* Basic Watchers & Basilisks (#77630)
## About The Pull Request
This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.
**Basilisks**


- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.
**Watchers**
https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)
- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.
**Other accompanying changes**
All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.
## Why It's Good For The Game
Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.
## Changelog
🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
* Basic Watchers & Basilisks
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* mega arachnid basic monster (#77601)
## About The Pull Request
the mega arachnid is now a basic monster. he is a very tricky and
opportunistic creature he will plan his attacks carefully and only
attack the weak. he will first try to throw fleshy legcuffs at his
victims, if the victim becomes cuffed he will move in to attack him,
otherwise he will run away from him while trying to throw restraints at
his legs. while he is running away he will also release slippery acid to
slip his prey. also when he is looking for his prey, he will be
transparent for more stealth. after he finds his prey the transparency
will wear off. he is also a very stealthy creature, he will break any
lights and cameras near him and he can also climb trees to hide in them
while he is looking for a victim.
## Why It's Good For The Game
add more combat depth for the mega arachnid
## Changelog
🆑
refactor: the mega arachnid is now a basic monster ,please report any
bugs
feature: the mega arachnid now have an ability to slip victims
/🆑
* mega arachnid basic monster
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum)
* Updates ignores
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds a unique medibot to the Syndicate Infiltrator (#77582)
## About The Pull Request
Adds a unique medibot to the Syndicate Infiltrator. It doesn't like
nukes - when one is armed, disarmed, or detonating, it says an unique
line. Players can optionally enable personalities on it if they want to.
Probably best to just let it stay on the shuttle though. (It's also in
the Interdyne Pharmaceuticals ship, renamed)
Fixed an issue that made mapload medibots unable to load custom skins.
This PR adds a medibot subtype to the simple animal freeze list, which I
don't think is a big deal as this isn't a 'true' simplemob but just a
slightly altered medibot, similarly to my 'lesser Gorillas' in the
summon simians PR.
## Why It's Good For The Game
> Adds a unique medibot to the Syndicate Infiltrator. It doesn't like
nukes - when one is armed, disarmed, or detonating, it says an unique
line. Players can optionally enable personalities on it if they want to.
Probably best to just let it stay on the shuttle though.
I know what the inmediate reaction is here - but hear me out. Besides
the meme of the month, it really, genuinely is cute and amusing to have
a friendly medibot that shows dismay when you're arming the nuke and
horror when it blows up (with you, hopefully, at the syndibase), and
still fits quite well within SS13's charm and flavor. The reference
isn't overt and in-your-face.
Besides that, slip-ups, friendly fire, and accidents are semi-common on
the shuttle and, just like Wizards, nukies deserve a bot to patch their
wounds up.
> (It's also in the Interdyne Pharmaceuticals ship, renamed)
I think it makes sense for the pharmacists to have an evil medibot!
> Fixed an issue that made mapload medibots unable to load custom skins.
Fixed "bezerk" skin not appearing. Didn't fix it being ugly as sin
though.
## Changelog
🆑
add: Adds a unique medibot to the Syndicate Infiltrator. It doesn't like
nukes - when one is armed, disarmed, or detonating, it says an unique
line. Players can optionally enable personalities on it if they want to.
Probably best to just let it stay on the shuttle though. (It's also in
the Interdyne Pharmaceuticals ship, renamed)
fix: Fixed an issue that made mapload medibots unable to load custom
skins.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds a unique medibot to the Syndicate Infiltrator
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* basic ice whelps (#77493)
## About The Pull Request
i have refactored ice whelps into basic mobs. They are now the artistic
sort as theyll mark their territory by seeking out icy rocks and carve
out statues of theirselves using their claws to serve as a warning to
players/animals that this is dragon turf and theyll also go out of their
way to burn any trees in vicinity just for the hell of it. they are now
gruesome cannibals if they find a corpse of one of their kin near them
theyll go eat it for nurishment. AS for combat, they have a new ability
which allows them to release fire in all directions however theyll only
use this ability once their enraged meter is full. to make it fair ive
given them a new component which allows them to telegraph abilities and
only do them after a delay so players can react in time for it.
## Why It's Good For The Game
basic mob refactor
## Changelog
🆑
refactor: ice whelps have been refactored to basic mobs
add: ice whelps have a new dangerous ability which theyll use once their
enraged meter is full
/🆑
* basic ice whelps
* Modular paths
---------
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Unit Tests for AI Planning Subtrees not having required element/component (#77539)
## About The Pull Request
Hey there,
I've personally fallen for this stupid thing twice (in #77503 and #75627
(d3575161ca)), so I decided to spend a few
hours to crack out a unit test to ensure that I (and no one else) falls
for this stupid thing again.
