Commit Graph

7 Commits

Author SHA1 Message Date
SkyratBot
067188d366 [MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* Micro-optimize qdel by only permitting one parameter (#80628)

Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.

* Micro-optimize qdel by only permitting one parameter

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-29 14:41:12 +00:00
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
c529b754fb [MIRROR] Fixes a bunch of callbacks that were being qdeleted, and code cleanup [MDB IGNORE] (#23319)
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/13398309/559eb50a-461c-4220-b628-55412baaffc3)

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.

it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.

There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.

## Why It's Good For The Game

Fixes lots of runtimes, improves code resiliency.

## Changelog

🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑

* Fixes a bunch of callbacks that were being qdeleted, and code cleanup

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-25 19:06:07 -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
40df076b36 [MIRROR] Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes find_potential_targets wallhacks [MDB IGNORE] (#22919)
* Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes `find_potential_targets` wallhacks (#77393)

## About The Pull Request

Goliath's sand digging behaviour could potentially target a turf that's
actually unreachable by the goliath, e.g.
```
G#
#T
```
where G - goliath # - wall T - target turf. fixed that, but i think
there could be something easier here, maybe instead grabbing turfs in
goliath's `view()`? unsure

The component goliaths use to telegraph their attacks
(`basic_mob_attack_telegraph`) casts a `do_after()` to perform the
attack, but it was not actually checking for the target staying in melee
range, as it was using the source goliath as both `user` and `target`,
so it didn't actually care at all for the target. Implemented an
`extra_checks` to `Adjacent()` since that's the closest we get for melee
range shenanigans I suppose
This still allows the source basicmob to attack the target if the target
moves around the source basicmob.

`!`Goliaths were also able to summon tentacles on a target that moved
into cover and still stayed in the `find_potential_targets` target
range. Which meant more wallhacks. This was a thing for the base
`find_potential_targets`, meaning that every basic mob using it was a
dirty haxxor (or very vengeful). Fixed that by making
`find_potential_targets` also check for `can_see()` before proceeding
further down `find_potential_targets/perform()`. `!` The only exception
to this check currently are bileworms.

`!`Goliath tentacles were not spawning in mineral turfs as their
`Initialize()` checked for closed turfs before handling mineral turf
mining. Fixed that as well.

## Why It's Good For The Game

![Dr__Hax_by_Didgeridoo_Dealer](https://github.com/tgstation/tgstation/assets/75863639/fbcbfc1b-f489-435e-bb01-677f55398787)

## Changelog

🆑
fix: fixed goliaths digging sand that they can't actually reach (behind
windows or inbetween closed turfs)
fix: fixed goliaths melee attacking their target despite the target
running away from goliath melee range
fix: fixed goliath tentacles not spawning in mineral turfs
fix: fixed goliaths summoning tentacles on targets that moved behind
cover but stayed in their targeting range. this applies for most basic
mobs, really, so if any basic mob was targeting you despite you hauling
ass behind cover, they shouldn't anymore
/🆑

* Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes `find_potential_targets` wallhacks

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-08-07 09:42:53 -04:00
SkyratBot
fe12ecddb5 [MIRROR] Lightgeist AI [MDB IGNORE] (#22874)
* Lightgeist AI (#77287)

## About The Pull Request

The lightgeist AI controller was marked as "these aren't intended to
exist outside of player control" but this is actually untrue.
Lightgiests can appear under AI control either from a rare vent clog
event or in the "patch of eden" lavaland ruin.

As they heal things by "attacking" them, I made it so that they will
target wounded creatures to "attack" them, though they will only heal
them quite slowly, significantly less efficiently or effectively than a
medibot (for example).
While making this change I also added a couple more parameters to their
"healing hands" component, now they can no longer repair beepsky or heal
cyborg limbs. It's fleshies only.

Lightgeists will attempt to heal _anything_ they can see which is both
injured and has healable damage, which is notable because while this
makes the "Patch of Eden" ruin a nice place of respite for a wounded
miner you should be careful to let them finish up before you leave.
If they follow you out, they will attempt to heal any of the fauna that
you are attacking. Worse still, most Lavaland mobs are not signatories
of the Geneva convention and have no compunctions against killing field
medics.

The majority of listed file changes in this PR is that I made some
attempt at splitting our massive list of blackboard keys across several
files, in order to cause myself a headache based on which of my (or
other people's) open basic mob AI PRs gets merged first.
Also I fixed a bug where the goliath attack forecast would runtime if it
killed a mob which qdels itself on death (guess how I found that out).

## Why It's Good For The Game

Adds a bit more character to a lavaland area and rare event.

## Changelog

🆑
add: Lightgeists under AI control will selflessly heal any wounded
creature that they see.
balance: Lightgeists can no longer repair non-organic tissue.
/🆑

* Lightgeist AI

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-04 16:48:42 -04:00
SkyratBot
35e28a5b4a [MIRROR] Goliath basic mob [MDB IGNORE] (#22412)
* Goliath basic mob (#76754)

## About The Pull Request

Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.

https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.

The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.

Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.

Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.

The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.

When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

![image](https://github.com/tgstation/tgstation/assets/7483112/90580403-d82f-4c29-b3e1-6c462e01edda)

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.

## Why It's Good For The Game

It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.

## Changelog

🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑

* Goliath basic mob

* Update ash_rituals.dm

* fixes icon diff

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-14 03:10:50 +00:00