy healing. If they are healing another construct,
they will remain even if they are beaten to death.

I've added some more AI functionality that may come in handy in the
future, and done some refactoring to keep things from getting out of
hand:
- A planning subtree for finding targets that will always select the
most heavily wounded living target that the mob can see (or rather, the
one with the least health). Useful again for medical triage, or for
making a particularly cruel mob that always attacks whoever is easiest
to kill. I plan to use this for NPC wraith constructs when I convert
them.
- Targeting datums can now check a blackboard key to see if they should
only target wounded mobs. This is particularly useful for "medic" type
mobs such as this one.
- I've refactored the "minimum stat" behavior of targeting datums to be
stored in a blackboard key. This removes the need to have unique
subtypes for each different minimum stat we might want. Which... for the
most part, weren't even used, leading to proliferation of several
completely identical targeting datums in a bunch of different files.
Hopefully this change will make things cleaner.

In addition, this PR fixes a pair of bugs from #78807 that I didn't
catch:
- Healing constructs can now actually heal shades. Turns out I forgot to
add the correct biotype.
- Healing hands, when set to print the target's remaining health, no
longer does so as a visible message.

The one thing I didn't do that I kind of wanted to is make NPC
artificers heal themselves when wounded and not busy doing something
else, but it ended up being kind of annoying to make a mob willingly
target itself. NPC artificers never had this behavior before, so I
consider it okay, but maybe I'll circle back to it later.
## Why It's Good For The Game

Another basic conversion, another 5 items off the checklist. Very little
should change in-game, though I think the new NPC AI could make for
interesting challenges in ruins or bitrunning or something.
## Changelog
🆑
refactor: Artificer constructs have been converted to the basic mob
framework. This should change very little about them, but please report
any bugs. NPC artificers are now smarter, and will focus on healing
nearby wounded constructs - if you see them, take them out first!
/🆑

* Basic Constructs: Artificer

* Modular

* Modular paths

* Modular paths

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-20 02:54:31 -04:00
SkyratBot
cffff937f6 [MIRROR] new syndicate item - bee smoker [MDB IGNORE] (#24450)
* new syndicate item - bee smoker (#78988)

## About The Pull Request
this adds a new item for traitor botanists they can buy for 4 tc. it
releases smoke which hypnotizes bees to follow ur every command, it can
be used on a single bee or it can be used on a hive to hypnotize all the
bees who live there. u can command the bees to enter or exit their
beehive, and u can also command them to spiral around u where they will
follow u and swirl around u to confuse whichever opponent u are
fighting, and u can also command them to attack people. the bee smoker
comes with some fuel but u can recharge it by putting cannabis into it.
the stronger the weed the more fuel it will provide

https://github.com/tgstation/tgstation/assets/138636438/18c9a350-8e24-4c49-abfa-dffb7622502f

## Why It's Good For The Game
adds a traitor item which gives a new gameplay alternative for botanist
and pacifist players. also i noticed the pet targetting datum was using
some copy paste code so i made it a subtpye of the basic targetting
datum

## Changelog
🆑
add: added a new syndicate item - the bee smoker
/🆑

---------

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

* new syndicate item - bee smoker

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-10-20 00:29:10 -04:00
SkyratBot
fa31acc3ec [MIRROR] Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level [MDB IGNORE] (#24386)
* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level (#78803)

## About The Pull Request

Saw this in CI.

![firefox_lCYnPMJIqm](https://github.com/tgstation/tgstation/assets/13398309/8ef309df-09b6-4096-b6aa-340b59f7446b)

~~Quick fix for it--because turrets are not mobs trying to call this
proc on them will runtime. So let's give them their own implementation
of the proc.~~ Just kidding, let's refactor faction checking entirely

## Why It's Good For The Game

Fixes an issue with basic mob AI targeting and turrets.

## Changelog

🆑
fix: basic mobs will no longer runtime when trying to check the faction
of a porta turret
refactor: faction checking is now done at the atom/movable level
/🆑

---------

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

* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level

* Modular updates

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-10-16 21:41:24 -04:00
SkyratBot
0d5a0c0bb9 [MIRROR] Goats will randomly attack you [MDB IGNORE] (#24312)
* Goats will randomly attack you (#78930)

## About The Pull Request

We accidentally lost this behaviour when we converted goats to basic
mobs.
_Formerly_ (and now again) goats had a 0.5% chance per second to simply
decide to attack you for no reason at all.
While attacking you they also have a 10% chance per second to get bored
of doing that and stop.

Additionally, we were outputting a fluff message every time you attacked
a goat which would spam chat if you were trying to fist fight each
other. I added a 20 second cooldown onto it.

