Commit Graph

607 Commits

Author SHA1 Message Date
SkyratBot
b5eb26abcc [MIRROR] Basic Constructs: Wraith [MDB IGNORE] (#24655)
* Basic Constructs: Wraith (#79235)

## About The Pull Request

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

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

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

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

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

* Basic Constructs: Wraith

* Update defcon2.dmm

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-31 03:00:50 -04:00
SkyratBot
0923ef2b26 [MIRROR] Basic Pirate NPCs [MDB IGNORE] (#24654)
* Basic Pirate NPCs (#79284)

## About The Pull Request

Converts hostile pirate NPCs to basic mobs - specifically, a subtype of
trooper. As their behavior is not meaningfully distinct from other
troopers, this conversion mostly just sticks them on the existing AI
behavior while keeping the rest the same.

Pirates do have one new thing going for them, though, to differentiate
them from other troopers. They use the new **plundering attacks**
component, which means that every time they land a melee attack, they
steal money from the bank account of whoever they hit. This requires the
target to be wearing an ID with a linked bank account, so it's not the
hardest thing in the world to hide your money from them - but it's still
something to be wary of! If killed, any mob with this component will
drop everything they've stolen in a convenient holochip.
## Why It's Good For The Game

Takes down 5 more simplemobs, and (I think) converts the last remaining
trooper-type enemy to be a basic trooper. (It's possible there's more
I've forgotten that could use the same AI, though.)

The money-stealing behavior is mostly good because I think it's funny,
but it also makes the pirates something a little distinct from "yet
another mob that runs at you and punches you until you die". They still
do that, but now there's a little twist! This can be placed on other
mobs too, if we want to make any other sorts of thieves or brigands.
## Changelog
🆑
refactor: Pirate NPCs now use the basic mob framework. They'll be a
little smarter in combat, and if you're wearing your ID they'll siphon
your bank account with every melee attack! Beware! Please report any
bugs.
/🆑

* Basic Pirate NPCs

* Modular paths

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-31 02:17:34 -04:00
SkyratBot
e501a5c02e [MIRROR] Converts traders to basic mobs [MDB IGNORE] (#24673)
* Converts traders to basic mobs (#79187)

## About The Pull Request

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thank you @ CoiledLamb  for help with the sale sign!

## Why It's Good For The Game

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

## Changelog

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

* Converts traders to basic mobs

---------

Co-authored-by: Profakos <profakos@gmail.com>
2023-10-31 02:16:50 -04:00
SkyratBot
fa5430714f [MIRROR] Shapechange health transfer tweaks [MDB IGNORE] (#24590)
* Shapechange health transfer tweaks

* Fix diffs

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-26 06:16:19 -04:00
SkyratBot
c056f4dac9 [MIRROR] Nanotrasen basic mobs. [MDB IGNORE] (#24573)
* Nanotrasen basic mobs. (#78917)

## About The Pull Request

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

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

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

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

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

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

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

Removes 8 more simple animals from the list.

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

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

* Nanotrasen basic mobs.

* Modular

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-24 21:42:47 -04:00
SkyratBot
05437fe376 [MIRROR] Basic Constructs: Juggernaut [MDB IGNORE] (#24547)
* Basic Constructs: Juggernaut (#79170)

## About The Pull Request

Converts juggernaut constructs to basic mobs. These guys are really
simple, so this is a pretty straightforward one.

The one notable thing about this PR is that I got annoyed that
projectile reflection code was copy-pasted in two different places (the
main one for things like the ablative trenchcoat, and right here on the
juggernaut). So, trenchcoat-style reflection is now a proc on
`/obj/projectile`, which is used in both places.

AI-controlled juggernauts are as simple as befits these big lugs, doing
nothing but slowly walking toward mobs and beating them to death with
their giant fists.
## Why It's Good For The Game

Removes another 5 simple animals.

Not too much else to say about this one, but it's easier to make
projectiles bounce off of things now if anyone wants to do that.
## Changelog
🆑
refactor: Juggernaut constructs now use the basic mob framework. Please
report any bugs.
/🆑

---------

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

* Basic Constructs: Juggernaut

* Modular

* Map Reset

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-24 20:44:31 +00:00
SkyratBot
c034314f1b [MIRROR] Basic skeletons [MDB IGNORE] (#24545)
* Basic skeletons (#79206)

## About The Pull Request

Turns skeletons (the simple animal version) into basic mobs. This was
another incredibly simple conversion, since skeletons don't really do
anything but walk at you and beat you to death.

Because I thought it was funny, though, skeletons will now seek out
cartons of milk and drink them. Real milk will heal them for a
significant amount, but soymilk, being false milk, will deal them
grievous injury instead! Skeletons beware... I didn't add any other
sorts of milk due to limited ability with existing AI behaviors to
identify milk containers (they actually only look for the carton items).

