Commit Graph

79 Commits

Author SHA1 Message Date
Ben10Omintrix
173185ea9a [no gbp] few repairbot fixes and some beacon pathing improvements. (#88144)
## About The Pull Request
this fixes some few sentient repairbot-related issues that were reported
a few days ago. ive also given sentient repairbots a new simple UI to
manage their materials.

![image](https://github.com/user-attachments/assets/bc269769-439e-4aa8-82ca-e433c031fbec)

while I was at it, i also fixed bots continuously trying to path to
unreachable beacons, which can be quite costly since they're regularly
very far away.

## Why It's Good For The Game
closes #88067

## Changelog
🆑
fix: repairbots no longer get flashed by their own welder
fix: repairbots no longer break glass tables they step on
fix: repairbots can no longer flush their own welders
fix: fixes some runtimes when emagged repairbots try to deconstruct
things
fix: fixes sentient repairbots not being able to see or remove their
material counts
/🆑
2024-11-27 11:29:20 -07:00
Ben10Omintrix
67d7577947 fixes monkey AI not being able to attack (#88012)
## About The Pull Request
this is a partial rewrite of monkey's attacking behavior

## Why It's Good For The Game
closes #87893

## Changelog
🆑
fix: fixes monkey AI not being able to attack 
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-21 00:48:39 +00:00
Ben10Omintrix
d2c8e10e26 Repairbots (#86084)
## About The Pull Request
adds repairbots to the game!

![repairbot](https://github.com/user-attachments/assets/8c492c7c-6c12-4095-89f6-cc97ae1edbc0)

this pr serves as a massive rework and buff to floorbots. i was a bit
sad that they dont get built much anymore so ive given them tons of more
utilities and uses.
Repairbots still inherit to place tiles and repair breaches. but they
can now rebuild walls, rebuild windows and repair structure and
machinery. Also Ive given them voicelines to add more character to them.
In short, they are very depressed with their job (however they express
their happy go lucky attitude when u emag them where they will start
deconstructing the station)

to demonstrate capabilities, here's a slightly sped up clip of some
repairbots patching up an area that was maxcapped 4 times:

https://github.com/user-attachments/assets/bddac3b0-1984-4571-85d3-c5283dd7c0de

When repairbots feel threatened, they will retract into their little
toolbox which u can pick up and hold in ur hand, either to conveniently
carry and plop them down at breached sites, or to bash skull with it

U can build them using a toolbox, proximity sensor, cyborg arm and a
conveyor belt

## Why It's Good For The Game
refactors floorbots and makes them alot more useful tools for engineers
to use


## Changelog
🆑
refactor: floorbots have been refactored, please report any bugs
add: adds repairbots to the game!
/🆑
2024-11-19 15:19:44 -05:00
Ben10Omintrix
bf2a1b7887 hunting behaviors no longer share a cooldown (#87670)
## About The Pull Request
all hunting subtrees were sharing a singular cooldown. this makes it so
each subtree has its own cooldown

## Why It's Good For The Game
fixes hunting subtree cooldowns affecting other subtrees. 

## Changelog
🆑
/🆑
2024-11-09 10:43:25 +00:00
Ben10Omintrix
f698cea0f4 fixes ai controllers resetting their targets post do_afters (#87426)
## About The Pull Request
mobs would disregard you for a bit if they went through a do_after, such
as goldgrub digging or medbots healing. this fixes that

## Why It's Good For The Game
fixes ai controllers resetting their targets post do_afters

## Changelog
🆑
fix: fixes ai controllers resetting their targets post do_afters
/🆑
2024-10-25 01:49:00 +02:00
Ben10Omintrix
3905d5ec49 penguins can now fish (and fishing ai expansions) (#87267)
## About The Pull Request
penguins are now able to fish! they will drill water holes in ice using
their beaks and catch fish from there. also expands the fishing ai a bit
to make it a bit more customizable. animals will now fish only when
they're hungry, otherwise there will be a cooldown between every fishing
attempt, defaulted to 45 seconds but can be edited depending on the mob.