As is often the case, implementing this led me down a bit of a rabbit
hole.
We were previously bypassing faction checks via a mixture of flags on AI
behaviours and blackboard keys.
I have moved this _entirely_ to the blackboard now, rather than making
targetting subtypes just to skip faction checks.

This entails having one blackboard key which is "by default do we care
about factions?" and another which is "are we currently ignoring
factions for some other reason?"
Retaliatory AI will generally enable the second flag, so you can get
pissed off at someone you would usually not mind hanging out with if
they start something with you. Certain mobs which want to hunt other
mobs but not be hunted in return just ignore factions entirely all the
time and use the former.

The upshot of this is that the default behaviour for expected default
retaliatory AI shouldn't require you to set any specific kind of
targetting datum and will Just Work.

In a similar vein because I was touching largely the same mobs I made
the "flee when injured" component apply its "don't flee because not
injured" flag instantly upon application rather than needing to manually
set it in the blackboard definition, so that also Just Works.

## Changelog

🆑
fix: Pete's anger management training has worn off, and he will once
again sometimes pick a fight with you for absolutely no reason.
qol: Attacking a goat will not spam messages so frequently.
/🆑

---------

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

* Goats will randomly attack you

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-10-13 00:30:01 -07:00
SkyratBot
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>
2023-10-11 21:27:23 -04:00
SkyratBot
3869212f81 [MIRROR] Mook village and basic mook refactor [MDB IGNORE] (#24269)
Mook village and basic mook refactor

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-10-11 02:32:36 -04:00
SkyratBot
fd1d9e4ee8 [MIRROR] Fixes fleeing behaviour [MDB IGNORE] (#24223)
* Fixes fleeing behaviour (#78821)

## About The Pull Request

This PR does three things:
- Fixes fleeing, I broke it in a recent PR so mobs would walk to a
location then sort of stand there doing nothing. This is due to using
`>=` instead of `>`.
- Makes lobstrosities stop running and charge at you more responsively
(when they detect they can charge).
- Inverts the `BB_BASIC_MOB_FLEEING` blackboard key to
`BB_BASIC_MOB_STOP_FLEEING` so that the default behaviour is "to perform
the behaviour that you put on the mob" instead of to not do that.

## Why It's Good For The Game

Makes commonly used behaviour work properly.
Removes footgun we hand to ai developers.

## Changelog

🆑
fix: Cowardly mobs will consistently run away from you instead of
getting tired and just sort of standing there after an initial burst of
movement.
/🆑

* Fixes fleeing behaviour

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-09 07:34:46 -04:00
SkyratBot
ade3fb2813 [MIRROR] ice demon basic mobs [MDB IGNORE] (#24188)
* ice demon basic mobs

* Modular updates

* Modular updates

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-08 08:06:23 -04:00
SkyratBot
f6577ec049 [MIRROR] Refactors Sloths into Basic Mobs [MDB IGNORE] (#24171)
* Refactors Sloths into Basic Mobs (#78752)

## About The Pull Request

Hey there,

This just refactors sloths to the basic mob framework. Nothing new
should be added beyond them seeming a bit more sluggish and being a bit
smarter about the fights they pick/running away.
## Why It's Good For The Game

Three more subtypes off the list, we are now sub-200 simple animals left
to refactor. If people want to play catch with their sloth it should be
much easier to fit that in now.
## Changelog
🆑
refactor: Sloths are now basic mobs, however their overall sluggish
behavior shouldn't have changed much- let us know if anything is broken.
/🆑

* Refactors Sloths into Basic Mobs

* Modular path

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-07 23:23:36 +00:00
SkyratBot
08f914ed28 [MIRROR] Basic Heretic Mobs: The Rest of Them [MDB IGNORE] (#24155)
* Basic Heretic Mobs: The Rest of Them

* Update tgstation.dme

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-07 19:13:32 -04:00
SkyratBot
42107438c5 [MIRROR] Dogs now flee from mobs with tongs [MDB IGNORE] (#24161)
* Dogs now flee from mobs with tongs (#78797)

AI dogs with the dog controller behaviour will flee from a target with
tongs in hand.

Untested because I literally cannot play byond.

## Why It's Good For The Game
https://www.youtube.com/watch?v=cXIAZtwvgz0

## Changelog
🆑 oranges
add: Dogs now react to centrist grillers more realistically
/🆑

* Dogs now flee from mobs with tongs

---------

Co-authored-by: oranges <email@oranges.net.nz>
2023-10-06 18:53:40 -07:00
SkyratBot
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>
2023-09-30 00:15:55 -04:00
SkyratBot
8cdc0fbe61 [MIRROR] Refactors Snakes into Basic Animals [MDB IGNORE] (#23972)
* Refactors Snakes into Basic Animals (#78612)

* Refactors Snakes into Basic Animals

* Modular paths

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-28 03:21:34 -04:00
SkyratBot
37a8f73ae3 [MIRROR] Basic Legion & Hivelord [MDB IGNORE] (#23964)
* Basic Legion & Hivelord

* Update modular + fix diffs

* Fixing diffs

* More diffs

* Adds an AI behavior to replace the 'wander = 0' varedit for the hivelord gate guardians

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-27 22:30:02 -04:00
SkyratBot
f5781b2aa1 [MIRROR] Add new sounds for animals, basic animals make sound on audible emote [MDB IGNORE] (#23917)
* Add new sounds for animals, basic animals make sound on audible emote (#78499)

## About The Pull Why It's Good For The Game Request
More sound immersion. Also just makes sense for sounds to play when an
animal is both saying something and using an audible emote.