Other than that, I've done some flavor adjustment for skeletons' attacks
- their effects and sounds will now suit the weapon they're actually
holding - for example, skeleton templars now actually use their swords
instead of slashing you with their horrible fingers. Along with this I
gave the basic skeletons a normal slashing sound, instead of the weird,
impactless hallucination sound they used to use for some reason. I never
liked that sound.

Finally, I've reflavored the spear-wielding skeleton mobs to "undead
settlers", following the naming of the corpses dropped by snow legions
as of #76898, rather than being named after an offensive term for Inuit
people. These skeletons do, after all, appear in settlements on alien
worlds.

To enable the flavor of milk drinking, I expanded the `basic_eating`
component to allow drinking rather than eating flavor, with a different
sound and its own set of verbs. This deletes whatever they drink from,
but c'est la vie.
## Why It's Good For The Game

Ticks 6 more entries off the simple animal freeze. While skeletons are
still extremely simple, being largely-identical mobs that only exist to
beat you to death, being basic mobs should make them slightly better at
this job. Also, again, I think it's really funny that you can distract
skeleton mobs with milk, or even hurt them.
## Changelog
🆑
refactor: Hostile skeleton NPCs now use the basic mob framework. They're
a little smarter, and they also have a slightly improved set of attack
effects and sounds. They love to drink milk, but will be harmed greatly
if any heartless spaceman tricks them into drinking soymilk instead.
Please report any bugs.
/🆑

* Basic skeletons

* updatepaths

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-24 11:14:35 -07:00
SkyratBot
b3216469e3 [MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs [MDB IGNORE] (#24467)
* Completely deprecates reagents in protolathe/circuit imprinter/techfab designs (#78939)

## About The Pull Request

A long time ago, it was common for designs to cost reagents in addition
to normal materials. Every circuit board used to require sulfuric acid,
for example. However, these designs have slowly been whittled away, and
only two remain: the death syphon PKA modkit, which costs blood, and
paint remover in the service lathe, which costs acetone. Although these
two designs still use the old system, it is very outdated, and it shows.
TGUI doesn't take reagent costs into account at all. Reagent costs
aren't displayed on mouse over like material costs, and the design won't
be greyed out if there necessary reagents aren't present. If you try and
fail to print one of the two designs, the protolathe will tell you that
reagents are missing, but it won't say what reagents. In fact, there is
not way to find out what reagents are required without code diving.
## Why It's Good For The Game

In light of how outdated and unsupported this system is, I think it
makes sense to deprecate it almost entirely.* Now, protolathes, circuit
imprinters and techfabs will no longer take reagent costs into account
at all, even if a design does define reagent costs. The machines also no
longer need beakers to be built, and reagents can't be transferred into
them. The two remaining designs that did use reagent costs now don't,
and I've updated the designs unit test to fail if any non-limbgrower
design does set any reagent costs.

*Limb growers are the exception, as they're fully functional and work
fine.
## Changelog
🆑
del: Protolathe/circuit imprinter/techfab designs costing reagents is
now totally deprecated.
/🆑

* Completely deprecates reagents in protolathe/circuit imprinter/techfab designs

* medigun reagent removal

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-23 09:13:12 -07:00
SkyratBot
4970f36e37 [MIRROR] Basic drones [MDB IGNORE] (#24507)
* Basic drones

* Diffs

* Diffs

* Modular

* Modular

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-22 15:24:55 -04:00
SkyratBot
694f01fd27 [MIRROR] Adds Oxyloss KO unit test [MDB IGNORE] (#24480)
* Adds Oxyloss KO unit test (#79112)

## About The Pull Request

Adds a unit test ensuring mobs over 50 oxyloss pass out correctly (and
likewise, mobs below 50 wake up).

See #79034

* Adds Oxyloss KO unit test

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-10-21 14:21:11 -04:00
SkyratBot
6e2fcee00b [MIRROR] Basic Constructs: Artificer [MDB IGNORE] (#24456)
* Basic Constructs: Artificer (#79015)

## About The Pull Request

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

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

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

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

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

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

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

* Basic Constructs: Artificer

* Modular

* Modular paths

* Modular paths

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-20 02:54:31 -04:00
SkyratBot
16f24de6cc [MIRROR] Turns Holodeck Monkeys into actual Monkeys [MDB IGNORE] (#24454)
* Turns Holodeck Monkeys into actual Monkeys (#79068)

## About The Pull Request

Old holodeck monkeys weren't even a subtype of simple animal monkeys, so
this really just got swept under the floor in the sweeping monkey
species refactors. Anyways, let's just spin up a quick species datum+mob
subtype that will have all the traits we wanted from old holodeck
monkeys (no meat, no organs, etc.) but reaping all of the benefits of
modern monkeys (better AI, etc.)

