Commit Graph

391 Commits

Author SHA1 Message Date
Ben10Omintrix
e8787ed2b7 fixes jps mobs occasioanlly pathing forever (#82874)
## About The Pull Request
if MOVELOOP_NOT_READY gets passed once through the signal (which can be
often), the failure increments gets reset back to 0 and starts counting
again. this can cause the increments to never reach the max failure
threshold so itll keep checking forever. i saw some mobs get stuck
trying to reach an unreachable target because of this

## Why It's Good For The Game
fixes mobs getting stuck trying to reach something unreachable

## Changelog
🆑
fix: fixes mobs getting stuck trying to reach something unreachable
/🆑
2024-04-26 21:39:11 -07:00
Joshua Kidder
7809dee900 Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669)
## About The Pull Request

It turns out monkeys being catatonic got broken 2 years ago in a PR that
was meant to fix something else; also, it turns out monkeys are supposed
to have primal eyes when turned into humans, and that got broken too. I
fixed both of those things, and while I was at it I did a refactor to
make it easier to give noticable organs (or anything else that you'd
want correct pronoun and verb tenses) easier to implement.

1) AI controlled mobs now properly display their noticable organs when
appropriate
2) Added some macros and a helper proc for replacing appropriate
pronouns and verb tenses in text
3) The noticable organ HTML is no longer broken, so you can pass text
with spans into it, if you want the text to be pretty or big or whatever
4) Monkeys are no longer catatonic if they have an active AI controller;
this goes for any carbon actually but I think monkeys are the only one
with AI controllers at the moment
## Why It's Good For The Game

Fixes the logic for displaying organs on AI controller mobs (currently
monkeys)
Makes it easier to add these kind of organs for carbons, AI controlled
or not, in the future

Look! An actual use-case for split editor:

![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5)
## Changelog

Humanized monkeys now have their primal eyes again; monkeys with active
AI are no longer catatonic.
🆑 Bisar
fix: AI controlled monkeys are no longer catatonic, and they have primal
eyes again when turned into humans.
spellcheck: Noticable organs now have more modular grammar, and their
current grammar is fixed.
refactor: Refactored the code for displaying the messages for noticable
organs.
config: Added a documented define of all our pronouns
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-25 12:36:04 +01:00
Ben10Omintrix
f31b2794b5 fixes ai controllers hard deletes (#82861)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/138636438/47010ad2-64ef-40dd-94d3-b928e4216d1b)
i noticed almost all ai controllers were being hard deleted, its because
the controller itself was being addedto the behavior_cooldowns list
rather than the behavior itself

## Why It's Good For The Game
fixes hard deletes

## Changelog
🆑
/🆑
2024-04-24 21:19:17 -07:00
Jeremiah
c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


This moves 4 non firing, non init subsytems -> datasystem

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00
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
a1abccc612 makes slimes not idle (#82742)
## About The Pull Request
slimes should still be able to do their everyday routine without needing
to be watched over

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

## Changelog
🆑
qol: slimes will stay active without needing any one to watch over
/🆑
2024-04-19 02:27:04 +00:00
MrMelbert
153d09e4c4 Fix Primal Instincts (#82741)
## About The Pull Request

#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something

## Changelog

🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
2024-04-18 18:23:00 -06:00
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
Jeremiah
8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -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
John Willard
2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -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
Kapu1178
77399e2083 Fix modsuit pathfinder module / JPS changes (#81983)
## About The Pull Request
The Pathfinder module sucks cock because it doesn't work. And the
reasons it doesn't work are as follows:
1. It uses the default JPS pathfinding datum, which has a hard distance
limit of 30, instead of the intended 200.
2. JPS pathfinding as a whole will fail if you encounter more than 3
doors. This is because every door wastes about 5 movement opportunities,
and the default pathfinder only has a limit of 20 before it considers
the entire pathfinding attempt moot and bails out.

Here's how I fixed it:
1. Created a new jps child that has a range of MOD_AI_RANGE
2. Instead of counting all failures during the entire pathfinding
attempt, it will only consider consecutive failures. Every successful
move will reset the pathfinding failure count. This should make JPS
pathfinding more reliable overall?