Let me know if there's a smarter way to code something like this, but I
couldn't figure out a better way to accomodate the current framework and
be as agnostic to certain oddities as possible.
## Why It's Good For The Game
Catches stuff like this:
```txt
[2023-08-11 21:10:04.019] FAILURE #1: The mob Garden Gnome does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #2: The mob the morph does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #3: The mob the guard spiderling (946) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #4: The mob the ambush spiderling (255) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #5: The mob the scout spiderling (375) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #6: The mob the flesh spiderling (337) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #7: The mob the hunter spiderling (869) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #8: The mob the nurse spiderling (629) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #9: The mob the tangle spiderling (19) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #10: The mob the broodmother spiderling (855) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #11: The mob the viper spiderling (519) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #12: The mob the tarantula spiderling (963) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #13: The mob the spiderling (100) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
```
(ignore the part about gnomes and morphs, this was an earlier version of
the unit test. everything else was relevant and is fixed)
## Changelog
🆑
fix: Growing spiders will now retaliate against you like they were
always meant to.
/🆑
* Unit Tests for AI Planning Subtrees not having required element/component
---------
Co-authored-by: san7890 <the@san7890.com>
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503)
## About The Pull Request
I was bored, so did this. Probably one of the neatest refactors I've
done, sorry if there's some oddities because I was experimenting with
some other stuff in this so just tell me to clean them up whenever I
can.
Anyways, morphs are basic mobs now. We are able to easily refactor the
whole "eat items and corpses" stuff in the basic mob framework, but the
whole "morph into objects and people" turned out to be a bit trickier.
That was easily rectified with a datum mob cooldown action and
copy-pasting the old code into that code, as well as doing some nice
stuff with traits and signals to ensure the one-way communication from
the action to the mob.
Old Morph AI didn't seem to be existant whatsoever, they inappropriately
leveraged some old procs and I have no idea how to make it work with new
AI. They DEFINITELY don't spawn outside of admin interference/ the event
anymore, and will always be controlled by a player, so this shouldn't be
too bad of an issue. I gave them something to seem alive just in case
though, but I think adding legitimate prop-hunt AI would be such a
laborious task that I am unwilling to do it in this PR.
## Why It's Good For The Game
If admins want to add the ability for Ian to assume the form of the HoP,
they can do that now! The datum action cooldown is quite nice for simple
and basic mobs... but it is currently not compatible with carbons. That
is not within scope for this PR, but I am dwelling on ways to extend it
to carbon but they all sound really awfully bad.
Also morphs are smarter, and we tick another simple animal in need of
refactoring off the list.
## Changelog
🆑
refactor: Morphs are now basic mobs with a nice new ability to help you
change forms rather than the old shift-click method, much more
intuitive.
admin: With the morph rework comes a new ability you can add to mobs,
"Assume Form". Feel free to add that to any simple or basic mob for le
funnies as Runtime turns into a pen or something.
/🆑
~~Does anyone know if there's a (sane) way to alias a cooldown action as
a keypress? I can't think of a good way to retain the old shift-click
functionality, because that does feel _kinda_ nice, but I think it can
be lived without.~~ I added it. Kinda fugly but whatever.
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification)
---------
Co-authored-by: san7890 <the@san7890.com>
* convert the eyeball a basic monster (#77411)
## About The Pull Request
I have created a basic eyeball monster with new abilities and behaviors.
The eyeball has a unique power that allows it to glare at humans and
make them slow for a short period. However, this ability only works if
the human can see the eyeball monster. If a person is blind or unable to
see the eyeball, the ability won't affect them. Also, if someone turns
their back to the eyeball, it cannot use the ability on them. But be
cautious because the eyeball will try to position itself in front of the
person's face to use its power.
The eyeball is hostile towards all humans except for the blind ones and
those with significant eye damage. It has a compassionate side too, as
it loves to help people with eye damage by providing small healing to
their eyes.
Furthermore, the eyeball has a fondness for eating carrots, which not
only satisfies its appetite but also grants it a small health boost. To
add to its appearance, I've given it a new, larger, and scarier sprite.
However, I am open to changing it back to the old sprite if the player
prefers it that way.