## Why It's Good For The Game

One more refactor done, very simple too. l'm not the greatest at carbon
code so let me know if something is wack, but I'm fond of the way
everything turned out (especially since I don't have to spam seven
billion subtypes of every organ and bodypart). If you're concerned about
the cost keep in mind people can spam monkeys through cubes, having a
max of three more (that are virtually useless) via the holodeck will not
kill us.

Also the fact that slimes could eat holodeck monkeys irked me so I also
touched that up. I swore there was something for it in the code but I
was mistaken, it's codified now.

## Changelog

🆑
refactor: Holodeck monkeys have been moved to the same system as old
monkeys, and should retain the similar "ephermeal" behavior, while being
a whole lot smarter by leveraging new AI. Please report anything that is
completely wack about this.
balance: Slimes can't eat holodeck monkeys anymore, because apparently
they could and that is wack.
/🆑

again let me know if my carbon/bodyparts code sucks. it does the job
fwiw

* Turns Holodeck Monkeys into actual Monkeys

* Fix the screenshot test

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-20 01:27:57 -04:00
SkyratBot
7cf7be4b7b [MIRROR] Tram v6/Transport Subsystem [MDB IGNORE] (#24399)
* Tram v6/Transport Subsystem

* Update icon_smoothing.dm

* Update utility.dm

* defines/icon

* Update airlock.dm

* Update door.dm

* Update airlock.dm

* Update airlock.dm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-17 15:16:46 -07:00
SkyratBot
557d577cc3 [MIRROR] Fixes being able to punch yourself [MDB IGNORE] (#24401)
* Fixes being able to punch yourself (#79033)

## About The Pull Request

Fixes #79031

Fixes #79042

I forgot some logic here when making the human override.
Not the cleanest way to do it but it'll suffice.

## Changelog

🆑 Melbert
fix: You can punch yourself again
/🆑

* Fixes being able to punch yourself

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-10-17 16:07:27 -04:00
SkyratBot
22943b9449 [MIRROR] Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs [MDB IGNORE] (#24356)
* Refactors `UnarmedAttack` so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs

* Update chameleon.dm

* Update _species.dm

* Modular

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-16 12:37:49 -04:00
SkyratBot
af9ed1ee04 [MIRROR] Basic Space Dragon [MDB IGNORE] (#24340)
* Basic Space Dragon (#78979)

* Basic Space Dragon

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-14 19:35:25 -04:00
SkyratBot
cbd419bed8 [MIRROR] Improved documentation and message for the dcs_check_list_arguments unit test. [MDB IGNORE] (#24338)
* Improved documentation and message for the dcs_check_list_arguments unit test. (#78903)

## About The Pull Request
I've been contacted recently by san7890 regarding an opened issue report
about the aforementioned unit test. I've told them it's mainly an issue
about the lack of clarity and the bad choice of words in both
documentation and fail messages, and that I'd get to it soon.

I don't repute myself a good writer. The renewed doc and messages may
contain a few grammar issues, but I'm optimistic that it explains it way
more thoroughfully than before.

## Why It's Good For The Game
Better documentation for one of the few unit tests that might tell you
to "fix" stuff you're not directly responsible of. Suggestions are
welcome. This closes #78896.

## Changelog
N/A

* Improved documentation and message for the dcs_check_list_arguments unit test.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-14 19:03:16 -04:00
SkyratBot
e6d08225d2 [MIRROR] General code maintenance for rcd devices and their DEFINE file [MDB IGNORE] (#24300)
* General code maintenance for rcd devices and their DEFINE file

* Update window.dm

* Update window.dm

* Update window.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-12 14:46:29 -04:00
SkyratBot
b2ccdeab8b [MIRROR] Basic Mob Gorillas [MDB IGNORE] (#24284)
* Basic Mob Gorillas (#78918)

## About The Pull Request

Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.

IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.

When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.

I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),

And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.