## Changelog
🆑
fix: Modsuit Pathfinder module is significantly better at finding it's
destination.
/🆑
2024-03-15 13:47:37 -06:00
John Willard
bd8c1aebff Instrument editor now uses TGUI (#81923)
## About The Pull Request

Instruments now use TGUI as their editor which is pretty cool.
It's mostly a 1:1 remake of the HTML UI except I did make a change to
make the playback options a little more compact, leaving some more space
for the editor before you have to scroll, and some other minor things
that were made to make the UI hopefully nicer to look at and mess with.

When there's a song to play - While playing, Repeat section can't be
edited

![image](https://github.com/tgstation/tgstation/assets/53777086/33f21ca3-98d8-4147-83e7-74e7611463e6)

Help section and UI when there's no song put in

![image](https://github.com/tgstation/tgstation/assets/53777086/babd30ab-9551-448b-9fe6-24e0b0535caf)

## Why It's Good For The Game

It is yet another step in finishing up
https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
Instruments especially were in a poor spot because they didn't respect
things like ``IN_USE`` to not refresh if it's not the "UI" you are on,
and such.

## Changelog

🆑
refactor: Instruments now use TGUI.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-14 18:43:05 +01:00
Hatterhat
cfc9dbf437 fixes basic mobs with ranged attacks attacking in containers (#81804)
## About The Pull Request
see title - changes an isturf check to an !ismob check for an attacking
basic mob's loc in can_attack(), as previously this allowed mobs to
shoot from inside containers

## Why It's Good For The Game

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

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

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-06 18:58:13 +01:00
Ben10Omintrix
2b156afc83 fixes runtime in punpun ai (#81659)
## About The Pull Request
punpun has a small chance to gain a new ai, which would re-add an
existing element causing signals override runtimes
## Why It's Good For The Game
fixes runtime in punpun AI

## Changelog
N/A

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-26 18:09:00 +00:00
Ben10Omintrix
29437e3559 fix mob ai using attacks while inside pokeballs (#81671)
## About The Pull Request
fixes pokemon AI still being active while inside the pokeball closes
#81669

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

## Changelog
🆑
fix: fixes pokemon ai still being active when inside the pokeball
/🆑
2024-02-26 17:59:25 +01:00
Ghom
7e8328c0d2 Cardboard cutouts are now tactical. (#81245)
## About The Pull Request
Basically, this means players holding cardboard cutouts will now assume
their appearance, just like for potted plants. Good for pranking.

I've had to tweak the tactical component and the waddling element a bit
to get them to work as intended while dealing with the multiple sources
of the waddling element.

## Why It's Good For The Game
![](https://media1.tenor.com/m/X1GimXmuByYAAAAd/tom-cruise-doorbell.gif)

## Changelog

🆑
add: Players holding cardboard cutouts will now assume their appearance,
just like for potted plants.
/🆑
2024-02-17 17:17:18 +00:00
MrMelbert
addb9e0a3c Nerfs probability that a rat decides to bite a cable (#81364)
## About The Pull Request

Rats are 5x less likely to decide to bite a cable

## Why It's Good For The Game

Way back when I converted rats to basic mobs, *something* went wrong and
rats bite cables wayyyy too often now - it's not uncommon to see a rat
has de-cabled an entire section of maint due to some good luck.

Funny but not how it functioned originally. I always intended to tone it
back down and just never got around to it.

## Changelog

🆑 Melbert
balance: Rats are now 5x less likely to decide to eat a cable when
idling. (1%, down from 5%)
/🆑
2024-02-09 17:26:16 -07:00
Bloop
6a64a1a645 Fixes a spurious runtime in AI code (#81253)
## About The Pull Request

Tin.


![300618628-255ded6c-09c8-4c5b-8557-2f8f2dfcc821](https://github.com/tgstation/tgstation/assets/13398309/4c30ab2d-cd15-411d-92fc-470effef8af3)

No more of this. It's been annoying downstream for the past few days, so
here's the fix. `find_this_thing()` should not be getting called when
`controller.pawn` is qdeleted so I just moved that check up a couple
lines.