## Why It's Good For The Game
makes the fishing behavior alot more generic, before it was only
compatible with lobstrosities but this makes it so it can be applied to
any mob. also reduces lobstrosity fishing frequency by a tad bit as they
were too spammy before.

## Changelog
🆑
add: penguins will now fish from water holes
/🆑
2024-10-24 17:06:00 +02:00
Ben10Omintrix
a99a1e6383 slightly redoes how animals hunt for food (#87166)
## About The Pull Request
before, if u wanted to make ur animal hunt for food, u had to give them
the find food subtree, the attacking subtree, and had to edit their
targeting stratedgy to include items. this makes it so u only have to
give them just 1 subtree which will handle everything it needs to. also
makes it alot more customizable, u can now set a hunger cooldown for ur
animals, and cute emotes for them to play after eating food

## Why It's Good For The Game
makes it more convenient for future devs to include food hunting
behaviors to their animals, while also making it more customizable

## Changelog
🆑
code: animals' food hunting behavior has been refactored, please report
any bugs
/🆑
2024-10-15 13:18:37 +13:00
Jeremiah
008876823c Adds two new BR maps, basic mobs, BR tweaks & fixes (#85292)
## About The Pull Request
Title. Adds two new maps: 
- Grasslands Hunt (peaceful)
- Meta Central (easy)

These maps add a new basic revolutionary mob and significantly upgrades
the ai of basic deer.
This fixes an issue where modular maps were not correctly spawning mobs
or adding them to the "mutable candidates" for antagonists.
There's also some balance changes to bitrunning vendor prices, which are
generally now lower. This change is unrelated to the PR as a whole so
I'm okay with removing it if there's concern

### photos
<details>
<summary>expand</summary>

![Screenshot 2024-07-26
151822](https://github.com/user-attachments/assets/61fd84f3-3768-4b7a-b421-a953fb8b8174)

![Screenshot 2024-07-26
151834](https://github.com/user-attachments/assets/27193237-858e-41ac-953c-6c30846c98c0)

</details>

### todo

- [x] Fix the revolutionary death anim
- [x] Make deer run when injured
## Why It's Good For The Game
New maps as a general positive for bitrunning
Bug fixes
Makes vendor choices for bitrunning-exclusive items generally less of a
chore to get
## Changelog
jlsnow301, MMMiracles, KikoWen0, Ben10Omintrix
🆑
add: Added two new bitrunning maps: Grasslands Hunt and Meta Central.
add: Deer are now more complex animals, granting them enhanced ability
to run amok and chew your favorite plants.
balance: Reduced the cost of most BR vendor items.
fix: Fixes an issue where modular virtual domains spawned less mobs than
intended.
fix: These modular spawns are now valid mutation targets to become an
antagonist.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-06 01:53:50 +02:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
Jacquerel
828d807464 Canonise passive carp (#85939)
## About The Pull Request

The other day someone posted a story on the tgstation forums about being
spawned as a sentient "passive carp" from slime gold cores and then
biting someone to death which mildly annoyed me because "passive carp"
is a mob which exists purely for a shuttle event, to make them less
dangerous when passing through the area.

And _also_ because once sapient the passive carp was, of course, not
passive at all. If it was a passive carp they wouldn't have had to
appeal a note, because they wouldn't have been able to bite that guy.

There were two solutions for this.
The obvious one is "remove this mob from the gold slime core pool".
The one I chose instead was "give this mob more divergent behaviour".

Now instead of "passive carp" it is called a "false carp", which is a
carp-like creature that is incapable of harming humans (it has the
pacifist trait and does no damage).
It is spawned from the _friendly_ gold core reaction instead of the
hostile one.
It will be chill until someone attacks it or it sees someone attack
another false carp, then all of them will run away from that person.

Additionally I fixed a bug where its teeth reappeared in some animation
states.
And another bug where crab AI just didn't work.