## Why It's Good For The Game

https://www.youtube.com/watch?v=npuuTBlEb1U

## Changelog

🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑

* Basic Mob Gorillas

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-11 21:27:23 -04:00
SkyratBot
75f28c1479 [MIRROR] venus human traps are basicmobs + ""balance"" [MDB IGNORE] (#24279)
* venus human traps are basicmobs + ""balance"" (#78749)

## About The Pull Request

theyre basicmobs now, tangling is an ability and also applies a leash
for the duration of the beam

they now have 100 HP
also when theyre not within 2 tiles range of space vines every Life tick
they take 20 damage(they have 100 max hp)
if they are in range however they heal 10 damage

theyre slightly slower too, and they deal 10-20 damage, from the
previous guaranteed 20 damage
also their attack cooldown is 0.2 seconds slower

the tangling does not automatically pull people but for the duration of
the tangle the victim is leashed to you
which means they cannot go out of range of you, so you can move
backwards to pull them closer (as seen in video)

https://github.com/tgstation/tgstation/assets/70376633/aed77f81-c564-4fcc-879e-7dd8a9b5c787

## Why It's Good For The Game

basicmob good

also fighting these dudes unprepared is a death sentence and being
caught unprepared is easy if kudzu decides to spawn in the middle of
fucking nowhere and rolls flowering, then absolutely does not listen to
the protect kudzu part and goes from the middle of nowhere to medbay to
murderbone
hopefully this should make them less proficient at shredding people and
make them actually defend kudzu instead of murderboning

## Changelog

🆑
refactor: venus human traps are basicmobs now
balance: venus human traps have 100 health
balance: venus human traps take damage out of range of kudzu, heal near
kudzu, are slightly slower, attack slower, and their damage output is
slightly more random
balance: also venus human trap tangle ability now needs you to actually
move backwards to pull victims
/🆑

---------

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

* venus human traps are basicmobs + ""balance""

* Modular paths

* Update venus.dm

* Update venus.dm

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-11 18:45:56 -04:00
SkyratBot
3869212f81 [MIRROR] Mook village and basic mook refactor [MDB IGNORE] (#24269)
Mook village and basic mook refactor

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-10-11 02:32:36 -04:00
SkyratBot
171be6187a [MIRROR] Replaces the changeling spacesuit with a passive ability [MDB IGNORE] (#24236)
* Replaces the changeling spacesuit with a passive ability (#78763)

## About The Pull Request

Fixes #74168

I was going to make changes to the changeling spacesuit so that it works
on Icebox but then I thought, why not _not_ do that.
This isn't a commonly picked adaption so why don't we make it a little
better.

What's more spooky, hearing a knock on the window and seeing a fat suit
outside? Or this?

![image](https://github.com/tgstation/tgstation/assets/7483112/b87dec0c-5e98-45a5-8f83-f7a2967c743f)

Picking Void Adaption will now make you immune to low temperature and
pressure (but not high temperature and pressure) and you will stop
breathing. If you enter an area with low temperature or pressure then
your chemical regeneration rate will decrease until you leave that area.
Because it doesn't put a suit on you, it now also works during Lesser
Form.

While testing this I noticed that we weren't calling `Grant` on passive
changeling abilities for some reason, I replaced that with the
already-written interface for making "an action which doesn't give you a
button".

If people really _really_ miss the fat suit I guess I'll rework that
instead, but I think I like this more.

## Why It's Good For The Game

Makes a niche-pick ability more useful and easier to use.
Meteor Changelings who land on Icebox now don't roll a dice to see if
they get instantly knocked out by the atmosphere there.

## Changelog

🆑
balance: The Changeling Space Suit has been replaced by a new ability
which makes you passively spaceproof without replacing your clothing.
admin: Editing the atmos sensitivity variables on a basic mob during the
game will now actually do something.
/🆑

* Replaces the changeling spacesuit with a passive ability

* Fix screenshot test

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-10 23:59:07 +00:00
SkyratBot
ae2c7f8fbb [MIRROR] Basic Constructs: parent type + Harvester [MDB IGNORE] (#24258)
* Basic Constructs: parent type + Harvester (#78807)

## About The Pull Request

I kind of hate cult as a whole, but I like these little guys. Let's
basic-ize them.

This PR begins the process with the harbinger of the Red Harvest, the
Harvester! Their actual capabilities have been changed very little,
except that most of their unique properties have been moved to
components and elements. The basic parent type of constructs has also
been set up to make the next bunch of conversions easier.

- Constructs capable of repair now receive the healing hands component.
Healing hands has been extended, to allow the healing particles to come
in custom colors, and to allow it to print the target's health if the
target is not a carbon.
- Repairing constructs also receive a new element: Structure repair is a
lighter-weight variant on healing hands that allows repairing clicked-on
atoms of specified types.
- Constructs capable of damaging walls, meanwhile, receive the wall
smasher element.

Harvesters in specific have two special elements:
- The existing "amputating limbs" element, making them instantly rip a
limb off of any carbon they attack. As before, if they attempt this on a
carbon with no arms or legs, the harvester will hear Nar'Sie's call to
bring the victim to her.
- A new "wall walker" element, allowing them to walk through walls of
specified type (cult walls for harvesters) and allowing them to drag any
atom through as well.