## Why It's Good For The Game

Makes CI functional again. Tested downstream with 5 CI runs, the runtime
did not occur in any of them where it was happening just about every run
previously.

## Changelog

🆑
fix: fixes a runtime in AI search_tactic
/🆑
2024-02-05 12:15:49 -05:00
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
Diamond_
7b7b70e57f Monkeys avoid obstacles (#81001)
## About The Pull Request

Changes the monkey's ai_movement from dumb movement to basic_avoidance,
allowing them to walk around tables and corners that they always
otherwise got stuck in.


https://github.com/tgstation/tgstation/assets/26240645/e1b46790-b950-4030-a9ae-4cf10913166c
Original monkey behavior


https://github.com/tgstation/tgstation/assets/26240645/e08a4094-8c81-41f6-8960-61338d38fff9
New monkey behavior

## Why It's Good For The Game

Monkeys can properly fight you without nearly constantly getting stuck
behind anything with collision.
## Changelog
🆑
fix: Monkeys don't get stuck on obstacles as often.
/🆑
2024-01-19 19:46:00 +01:00
MrMelbert
7b8a95cf00 Fixes some AI related runtimes (#80828)
## About The Pull Request

Namely this. 


![image](https://github.com/tgstation/tgstation/assets/51863163/c6171a4e-afd3-4c07-8a96-1952ef76a3df)

## Changelog

🆑 Melbert
fix: Carps now migrate slightly better, probably. 
fix: And Poly now talks better, probably. 
/🆑
2024-01-09 14:06:16 -05:00
Bloop
f34174414d Cleans up some extra args in Destroy() (#80642)
## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.
2023-12-30 03:54:07 +01:00
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
Mothblocks
404d2cb36c Optimize find_potential_targets self cost (#80602)
![image](https://github.com/tgstation/tgstation/assets/35135081/84ae20b6-5f44-4a69-bda3-0df1435dea5c)

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

Best case is likely to minimize work AIs need to do when there are no
players on their z-level, as there are a lot of calls from Lavaland.
2023-12-28 14:14:49 +01:00
Ben10Omintrix
13e27c36a6 basic bot path huds and medbot research (#80277)
## About The Pull Request
this pr integrates the bot path huds to ai controllers and move loops to
allow basic bots to display their paths in the hud.
also closes #80280 and closes #80330

## Why It's Good For The Game
basic bots now can display their path on huds

## Changelog
🆑
add: basic bots can now display their paths on huds
fix: medbots can research healing again
/🆑
2023-12-27 12:57:35 +01:00
Bloop
ef5a8167ad Fixes a hard del in monkey AI (#80425)
## About The Pull Request


![firefox_KI4H4wxvN3](https://github.com/tgstation/tgstation/assets/13398309/6e8c18f3-2413-4eaf-8436-15fd7aea9c51)

Fixes this hard del, caused by a del-on-death mob being qdeleted after
being victim to the monkey's attack. When a mob gets qdeleted, they
remove themselves from the blackboard.

Monkey code was then adding it back immediately after, resulting in the
hard del. Adds safeties to ensure that won't happen.

## Why It's Good For The Game

Less annoying CI failures

## Changelog

🆑
fix: monkeys will no longer cause other monkeys to get angry at the mobs
they just poofed by attacking
/🆑
2023-12-18 16:42:25 +01:00
Bloop
4a989723e1 [NO GBP] Fixes even more AI related CI runtimes (#80262)
## About The Pull Request

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


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

~~It seems I missed a few.~~

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

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

## Why It's Good For The Game

Less spurious CI failures.

## Changelog

Nothing player facing really.
2023-12-17 05:04:28 -05:00
Profakos
e65397bb7c Adds a smaller size targeting strategy, makes crabs use them (#80246)
## About The Pull Request

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

## Why It's Good For The Game

Puts an end to crabbibalism.