## Why It's Good For The Game

If you see a mob called "passive carp" it should do what it says in the
name.

## Changelog

🆑
balance: Pacifist carp can now be spawned from the friendly gold core
reaction, and no longer appear from the hostile one.
fix: The teeth of toothless carp will not occasionally reappear
fix: Crabs will now run from attackers larger than them and attack
things smaller than them, as intended.
/🆑
2024-08-21 10:34:42 +02:00
klorpa
d2c7806047 Spelling and Grammar Fixes (#85992)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-21 17:07:02 +12:00
Ghom
2535df375d Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request
Carps, frogs and young lobstrosities now fear legendary anglers wearing
the legendary fishing hat and will flee. The item is skill-locked, so
only those that have maxxed out the skill can wear it.

Differently, adult lobstrosities and megacarps (and suicide frogs, which
are used nowhere) do not flee but will still prioritize them over the
rest.

## Why It's Good For The Game
I'm putting some emphasis on the "fish fear me" _(lobstrosities and
frogs aren't exactly fish but it'd been quite boring to only include
carps)_ and also making the hat a bit more than just some cosmetic
novelty.

## Changelog

🆑
add: Carps, frogs and young lobstrosities now fear people wearing
fishing hats! Adults and megacarp favour the 'fight' part of the fear
reflex however.
fix: The hat stabilizer module now inherits the clothing traits of the
attached hat.
/🆑
2024-07-31 14:38:37 +01:00
Ghom
c91c50f937 You can now raise lobstrosities from chasms chrabs. (#84969)
## About The Pull Request

Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.

Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.

The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing

Now tested.

## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.

Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.

## Changelog

🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑
2024-07-23 19:39:32 +01:00
Da Cool Boss
b748c455df Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.

https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png
https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png

Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.

Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.

**Now COMPLETE!**

![proof i ran this at least once
locally](https://i.imgur.com/39kvyqd.png)

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).

This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-23 04:46:29 +02:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
Ben10Omintrix
13d759b1a8 basic firebots refactor (#83861)
## About The Pull Request
this refactors firebots into basic bots. also this adds a small addition
of emagged firebots giving out (extremely dubious) fire safety hazard
tips!

![firebotline](https://github.com/tgstation/tgstation/assets/138636438/0f987ae8-f421-48e9-b289-cbd86794ead7)

## Why It's Good For The Game
refactors firebots into basic bots and makes them alot more responsive
and helpful

## Changelog
🆑
refactor: firebots are now basic bots
/🆑
Fixes #83568

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-27 00:40:54 +00:00
Ben10Omintrix
abbd040526 basic vibebot (and small rework) (#84143)
## About The Pull Request
this refactors vibebots and reworks them to be a little more useful.
vibebots can now play a range of MIDI songs. they will seek out
depressed players and play an upbeat tune for them and celebrate with
them to cheer them up and increase their mood a little bit. if its ur
birthday, it will play a happy birthday tune for u. emagged vibebots are
ruthless, they will look for sad people and go play grim music for them
to ruin their day even more and decrease their moods.

## Why It's Good For The Game
refactors vibebots into basic bots and gives them a bit more character

## Changelog
🆑
refactor: vibebots are not basic bots
add: vibebots will now seek out the depressed and cheer them up
/🆑
2024-06-24 22:28:52 -04:00
Jacquerel
3093328757 Minebots will no longer attempt to stop you from committing suicide by killing you (#83919)
## About The Pull Request

The `/datum/pet_command/protect_owner` behaviour did not have any
validation for if the person who attacked you was yourself.
The three mobs which used this behaviour would sometimes be capable of
seeing you accidentally slap yourself with a burrito and decide that
this meant that you needed to be protected from this hideous and violent
aggressor (yourself), and would then start trying to kill you.