Other than laying the groundwork, there's not much else here. I started
with Harvesters specifically because they are only ever
player-controlled, which makes things easy.

I'm not completely happy with the use of healing hands here - it gets
the job done, but currently loses a bit of the previous flavor (a
healing beam as a visual; printing the target's health in cult span). I
may extend it further to allow this behavior.

I've included an UpdatePaths script, even if these things shouldn't be
mapped, just in case something fucky is going on on a downstream. You
never know.
## Why It's Good For The Game

Constructs, currently, occupy _19_ spots on the simple animal list. This
is something close to 10% of all the remaining ones. Also, like
everything to do with cult, construct code is janky, old, and
desperately in need of updating. This is the first step.
## Changelog
🆑
refactor: Harvester constructs have been updated to the basic mob
framework. This should have very little impact on their behavior, but
please report any issues.
/🆑

---------

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

* Basic Constructs: parent type + Harvester

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-10-10 18:37:00 -04:00
SkyratBot
6da5503e2d [MIRROR] Refactors Revenants into Basic Mobs [MDB IGNORE] (#24233)
* Refactors Revenants into Basic Mobs

* Update revenant_abilities.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-09 20:39:03 -04:00
SkyratBot
03843c8c05 [MIRROR] Bitrunning hotfix 3 [MDB IGNORE] (#24209)
* Bitrunning hotfix 3

* Update netpod.dm

* Fixes modular paths

* Fixes modular paths

* Moves the food a bit

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-09 09:53:02 -04:00
SkyratBot
ade3fb2813 [MIRROR] ice demon basic mobs [MDB IGNORE] (#24188)
* ice demon basic mobs

* Modular updates

* Modular updates

---------

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

## About The Pull Request

Hey there,

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

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

* Refactors Sloths into Basic Mobs

* Modular path

---------

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

* Update tgstation.dme

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-07 19:13:32 -04:00
SkyratBot
3983623ac3 [MIRROR] Refactors Goats into Basic Mobs [MDB IGNORE] (#24142)
* Refactors Goats into Basic Mobs (#78759)

## About The Pull Request

Refactors goats into basic mobs, pretty clean refactor. They're a bit
smarter when it comes to retaliating mobs, and they're still just as
good as ever when it comes to munching on good ol' plantlife. I also
(finally) turned Pete into a goat subtype just in case people want to
inject more behavior into him in the future.
## Why It's Good For The Game

Cleaner implementation of code when it comes to doing stuff like eating
kudzu or just lusting after flora.
## Changelog
🆑
refactor: Refactored goats into basic mobs! Not much should have changed
beyond their endless desire to retaliate should you attack them, they're
still just as good as chomping away plant life as ever.
/🆑

* Refactors Goats into Basic Mobs

* UpdatePaths

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-07 22:08:27 +00:00
SkyratBot
72cc54d39e [MIRROR] QoL improvements to the mob damage unit tests [MDB IGNORE] (#24144)
* QoL improvements to the mob damage unit tests (#78748)

## About The Pull Request

This is something that I meant to do because it was a minor annoyance as
I was creating the tests but I never got around to it.

Because many of the failures occurred in procs it could be difficult to
pinpoint the exact line of the test where they were failing. It would
just be the line within the proc, and not the line where the proc was
called. So you'd have to sort of infer which one it was from the values
of `x` and `y` in `Expected x to be equal to y`.

Now each test failure will have a brief description and a line number
where `apply_damage()` / `verify_damage()` actually got called to make
it clearer. Like shown below.

![Code_r6N3XSAb3m](https://github.com/tgstation/tgstation/assets/13398309/92ac5a91-3c3f-4b3b-90de-09fe0d9891f1)

## Why It's Good For The Game

Just a small QoL update for coders. Some typos fixed, too.

## Changelog

Nothing player facing though.

* QoL improvements to the mob damage unit tests

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-06 14:44:50 -07:00
SkyratBot
9c6432247a [MIRROR] Basic Mob Flesh Worm [MDB IGNORE] (#24122)
* Basic Mob Flesh Worm (#78744)

## About The Pull Request

Fixes #68614

Converts the Flesh Worm (Armsy) into a Basic Mob.
Most of its behaviour has been moved into a component which we can use
to make arbitrary mobs into linked lists of mobs.
To accomplish this I added a signal which is sent when you call any
`adjustXLoss` proc, let me know if my implementation is "calling the
same signal from several places" by a backdoor, I wanted to avoid
registering to 6 signals but I'll change it if I must.