## Changelog

🆑
fix: Crabs will properly only target Tiny creatures
/🆑
2023-12-13 21:21:10 +01:00
Bloop
18047d74fe Fixes a bunch of AI related CI runtimes (#80202)
## About The Pull Request

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


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


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

</details>

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

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

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

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

---

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

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

## Why It's Good For The Game

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

## Changelog

🆑
fix: fixes some AI runtimes that were caused by the pawn becoming null
/🆑
2023-12-10 18:22:56 -07:00
Time-Green
54ab1e3936 Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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closes #53931, #70916, #53931

## About The Pull Request

Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.

I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:

**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.

**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.

Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).


https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e

I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way

This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->

A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.

I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs

## Changelog

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🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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2023-12-09 17:50:46 +00:00
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
Ben10Omintrix
2c21a73ed0 [no gbp] gutlunch pop control (#79772) 2023-11-17 11:04:26 -07:00
Ben10Omintrix
e8259f1819 improve find_and_set/in_list behavior (#79614)
## About The Pull Request
improves the find_and_set behavior a bit. this is after and before
observing 5 gorillas for 10 minutes

![image](https://github.com/tgstation/tgstation/assets/138636438/d8f5cdcb-71bd-41bd-a069-10b0367224ec)

![image](https://github.com/tgstation/tgstation/assets/138636438/1fd70fea-5769-4021-95ec-038137ce7423)



## Why It's Good For The Game
improves the find_and_set/in_list behavior

## Changelog
🆑
not player facing
/🆑
2023-11-13 18:05:58 -07:00
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
Jacquerel
1536a10aae [no gbp] Fixes goat runtime (#79672)
## About The Pull Request

Fixes #79063
Instead of checking if a list is QDELETED (this doesn't work) we check
if it has a length.

## Changelog

🆑
fix: Goats will now calm down after getting grumpy without causing a
runtime error.
/🆑
2023-11-13 00:01:43 +01:00
LemonInTheDark
3223d2a3fb Lemon fixes ci (#79384)
## About The Pull Request

Sets up moveloops to better catch issues with duplicated loops

Letting people modify the timer var AND have it track what bucket we're
in was a bad idea.
So instead let's store the queued time separate. Also makes
allowed_to_move return true/false instead of flags

This fixed? the null loop issue locally, I honestly have no damn idea
why. I'm gonna be working on the rest of ci here, left trackers so if it
pops up between now and merge I'll know what the issue is.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2023-11-12 09:25:59 +00:00
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
MrMelbert
51220a36c1 Basic mobs check for MOBILITY_MOVE to move (#79627)
## About The Pull Request

Adds a check for `MOBILITY_MOVE` in basic mob `allowed_to_move`. 

This prevents AI controlled mobs which are `TRAIT_IMMOBILIZED` from,
well, not being immobilized

## Changelog

🆑 Melbert
fix: AI controlled mobs which are immobilized are now properly
immobilized
/🆑
2023-11-11 07:45:27 -05:00
Emmett Gaines
162e3aac66 Improves how ai movement checks for if movement is allowed (#79620)
## About The Pull Request

While looking into the moveloop processing issues I found a place where
moveloops were being interacted with while qdeleted. This restructures
the code a bit to prevent that being possible and also improves the
design overall here so implementers of `allowed_to_move` don't need to
be careful about their return value, which is just begging for a bug
down the line. `increment_pathing_failure` also wasn't getting called
when subtypes stopped movement.

The rest of this description is a bit of an informative lecture.

There's a pattern you do on occasion when designing public facing
functions where you have a public, but non overridden, function with
some default behavior that must always run, calling on an internal
function that *is* overridden but never called from any other location.
This is a good pattern for making sure some core behavior always runs or
for making sanity checks that can't be dodged, as the internal function
never even gets called when it has been determined that something needs
to cancel the whole thing.

Previously this code had something that looked kinda like this, there
was a proc called `pre_move` that was not supposed to be overridden, and
a proc it called called `allowed_to_move`. However, contrary to the
usual reason for doing this, `pre_move` had no behavior itself and was
meaningless. `allowed_to_move` on the other hand had exactly the sort of
sanity check that we'd want using this pattern in the form of
`if(!controller.able_to_run())`. This was allowing subtypes access to a
qdeleted move loop when it had just been deleted in the parent's version
of the proc.

This is your yearly reminder to watch out for cargo culting.
2023-11-10 20:02:29 -08:00