If you had multiple minebots they would then start attacking each other
in a fit of jealous and protective rage, which I think was quite funny
but isn't supposed to be how the game works.
2024-06-24 16:54:36 -05:00
Ben10Omintrix
9b0649c752 mothroaches in the wardrobe (#83695)
## About The Pull Request
there is a very small chance vendrobes will have mothroaches inside.
this will become apparent as the clothes you buy will come out slightly
damaged and eaten. hitting the vendrobe with a weapon (or throwing the
weapon at it) will cause the mothroaches to come out and scatter
everywhere. mothroaches will now also seek out clothes to eat them

## Why It's Good For The Game
gives more character and depth to mothroach AI

## Changelog
🆑
add: vendrobes may have mothroaches inside them
add: mothroaches will now seek out clothes to eat them
/🆑
2024-06-19 15:38:29 -06:00
Ben10Omintrix
55c41fb9ad basic honkbots (#81920)
## About The Pull Request
this refactors honkbots into basic mobs. its mostly a faithful 1:1
refactor but i couldnt keep my hands to myselves so i gave them some new
behaviors.

honkbots now love playing with clowns, they will go seek out for clowns
and celebrate around them. also, if the honkbot finds a banana peel or a
slippery item near it, it will actively drag people onto them

honkbots will now go out of theirway to mess with secbots and annoy them

## Why It's Good For The Game
refactors hinkbots into basic bots and also undoes some of the silliness
i did in the previous basic bot prs. i also added lazylist support to
remove_thing_from_list.

## Changelog
🆑
refactor: honkbots are now basic mobs, please report any bugs
add: honkbots will try to slip people on banana peels
/🆑
2024-06-05 10:17:34 -04:00
Ben10Omintrix
90cc66953e adds a new fish to lava and plasma rivers (#83146)
## About The Pull Request
this pr adds a new fish to lavaland and icebox, the lavaloop! i noticed
neither has any exclusive fish so im trying to add one of my own. u can
find this fish by using reinforced rods on lava or plasmarivers. this
fish is also lobstrosity's favorite delicacy as you will now often see
AI controlled lobstrosities fishing for it in lava and then eating it.

![fished](https://github.com/tgstation/tgstation/assets/138636438/03cd4095-940d-4cc0-8d1e-2064cae1921d)

because of its body's curvature and razor sharp spikes, this fish can
also be used as a make-shift boomerang weapon against mining mobs,
although it comes with some new mechanics. u can increase the damage it
does to mobs by winding up ur throw. when the bar reaches purple, this
indicates maximum damage. however, if it goes over the purple, it will
react violently and explode your arm off, so you have to time it just
right to get the best damage possible. On icebox, instead of dealing raw
damage, fish will freeze mobs depending on how long you charged ur
throw. charging it for too long will cause the fish to freeze you
instead


https://github.com/tgstation/tgstation/assets/138636438/c8ac3696-3705-45b0-bc43-c5b81d75cb1b

while its nowhere near as effective as using PKA's or crushers, it can
be a useful tool for hermits and ashwalkers.
## Why It's Good For The Game
having lobstrosities fish and hunt for it makes lavaland feel more like
an ecosystem with a food chain. also i think tossing fish at eldritch
horrors is a funny way to fight them

## Changelog
🆑
add: adds a new fish to lava and plasma rivers, the lava loop
/🆑
2024-05-22 23:11:45 -06:00
Afevis
53a8ba74c8 grep's for "recieve" typos (#83369)
Just spellchecking some common mistakes.
2024-05-23 00:41:05 -04:00
Ben10Omintrix
2f3978773e [no gbp] raptors with the playful trait now play with their owners (#83294)
## About The Pull Request
i forgot to add this behavior to playful raptors, currently this trait
does nothing. raptors will now play with their owners and tease them if
they are nearby

## Why It's Good For The Game
adds more personality to raptors with the playful trait. also this
behavior can now be given to any other tameable mobs

## Changelog
🆑
fix: playful raptors now correctly play with owners
/🆑
2024-05-19 21:29:59 -06:00
Ben10Omintrix
761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00
Ben10Omintrix
f27d66020f fixes brimdemon AI (and some other mobs) (#82831)
## About The Pull Request
i noticed brimdemons werent attacking when i tried investigating the
problem i saw it extends to other mobs