While I was here I killed the unused "lesser" variant because we stopped
using it. Resultingly, Ascended Armsy doesn't need to distinguish itself
by inflating the sprite, so it doesn't. This means that now flesh worms
are using their sprites as intended to be displayed, but if people
really miss all of its segments being poorly scaled by the byond engine
then I guess I can restore it.

## Why It's Good For The Game

![dreamseeker_p8vOpZGXII](https://github.com/tgstation/tgstation/assets/7483112/3389d3a9-16cd-4e1e-938e-dfa18d0da0af)

## Changelog

🆑
refactor: Flesh Worms are now basic mobs. Please report any unexpected
behaviour.
sprite: Flesh Worms are a little bit slimmer.
/🆑

* Basic Mob Flesh Worm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-06 14:43:47 -07:00
SkyratBot
c716294c2c [MIRROR] Basic Mob Raw Prophet [MDB IGNORE] (#24099)
* Basic Mob Raw Prophet (#78733)

## About The Pull Request

Might as well start on these now, should be easy enough.
The Raw Prophet actually comes with a couple of new components.

The `wheel` element is sort of like the `waddling` element in that you
give it to any movable atom to have it move like a raw prophet.

![dreamseeker_3qacWEKYQQ](https://github.com/tgstation/tgstation/assets/7483112/d5e1b0b9-79f7-4272-9c88-a21fee049e5f)
Whee!

The focused attacker component can be attached to any mob or item and
causes it to escalate its damage every time you attack the same target.
I'll be honest I consistently forget that the Raw Prophet does this.

The ones in the Ruin have the blinding gaze attack inherited from
Watchers instead of the point-target Blind spell in order to ensure that
you can actually "dodge" it.
I tried to make it jaunt if it got stuck but ran into too many problems.
Another time.

## Why It's Good For The Game

I do this to relax now.

## Changelog

🆑
refactor: Raw Prophets now use the basic mob framework. Please report
any unusual behaviour.
/🆑

* Basic Mob Raw Prophet

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-03 19:59:50 -04:00
SkyratBot
59e1231c8b [MIRROR] A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!) [MDB IGNORE] (#24087)
* A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!)

* Modular changes--bonus, removes a bunch of completely unused code signals code that was taking up resources needlessly

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-03 05:27:34 -04:00
SkyratBot
13a9abdf2c [MIRROR] The fishing portal generator expansion (plus skill-chip) [MDB IGNORE] (#24052)
* The fishing portal generator expansion (plus skill-chip) (#78203)

## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.

I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.

The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.

A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.

A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.

Screenshots:
![fuck
yea](https://github.com/tgstation/tgstation/assets/42542238/b4c75951-fa07-44ae-99ee-f602adf8a5a4)

![radial](https://github.com/tgstation/tgstation/assets/42542238/68ff21d8-69fd-4ba5-aa58-9976b6e3282f)

## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.

As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.

## Changelog

🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑

* The fishing portal generator expansion (plus skill-chip)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-30 23:41:29 -04:00
SkyratBot
ad5ac869b7 [MIRROR] Heretic Rebalance - Main Knowledge gives free Side points, reduced rune drawing time, Codex Cicatrix is easier and roundstart knowledge [MDB IGNORE] (#24043)
* Heretic Rebalance -  Main Knowledge gives free Side points, reduced rune drawing time, Codex Cicatrix is easier and roundstart knowledge

* Update code/modules/antagonists/heretic/heretic_antag.dm

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-09-30 19:12:22 -04:00
SkyratBot
2fc10ebae2 [MIRROR] Refactors Supermatter Spiders into Basic Mobs [MDB IGNORE] (#24044)
* Refactors Supermatter Spiders into Basic Mobs (#78653)

## About The Pull Request

Short n' simple, just refactors these nasty buggers to be basic mobs.
Dirt-cheap AI for an admin-only spawn.
## Why It's Good For The Game

Smarter AI, less wack code, better implementation of certain aspects,
etc.

Also fixed a bug where these guys could be causing runtimes since they
would qdel mobs with a client by just adding a quick ghostize (the mob
will have had `death()` called on it already by that point so nothing
should realistically change anyways)
## Changelog
🆑
refactor: Supermatter Spiders have been refactored into basic mobs, on
the extremely off chance you spot one and also notice any weird bugs
regarding it, please report it.
/🆑

* Refactors Supermatter Spiders into Basic Mobs

---------

Co-authored-by: san7890 <the@san7890.com>
2023-09-30 18:54:12 -04:00
SkyratBot
58c20a99fb [MIRROR] Basic blob mobs [MDB IGNORE] (#23938)
* Basic blob mobs

* Update blackmesa.dmm

* Modular update

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-30 00:15:55 -04:00
SkyratBot
964fc99589 [MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* Feature: bitrunner, a new supply role (READY)

* Delete bepis.dm

* Conflicts

* Update dynamic_rulesets_midround.dm

* Fixing this invalid icon file path

It was trying to use the aesthetics one

* Bepis is dead

* New digi sprites courtesy of CandleJaxx!!