Additionally, the eyeball displays emotions, and if you hit it, it will
cry tears as a sign of pain or sadness.

## Why It's Good For The Game
the eyeball now have more depth and character to his behavier.
## Changelog
🆑
refactor: the eyeball is a basic monster, please report any bugs
sprites: the eyeball now is bigger and scarier and now he will cry when
u hit him
/🆑
* convert the eyeball a basic monster
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Adds a unit test for client colours. (#77484)
## About The Pull Request
I'm adding a unit test for the sanity of client colours, ancient datums
which I had refactored a long time ago. This also affects the
`color_to_full_rgba_matrix()` proc, which I had also worked on.
## Why It's Good For The Game
Ever since that aforementioned years old refactor, there have always
been a few issues with client colours.
The most annoying one being the monochromacy client color lingering even
after the blindness status effect is ok.
It's unlikely this will fix that. However, this should clear a few other
runtimes with the feature.
## Changelog
N/A.
* Adds a unit test for client colours.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes Shadow Walk (#77518)
## About The Pull Request
Phased mobs are not turfs so the new check failed.
Fixes this and adds a unit test for it.
Also makes shadow walk VV-able to any level of lightness.
## Changelog
🆑 Melbert
fix: Fixes Shadow Walk
/🆑
* Fixes Shadow Walk
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Hunting Progress Bars For Sport (harddel shit) (#77504)
## About The Pull Request
They are hard deleting without actually dumping data.
This makes sense because I was forestalling the actual period of hard
deleting forever, in an attempt to save cpu in the worst case.
I no longer think this is worthwhile, so we'll now fully process the
queue during create and destroy.
There is ALSO a risk of the bar being created AFTER create and destroy
runs. If that's what happening I'm gonna go cry in the dirt. I'm adding
protection against it here just in case, alongside changing the timeout
to use real time rather then world.time, since that barely increments in
this case
## Why It's Good For The Game
More resilient tests, hopefully actually catches progress bars this time
* Hunting Progress Bars For Sport (harddel shit)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds Summon Simians & Buffs/QoLs Mutate (#77196)
## About The Pull Request
Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
Added further support for nonhuman robed casting: Monkeys, cyborgs, and
drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
Made monkeys able to wield things again.
Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.
Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.
Improved some monkey AI code.
## Why It's Good For The Game
> Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
It's criminal we don't have a monky spell, and this is a really fun spin
on it. Total chaos, but total monky chaos. It's surprisingly strong,
but! it can very well backfire if you stay near the angry monkeys too
long and your protection fades away. Unless you become a monkey
yourself!!
> Wizard Mutate spell works on non-human races.
This spell is great but it's hampered by the mutation's human
requirement, which is reasonable in normal gameplay. Wizards don't need
to care about that, and the human restriction hinders a lot of possible
gimmicks, so off it goes. Also, wizard hulk does't cause chunky fingers
for similar reasons
> Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.
Don't really caer about the damage so much, this is more so that it has
effects such as on-hit visuals. Can lower the damage if required, but
honestly anything that competes against troll mjolnir is good.
> Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
SS13 is known for 'The Dev Team Thinks of Everything' and I believe this
is a sorely lacking part of this or something. It's funny.
I want to see a monkey wizard.
> Made monkeys able to wield things again.
I really don't know why this was a thing and it was breaking my axe and
spear wielding primal monkeys. Like, why?
## Changelog
🆑
add: Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
balance: Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.
balance: Made Laser eyes projectiles a subtype of actual lasers, which
has various properties such as on-hit effects and upping the damage to
30.
add: Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
balance: Made monkeys able to wield two-handed things again.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds Summon Simians & Buffs/QoLs Mutate
* Updates our modular file to take this into account (I hate that this exists)
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds Unit Tests for Radio Messages (#77392)
## About The Pull Request
In light of the issues caused by #77350, it would be good to add unit
tests for radio messages so that this doesn't happen again.
I have tested the unit tests, they will pass with the current code but
correctly fail if the aforementioned bug is still present.
## Why It's Good For The Game
Unit tests are good.
## Changelog
No player-facing changes, just unit tests.
* Adds Unit Tests for Radio Messages
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things (#77219)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216
`status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I
feel like I should address it
For a majority of status effects, they process on fast processing but do
not tick every fastprocessing tick
This means that using `seconds_per_tick` here is not giving you the
seconds between status effect ticks, it's giving you seconds between
processing ticks (`0.2`)
This is how it's misleading - If you have a tick interval of `1
SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's
actually one-fifth. So all of your effects are now 80% weaker.