## Why It's Good For The Game
brimdemons, as well as other mobs, will behave normally

## Changelog
🆑
fix: brimdemons (and other mobs) will act normally
/🆑
2024-04-22 21:20:30 -06:00
LemonInTheDark
1e78db8471 Refactors how basic ais do their success/failures (#82643) 2024-04-22 05:23:04 -07:00
Ben10Omintrix
f01035fb27 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
/🆑
2024-04-16 23:31:28 -06:00
LemonInTheDark
37aad4720d 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)
2024-04-16 17:37:46 -06:00
Iamgoofball
e0d335b442 Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. (#82539) 2024-04-12 12:24:50 -07:00
John Willard
a15a1b88ed Basic mobs now use z-level turnoff instead of simple (#82469)
## About The Pull Request

On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.

While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.

Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.

The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.

There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.

## Why It's Good For The Game

We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.

## Changelog

🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-06 15:17:53 -06:00
Ben10Omintrix
55267e1334 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
/🆑
2024-03-29 22:26:35 -06:00
Profakos
b20c982404 Converts slimes to basic mobs (#82176)
## About The Pull Request

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.

## Why It's Good For The Game

- 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

## Changelog

🆑
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
/🆑
2024-03-27 16:40:52 -06:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
Ben10Omintrix
0a0c1260b5 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>
2024-03-21 18:47:04 -06:00
Ben10Omintrix
fcc87b4801 virtual pets (#81342)
players can now download their very own virtual pet through a new PDA
app. this pet is called orbie and u can interact with him in alot of
unique ways

happiness can be increased by regularly grooming ur pet, feeding him, or
u can arrange with other players playdates for ur pets, they can play
with each other and both their happiness will increase

u can get food from ur pet through ur pda, it will assign u a random
drop zone location in the station u need to go to, after which u can
obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that
ur pet loves to eat. it wont assign u dropzone locations that are
restricted or hard to reach, however if the area it assigns u is a bit
difficult to get to, u can reroll the location after a small cooldown

u can also level up ur pet to make it gain new helpful abilities and
more cosmetic options. the main way to level up ur pet is by walking it,
so u can have it follow u while u are doing ur job on the station and it
will passively get exp. u get an increased exp modifier per step if ur
pet is happy and not hungry. At level 2, ur pet will gain an ability to
toggle lights and will also read outloud to u any PDA messages u
recieve. at level 3, ur pet gains a camera ability. u can command it to
take a photo afterwhich the picture will be saved directly in ur pda

u also have alot of customization options for ur pet!

u can change its color, name, gender, and u can make it wear hats! u can
unlock more hats for ur pet if u level it up further. these
customizations change ur pet's hologram appearance as well as its
profile picture on the pet network.

u can view how other player's virtual pets are progressing through the
pet network. each time ur pet reaches a new milestone, an update will
automatically be sent out on the network

if ur pet's milestones gets likes from other players, it will become
happier

this app also allows u to program new tricks for ur pet. U can create a
custom trick sequence, and change the trick's name. If u say the trick's
name outloud to ur pet it will do the sequence u programmed.
2024-02-29 04:24:10 +00:00
jimmyl
fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00
Ben10Omintrix
dd5234b401 [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
/🆑
2024-01-28 23:53:05 +01:00
ArcaneMusic
002051a3d5 ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

### Misc notes

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

## Why It's Good For The Game

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

## Changelog

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 11:32:05 -05:00
Ben10Omintrix
4476689439 hygeienbots basic bots (#80435)
## About The Pull Request
turns hygenic bots into basic bots. also now PAIs and people can play as
hygeinebots. and they can wear hats

## Why It's Good For The Game
transforms hyginebots into basic bots. their old AI used to handle all
the logic. i moved some of the logic to the mob itself so players can
also clean (or burn) things. also this pr will add pathing limits to
bots, in the case the jps movement thinks it can reach something, but
actually cant, in which case the bot will give up the chase