Now in the correct branch!

* Fixing merge conflict

* bitrunning hotfixes [NO GBP]

* Modular health adjustments

* Revert "Modular health adjustments"

This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.

* Modular health adjustments

Only this one should be necessary

* The screenshot test

* Bitrunner den for voidraptor (FOR #23865) (#23891)

* no shower in sight

* lets bitrunners actually get to their room and spawn there

* New digi sprites courtesy of CandleJaxx!!

* Revert "New digi sprites courtesy of CandleJaxx!!"

This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.

---------

Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>

* Removes bitrunning unit tests (#78607)

## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.

The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A

* Update birdshot.dmm

* Tweaks the BEPIS category of the bitrunning order console

* Adds back the flashdark that we had skyrat edited in

* Update tgstation.dme

* Fixes Voidraptor bitrunning den not being connected to the powergrid

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-09-29 20:53:36 -04:00
SkyratBot
8cdc0fbe61 [MIRROR] Refactors Snakes into Basic Animals [MDB IGNORE] (#23972)
* Refactors Snakes into Basic Animals (#78612)

* Refactors Snakes into Basic Animals

* Modular paths

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-28 03:21:34 -04:00
SkyratBot
d157d55a33 [MIRROR] Turns Robot Customers into Basic Mobs [MDB IGNORE] (#23978)
* Turns Robot Customers into Basic Mobs (#78611)

* Turns Robot Customers into Basic Mobs

---------

Co-authored-by: san7890 <the@san7890.com>
2023-09-27 23:31:37 -04:00
SkyratBot
37a8f73ae3 [MIRROR] Basic Legion & Hivelord [MDB IGNORE] (#23964)
* Basic Legion & Hivelord

* Update modular + fix diffs

* Fixing diffs

* More diffs

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

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-27 22:30:02 -04:00
SkyratBot
75f1dd2f0b [MIRROR] Tweak greyscale JSON test error message [MDB IGNORE] (#23897)
* Tweak greyscale JSON test error message (#78469)

## About The Pull Request

Slightly changes the wording of the greyscale JSON check error.

The previous creates messages such as "Expected 1 but only found 3."
which implies it isn't finding enough, which isn't always the case.

## Changelog

🆑 LT3
spellcheck: Improved wording in greyscale JSON error message
/🆑

* Tweak greyscale JSON test error message

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-09-24 23:18:41 -07:00
SkyratBot
2fa835185e [MIRROR] Changelings can now speak through their decoy brain if placed in an MMI [MDB IGNORE] (#23879)
* Changelings can now speak through their decoy brain if placed in an MMI (#78342)

## About The Pull Request

- If a changeling's decoy brain is placed in an MMI, they will now be
prompted to speak through it.
- They can speak through the decoy even if incapacitated or dead (or
fake-dead).

https://github.com/tgstation/tgstation/assets/51863163/804bd48a-c4b8-4feb-b021-019ea70e4b8e

## Why It's Good For The Game

The oft-controversial ling MMI test has been brought up time and time
again so I figure I throw my cards in for a solution.

We want as few ways as possible for people to hard and fast discover
whether someone is an antag, especially changling which is supposed to
revel in paranoia. This soft-patches out a big way, the MMI test, in
which you place a ling's brain in an MMI to determine if it's vestigial
and therefore, a ling.

Now the ling player can provide some benefit of the doubt by speaking
through the brain as normal, appearing active while actually in their
body still.

## Changelog

🆑 Melbert
add: Changelings can now speak through their decoy brain if it is placed
in an MMI, to maintain the illusion they are actually dead and have been
debrained.
/🆑

* Changelings can now speak through their decoy brain if placed in an MMI

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-24 07:00:24 -04:00
SkyratBot
3836aaad45 [MIRROR] basicmob clowns [MDB IGNORE] (#23867)
* basicmob clowns (#78448)

## About The Pull Request

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

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

## Why It's Good For The Game

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

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

---------

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

* basicmob clowns

---------

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

## About The Pull Request

Fixes #71330

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

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

## Why It's Good For The Game

Simple mobs must die

## Changelog

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

* Basic Mob Brimdemon

* Modular

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-23 03:52:28 -04:00
SkyratBot
b5f951d9c6 [MIRROR] seedling basic mobs [MDB IGNORE] (#23857)
* seedling basic mobs (#78224)

## About The Pull Request
this is a mob that was removed from the game since years ago. this pr
refactors them and readds them to the game. seedlings now can have
different colored petals!