Crab click: https://freesound.org/people/JarredGibb/sounds/263882/
Chitter: https://freesound.org/people/ForSoundDesign/sounds/687302/
Chicks: https://pixabay.com/sound-effects/chicks-very-young-56075/
Chicken: https://freesound.org/people/Breviceps/sounds/456803/

https://github.com/tgstation/tgstation/assets/66640614/29cd4e8e-b9c3-4f71-be0d-8c3f3de40eba

https://github.com/tgstation/tgstation/assets/66640614/9a24c1a8-0707-43ad-adec-b7ce1eddb5f6

https://github.com/tgstation/tgstation/assets/66640614/21cc37ae-c49c-461a-83c5-271f6d577fc6

## Changelog
🆑 tattle
qol: Basic animals now make sounds for audible emotes
sound: Added new sound effects for chicks, chickens, crabs, and insects
/🆑

Co-authored-by: tattle <article.disaster@ gmail.com>

* Add new sounds for animals, basic animals make sound on audible emote

* Sound path changes

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-27 02:41:08 -04:00
SkyratBot
997480df18 [MIRROR] basic mobs ranged attacks can check for friendly fire [MDB IGNORE] (#23918)
* basic mobs ranged attacks can check for friendly fire (#78451)

## About The Pull Request
basic mobs can check for friends in the way before firing a attack. if
they find someone in the way they will try to adjust their position so
their friends dont get hit by the projectiles

## Why It's Good For The Game
nice optional feature people can put on the monsters they create

## Changelog
🆑
add: added ranged attack friendly fire checks for basic mobs. minebots
and hivebots will now try to avoid shooting their friends
/🆑

* basic mobs ranged attacks can check for friendly fire

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-09-26 00:55:42 -07:00
SkyratBot
df0d2b6ab4 [MIRROR] [no gbp] fixes blackboard speech error [MDB IGNORE] (#23901)
* [no gbp] fixes blackboard speech error (#78551)

## About The Pull Request

i changed initial to list()

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/70376633/4c289c2e-8974-4c4e-9d91-f2502134165d)

## Changelog
i dont think runtimes are playerfacing

---------

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

* [no gbp] fixes blackboard speech error

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-09-25 13:40:49 -04:00
SkyratBot
3836aaad45 [MIRROR] basicmob clowns [MDB IGNORE] (#23867)
* basicmob clowns (#78448)

## About The Pull Request

this is a mostly 1 to 1 port of simpleanimal clowns to basicmob clowns
this means they have 1 more brain cell
and they waddle

https://github.com/tgstation/tgstation/assets/70376633/0c5f01c7-fea2-4d8c-9fc1-764c1557e1b8

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/70376633/f92c85ea-33f2-4cf3-858f-103c0958ff97)

## Changelog
🆑
refactor: clowns are basicmobs now
/🆑

---------

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

* basicmob clowns

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-09-23 14:37:18 -04:00
SkyratBot
7509292edd [MIRROR] Basic Mob Brimdemon [MDB IGNORE] (#23863)
* Basic Mob Brimdemon (#78424)

## About The Pull Request

Fixes #71330

The brimdemon was basically already perfect (well, it has a novel means
of attacking) so I didn't get too fancy with this one, it's _largely_
just a straightforward conversion.
Following this change it's a little slower to back off, but better at
lining up with people in order to blast them. Additionally, its beam is
now a mob ability so you can give it to other mobs if you so desire.

Because I can't help doing a _little_ tinkering, Brimdemons now explode
2.5 seconds after they die, after a brief warning animation.