## Changelog
🆑
refactor: hygeinebots are now basic bots. please report all the bugs
fix: fixes hygenebots not being able to patrol
add: hygeinebots can now be controlled by Players
/🆑
2023-12-30 20:24:36 -08:00
Diamond_
37cd61c0fa Fixes AI behavior with breaking cuffs and resisting aggressive grabs (#80328)
## About The Pull Request

Makes it so that ai's recognize they're in a do_after after resisting,
preventing them from processing and interrupting the do_after while
they're in a condition that necessitates it. If it gets interrupted then
they'll process as normal, or if they finish they'll be free.
## Why It's Good For The Game

Monkeys can now resist things that they should've been, such as
aggressive grabs or cuffs, instead of having their ai completely freeze
when they're cuffed.
## Changelog
🆑
fix: ai can now tell if it is in a do_after for resisting and will not
interrupt it. monkeys also now don't freeze up when aggressively grabbed
and will resist out of those and cuffs.
/🆑
2023-12-28 15:43:19 +01:00
Ben10Omintrix
af67bd7490 basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches

## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor

## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
2023-12-08 16:26:10 -07:00
Ben10Omintrix
a3c24dd74e Basic bots (medibots) (#79955)
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months

medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!

![chickembot](https://github.com/tgstation/tgstation/assets/138636438/09d4519d-0a34-4b7f-898b-260f894bfdce)

![hatbot](https://github.com/tgstation/tgstation/assets/138636438/088e0618-108d-4fb4-a29b-771cfa027fb3)


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑
2023-12-01 22:49:18 -07:00
Ben10Omintrix
ce6f2724cd 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
/🆑
2023-11-28 21:51:37 -07:00
san7890
b251b9dbb0 Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) 2023-11-18 19:24:32 -08:00
Jeremiah
ba5ae73dac Adds more bitrunning antagonists + fixes (READY) (#79522)
## About The Pull Request
Reopened #78997
Larger patch for bitrunning that addresses a few issues.

- Two new antagonists: cyber tac and netguardian
- Quantum server emag opportunity
- Modular mob packs: Like random spawners, but for groups
- Antag spawning fixed: vdom antags now have up to a 10% chance to spawn
based on domains loaded
- Virtual domains are no longer all fullbright by default, only the
outdoorsy ones
- Actually deletes legion map file, since it was removed in #79424

<details>
<summary>images</summary>

The netguardian prime

![dreamseeker_eKi7Mhv45s](https://github.com/tgstation/tgstation/assets/42397676/099a0982-d6f8-4c93-a64c-8c7d45d9204e)


![robot_48_animation](https://github.com/tgstation/tgstation/assets/42397676/a2147195-61e6-4584-8645-56333ecd3e07)

The glitch effect - this mob is being mutated

![dreamseeker_NE4j4rCoez](https://github.com/tgstation/tgstation/assets/42397676/273892c7-e396-417b-8a9d-3709a210e3ff)

Cyber tac (t2 antagonist)
![Screenshot 2023-10-27
211732](https://github.com/tgstation/tgstation/assets/42397676/6ff79337-cb0d-4a1f-80cf-dce99a4991d5)

</details>

## Why It's Good For The Game
- Bitrunning antagonists are so incredibly rare that it's underwhelming
to play as one for the solid second they offer if you even get the role
- Bitrunners had basically no traitor route to follow, they became
assistants with black outfits

Fixes #79465

<details>
<summary>More info</summary>

Bitrunners don't have any type of traitor options. If they're made into
traitors, there's nothing bitrunner related they can do, and their
access is particularly bad so it's like they're a worse assistant. I've
coupled this with the bitrunning antagonist system, which is now
fixed.\. Bitrunners can now attempt to coax these entities to come onto
the station, however they are not given any form of allegiance for doing
so (and are quite counterable).