![petalcolors](https://github.com/tgstation/tgstation/assets/138636438/7c657c49-9186-4563-a93f-eba35e335ce9)

to obtain this monster, botany can now grow them out of 'seedling' seeds
that they can find in the exotic seeds crate. this mob loves to help all
plants and when its grown out of the seed, it will help the botanists
look after their plants. it can water plants (if it finds a bucket),
remove weeds and remove dead plants. they will also use their solarbeam
ability to provide small healing to damaged plants. it will try to
refill its bucket with water if there is a water source near by. it will
also follow the orders of whoever harvested it.

![plantbotany](https://github.com/tgstation/tgstation/assets/138636438/4cde0613-0869-4fea-8851-2e6f4680d9d7)

traitors can buy a seed from the uplink that grows an evil version of
the seedlings, they can command them to attack people and use abilities
and to cause chaos on the station.

## Why It's Good For The Game
refacotrs the seedlings into basic mobs

## Changelog
🆑
refactor: seedlings have been refactored into basic mobs please report
any bugs
add: seedlings now can have different colored petals and can look after
botanys plants
add: seedlings are re-added to the game! they grow out of seedling seeds
obtainable from exotic seed crates or traitor uplink
/🆑

* seedling basic mobs

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-09-22 11:09:30 -07:00
SkyratBot
b28a4d49e9 [MIRROR] Fixes rescue hooks, adds a unit test to help prevent it from breaking again [MDB IGNORE] (#23815)
* Fixes rescue hooks, adds a unit test to help prevent it from breaking again (#78418)

## About The Pull Request

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23763

Somewhere along https://github.com/tgstation/tgstation/pull/77739 and
the following fishing PR's this feature got overlooked and broken.

The args for `dispense_reward()` and `find_chasm_contents()` needed to
be updated as they were just wrong.

This sets them straight and adds an additional fishing unit test for the
rescue hook to hopefully prevent this edge case from being overlooked.

## Why It's Good For The Game

Rescue hooks work again, hooray.

## Changelog

🆑
fix: rescue hooks will once again drop the mob next to the fisherman
instead of just displaying a balloon alert and doing nothing
/🆑

---------

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

* Fixes rescue hooks, adds a unit test to help prevent it from breaking again

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-09-20 15:03:54 -04:00
SkyratBot
d9624bdf97 [MIRROR] Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse [MDB IGNORE] (#23794)
* Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse

* Update hilbertshotel.dm

* Modular proc ref

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-19 13:26:14 -04:00
SkyratBot
9f3be12c19 [MIRROR] [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support [MDB IGNORE] (#23601)
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support

* Wound refactor two compatability (#23618)

* Delam emergency procedure moth (#23483)

* safety moff

* delta/whitespace/examine

* icebox

* moff poster

* moff poster

* Update DelamProcedure.tsx

* Update scram.dm

* sound plays during warning

* remove nightshift, theres already a global proc

* scrubber hint

* missed that define

* Apply suggestions from code review

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* covered by ui_interact

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Automatic changelog for PR #23483 [ci skip]

* Automatic changelog compile [ci skip]

* [non modular] disables TG "hold up" for the foreseeable future (#23607)

Update gun.dm

* Automatic changelog for PR #23607 [ci skip]

* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)

* Desouls Hivelord (#78213)

## About The Pull Request

![dreammaker_RJz4brjobM](https://github.com/tgstation/tgstation/assets/7483112/e5e4a3e9-ea6b-47f9-887c-3339d24d3fa8)

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.

In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.

Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A

## Why It's Good For The Game

Looks nicer.

## Changelog

🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑

* Desouls Hivelord

---------

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

* Automatic changelog for PR #23609 [ci skip]

* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)

* Updates chem factory tank sprites (#78209)

Updates chem factory tank sprites.

* Updates chem factory tank sprites

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>

* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)

* Rice Dough can be made in a beaker (#78062)

## About The Pull Request

Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game

Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes #77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑

* Rice Dough can be made in a beaker

---------

Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

* Automatic changelog for PR #23608 [ci skip]

* Automatic changelog for PR #23611 [ci skip]

* f

* awda

* unused type!!!

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* oh hey unused defines! bye

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
2023-09-16 11:24:49 -04:00
SkyratBot
d3fd951bf8 [MIRROR] Removes Sleep Printing Library [MDB IGNORE] (#23692)
* Removes Sleep Printing Library (#78324)

## About The Pull Request

#76286, which spawned it, is dead. Don't need to hang onto it anymore
per moth's instructions

* Removes Sleep Printing Library

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-09-14 23:38:05 -07:00