## Why It's Good For The Game

Simple mobs must die

## Changelog

🆑
add: Brimdemon corpses release an explosion shortly after death, just to
keep you on your toes.
refactor: Brimdemons now use the basic mob framework which (should)
improve their pathfinding somewhat. Please bug report any unusual
behaviour.
admin: The brimdemon's beam ability can be given to any mob, for your
Binding of Isaac event
/🆑

* Basic Mob Brimdemon

* Modular

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-23 03:52:28 -04:00
SkyratBot
c2639c816b [MIRROR] Synchronise AI and Player basic mob melee behaviours [MDB IGNORE] (#23780)
* Synchronise AI and Player basic mob melee behaviours (#78337)

## About The Pull Request

I like for things that mobs do to be consistent regardless of whether
they are controlled by a player or by the AI.
One big offender of this is the melee behaviour cooldown. Basic mobs
piloted by AI have arbitrary melee attack cooldowns which are not
reflected when they are controlled by players who can generally attack
much faster (but in _two_ instances, slower).
To remedy this I added `melee_attack_cooldown` as a var on
`living/basic` (sinful) and the ai now uses NextMove to not click too
often, meaning that players can only bite things as often as the AI can
and also that if you VV the cooldown it can speed the AI up (or slow it
down) as well as a player.
This also gets rid of a lot of subtypes of that datum, as we mostly made
them to change the cooldown.

I also hunted down a few places where there was behaviour placed inside
an AI behaviour which wasn't easily replicable by a player piloting the
same mob, preferably a player should be able to do everything that the
AI can.
Fixing this was largely a simple case of moving code from
`ai_behaviour/melee_attack/perform` to `basic/mob_subtype/melee_attack`
and also adding an element for one thing shared by three different mobs.

Strictly speaking I didn't need the element that much because a player
is perfectly capable of clicking on something they attack to drag it,
but it's nice for it to be automatic?

## Why It's Good For The Game

If you see a mob do something then you should also be able to do it.
Mobs shouldn't have significantly different capabilities when controlled
by a player (aside from usually being smarter).

## Changelog

🆑
balance: Player-controlled basic mobs attack as fast as those mobs can
when controlled by the AI
balance: Player-controlled Faithless can paralyse people they attack,
like the AI does
balance: Player-controlled Star Gazers (if an admin felt like making
one) apply the star mark on attack and deal damage to everything around
them, like the AI does
/🆑

* Synchronise AI and Player basic mob melee behaviours

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-18 15:23:14 -04:00
SkyratBot
1b2f0289e4 [MIRROR] fix basic mobs retaliate target not filtering targets [MDB IGNORE] (#23767)
* fix basic mobs retaliate target not filtering targets (#78359)

## About The Pull Request
basic mobs retaliate targeting would try to target players that they
cant attack anymore,

## Why It's Good For The Game
fixes basic mobs retaliate targeting would try to target players that
they cant attack anymore,

## Changelog
🆑
fix: basic mobs retaliate targetting now selects targets they can attack
/🆑

* fix basic mobs retaliate target not filtering targets

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-09-17 22:14:26 -04:00
SkyratBot
3acc1b2b4a [MIRROR] Removes watcher overwatch ability [MDB IGNORE] (#23710)
* Removes watcher overwatch ability (#78292)

## About The Pull Request

Removes the "overwatch" ability from Watchers, allowing them to use
their "look away" ability at any health threshold instead (but only if
it's been fighting you for at least 5 seconds or if you attack it).
Drops the cooldown on the gaze a little bit to compensate.

Also fixes some weird behaviour I noticed while testing:
- It won't cancel its own ability by trying to back away from you.
- It will look at you when it shoots you.

## Why It's Good For The Game

I was cooking too hard with this one.
- Two abilities overcomplicates what are supposed to be a pretty simple
mob you fight in packs.
- It wasn't obvious what you were actually supposed to do when
targetted.
- Doing it wrong could be very punishing in groups.
- Doing it _right_ was still kind of unexciting.

This is an ability to give to an elite, not a random trash mob.

## Changelog

🆑
balance: Watchers will no longer put you at gunpoint.
/🆑

* Removes watcher overwatch ability

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-15 11:29:33 -04:00
SkyratBot
cafdcdd886 [MIRROR] fix basic mobs ranged burst attacks [MDB IGNORE] (#23554)
* fix basic mobs ranged burst attacks (#78163)

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

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

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

* fix basic mobs ranged burst attacks

---------

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

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

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

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

* minebots basic bots

* Modular

---------

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

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

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

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

* fix basic ranged mobs not chasing the victims

---------

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

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

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

before:

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

after:

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

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

* minor improvement to mob run away behavior

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-08-28 01:54:27 -04:00
SkyratBot
57272c8d22 [MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* Basic Watchers & Basilisks (#77630)

## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑

* Basic Watchers & Basilisks

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 20:20:53 -04:00
SkyratBot
3bbd9a254a [MIRROR] basic ice whelps [MDB IGNORE] (#23077)
* basic ice whelps (#77493)

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

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

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

* basic ice whelps

* Modular paths

---------

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

## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

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

* Give basic mob ranged attacks a cooldown

* Modular update

---------

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

## About The Pull Request

Hey there,

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

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

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

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

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

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-12 18:34:53 -04:00