Previously, vdom antagonists relied on so many factors to spawn that it
basically wouldn't happen. Now, it runs on the server each time there is
a map loaded, with increasing probability as the round progresses. This
builds up the list of spawnable antagonists, of which two are new,
including an entirely new giant mech megafauna. This is the first
"megafauna-esque" basic mob in the game. Its AI is bad, it's really only
meant to be player controlled, but this does mean an admin can spawn
them. Being mech, they are very counterable with ion rifles and the
like.

Several refactors, rewrites, and overall bug fixes are included in this
PR.

Lastly, I added a framework for making bitrunner maps more random, the
modular mob spawning system, which works in conjunction with random
crate locations.
</details>

## Changelog
jlsnow301, infraredbaron
🆑
add: Bitrunning Patch 1 features a host of changes!
add: Added randomized mobs to virtual domains, which will be indicated
with a unique icon.
add: New emag interaction with the quantum server. Antags will spawn
more frequently, and they can hack themselves onto the station. You have
been warned.
add: Both living and dead players can now see which mob is going to
spawn an antagonist in the vdom.
add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These
unlock at specific thresholds.
balance: You can no longer stack copies of the same ability with
bitrunning disks.
balance: Some of the disk items have been replaced with stronger
versions.
fix: You can no longer spy on crew using the advanced camera console on
syndicate assault.
fix: Fixed the spawning mechanism of virtual domain antagonists. You
should now have a chance of playing as one. This chance increases as
more domains are completed.
fix: Vdom antagonists shouldn't spawn at the end of the run any longer.
fix: The preference for vdom antagonists has been changed to factor in
the new types. Check your preferences!
fix: The quantum server will now show its balloon alerts to all
observers.
fix: Random domains should be fully random again.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-11-17 11:56:17 +13:00
Ben10Omintrix
7a44f10993 basic gutlunchers and ashwalker ranching (#79508)
## About The Pull Request
this pr transforms gutlunchers into basic mobs and gives them a small
ranch that ashwalkers can manage. gutlunches come in various colors and
sizes! female gutlunches will come in different shades of red and males
will come in shades of blue. the child born will have a mix of his
parent's colors.
![the
farm](https://github.com/tgstation/tgstation/assets/138636438/41fdb1ed-e567-4c8d-bb83-b296f878c862)
female gutlunches can make various healing milk and medicine from its
udder. but it will need to consume ores before it can start making milk,
u can either feed it by hand or u can put ores in the wooden trough and
they will go eat from it whenever they get hungry. feeding it gold or
bluespace ore will improve the healing quality of the milk for a short
while

![trough](https://github.com/tgstation/tgstation/assets/138636438/b9c84d18-fdd8-476b-b779-bdfe49dd7e88)
the male gutlunchers are obedient pets. their stats vary from one
another in speed, attack and health. a male gutlunchers stats will
depend on the stats of his parents, the higher his parent's stats are
the better chances he has at rolling higher stats. so u can selectively
breed them to make sure they have the best stats possible. they will
listen to all ur commands and can mine walls or attack enemies if given
the command. also i wanted the farm to have wood fences so i added them
to the game, they cost 5 wood planks to make



## Why It's Good For The Game
refactors gutlunches into basic mobs. also i turned breeding into a
component so it can be applied to all animals and created a breed
command, pets that have this command and the component will go breed
with a partner u point at.

## Changelog
🆑
refactor: gutlunches have been refactored into basic mobs. please report
any bugs
add: ashwalkers have a small ranch they can manage
fix: wall tearer compnent wont runtime when interacting with mineral
walls
/🆑
2023-11-13 01:20:19 -07:00
Bloop
e1b958c41f 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
/🆑
2023-11-11 07:46:02 -05:00
LemonInTheDark
9696dd1a1d 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>
2023-11-09 14:44:24 +00:00
Ben10Omintrix
42c8e1adf9 new wizard ability and basic leaper refactor (#79237)
## About The Pull Request
refactors leapers into basic mobs and adds a new ability for wizards.
for 2 points wizards can buy their own leaper pet. they will get a
contract which lets them pick their pet's name and color

![thefrogs](https://github.com/tgstation/tgstation/assets/138636438/8df9b893-d07d-4e51-a9fa-644830cc7a81)

after they sign the contract they will get a frog statue which is used
to contain the leaper. players can use this statue to release or recall
the leaper into the statue. when its in the statue it will slowly regain
health or even revive from the dead, but if it gets gibbed then the
statue will be useless.

also adds a new ai behavior for leapers which lets them go swim in water
(and splash around) for a period of time. i gave this behavior to frogs
and crabs too

when riding the leaper, the players will get access to all its
abilities, it now has new abilities, it can create frog minions that
suicide bomb the enemies and it can also create a shower of poisonous
structures.


https://github.com/tgstation/tgstation/assets/138636438/931aa7b4-09f0-493f-bdb6-f3bdd0915b22

also when riding the leaper, players can point at walls near it so it
will destroy it. alternatively players can give commands to their
leapers to use abilities and to follow them if they are not riding it.
wizards cant be force dismounted from their frogs, and only wizards can
ride the frogs.

this also removes leapers from cytology as they now are much more
dangerous and have a new home


## Why It's Good For The Game
refactors leapers into basic mobs, and gives more gameplay opportunities
for wizards
## Changelog
🆑
refactor: leapers have been refactored into basic mobs please report any
bugs
add: wizards can now summon a leaper pet
removal: removes leapers from cytology
/🆑
2023-11-06 00:05:29 +00:00
lizardqueenlexi
07f2214ac4 Basic Wizards (#79476)
## About The Pull Request

Makes NPC wizard mobs into basic mobs. These aren't actually used
anywhere, since their away mission was removed, so I figured I'd have
some fun with them.


![image](https://github.com/tgstation/tgstation/assets/105025397/901f3a92-74a3-492b-8435-43813ad2afa8)

Noteworthy changes are as follows:
- Wizard mobs can now wear any of the four basic colors of wizard robe
and hat. Rarely, they will wear the witch ("Marisa") outfit instead.
There was going to be a rare Tape Wizard spawn too, but the outfit
doesn't work correctly for some reason (see comments below).
- Wizard mobs no longer have a set spell loadout. Instead, they always
receive a random **targeted, primary spell**, a random **untargeted,
secondary spell**, and the spell **Blink**.
- Wizard subtypes (or var-edited wizards) can have any of the above
specified rather than random.
- Wizard AI will try to avoid ever being in melee, and will fire off
spells whenever possible with the priority order of primary > secondary
> blink. There is a mandatory 1-second waiting period between casts.
- Wizard mobs use "lesser" versions of Fireball and Blink. Lesser
Fireball does a little less damage and has a smaller explosion, though
it is still extremely dangerous. Lesser Blink simply has a smaller blink
radius so that wizard mobs don't just decide to leave.

Depending on their spell loadout, wizards can be _incredibly_ dangerous
mobs - stunning you with tesla blasts, shooting you with fireballs, and
more. Even weakened, fireball is the nastiest of these by far, able to
set you on fire or remove your limbs if you aren't properly protected.
Watch out!

The random lists have been kept pretty small, since I only wanted to use
spells that I know for sure work. Spell cards is pretty weak in AI
hands, since they don't take advantage of the fact that a human player
can spam it, but I wanted there to be a little variety in primary
attacks.

I included an UpdatePaths script here in case a downstream is using
these, but I doubt it was necessary.
## Why It's Good For The Game

Removes another simplemob.

The actual impact of this change is negligible, since this is an unused
mob, but it's possible that this lays the groundwork for these actually
being used - particularly since mappers can make them as powerful or
weak as they want by specifying a spell loadout. Wizards may make for a
tough boss challenge for a ruin or away mission, or a very mean surprise
for an admin to drop on an unsuspecting station.
## Changelog
As this is an unused mob, there are no player-facing changes.
2023-11-04 16:22:19 +00:00