I have replaced the use of `seconds_per_tick` in tick with
`seconds_between_ticks`.
This number is, quite simply, the initial tick interval of the status
effect divided by ten.
An effect with the tick interval of `1 SECONDS` has a
`seconds_between_ticks` of 1.
As a consequence, some things which were inadvertently made weaker, such
as fire and some heretic things (at a glance), are now a little
stronger.
## Why It's Good For The Game
See above. Makes it more clear what you're doing when working with
effects.
## Changelog
🆑 Melbert
code: Updated some status effect tick code to be more clear of how long
is elapsing between ticks. Some effects that were inadvertently weakened
are now stronger as a result (fire and some heretic effects).
/🆑
* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things
* Modular updates
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* make the hive bot a basic bot (#77274)
## About The Pull Request
i make the hivebot a basic bot also the old hivebot simple bot he was
chaneged apperence when he finded a target so i maked a new element to
allowed this behavier so now when the basic finded a target he apperence
can also changed and this elememt can be gived to another basic monsters
so they can changed apperence when they found a target. i give him new
behaviers now the hivebot will look for ech other and when he finded ech
other they will comunicated with binyary messages and now the mechanic
hivebot he will go to look for broked machines so he can repair him
## Why It's Good For The Game
the hivebot is a basic and he have a better behaver
## Changelog
🆑
refactor: the hivebot is now a basic please report any bugs
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* make the hive bot a basic bot
* Update salvagepost.dmm
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds a system for logging metadata about hard deletes (#76956)
## About The Pull Request
I'm sick of the progress bar harddel, and I've ran into this problem in
the past, so I'm just gonna do something about it
If you want to provide an individual logged bit of info about a harddel,
you can override `/datum/proc/dump_harddel_info()` and return a string
containing "whatever"
Use of this should be limited, this could potentially clutter del logs,
especially if it's used on something that fails often, like pipes
I do think it's still useful tho. It's output ingame, in the logs, and
in unit test failures. Hopefully all nicely tho I'm only really 100%
sure about in game.
* Adds a system for logging metadata about hard deletes
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fixes strange rocks appearing as black squares in the rock
* Fixes the CI and the icebox strange ores too!
* Added our modular file for mineral turfs to the turf_icons test
* Basic Lobstrosity (#77253)
## About The Pull Request
I'm slowly chipping away at mining mobs. These ones also got some new
sprites because the old ones were a bit weird except when facing South.

Arctic Lobstrosities are now hairy to give them a little more visual
distinction from Lavaland ones.
In terms of behaviour, they're now a little faster and can charge you
from further away.
They will _only_ attack players who are incapacitated in some way
(primarily from being hit by their charge, but could be from a Goliath
or something too) and will otherwise keep their distance until they can
charge again. They move slower for a short duration after charging
though, so you have time to slap them a bit.
If a Lobstrosity downs you then it will try to snip off one of your
arms, then retreat in order to eat it.
Obviously nobody likes losing an arm, but this does give you an
opportunity to get away while it is distracted? Funnily enough the way
our health system works means that sometimes losing that arm actually
takes you out of soft crit so you can stumble back to the station for a
replacement (or try to wrestle yours back?)
All of these things are achievable also by a player if you make one
sapient, they will pull arms off mobs they attack which are in crit and
can eat arms if they see them lying around if they want.
I added an element to let you dismember people with your bare hands,
maybe someone evil can use it to add a beheading attack some day.
Here's a video of their new behaviours:
https://www.youtube.com/watch?v=9eKxsH7hD7Q
## Why It's Good For The Game
Gives mobs more character.
Reduces our list of frozen simple mobs.
Replaces some ugly side sprites.
Medbay enrichment?
## Changelog
🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑
* Basic Lobstrosity
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* fixes station trait unit test and gives coroner a cybernetic revolution implant (#77235)
## About The Pull Request
what the title says, the implant is a bone tongue
## Why It's Good For The Game
bone tongue kinda fits as a unique implant. we should have more implants
though cause we kinda ran outta them
## Changelog
🆑
fix: coroner has an implant during cybernetic revolution
/🆑
* fixes station trait unit test and gives coroner a cybernetic revolution implant
* Gives modular jobs cybernetics
* Update tgstation.dme
* ctrl+s fail
* Merge branch 'upstream-merge-77235' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-77235
* Fine
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Improves the RPG loot wizard event.
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors Slaughter/Laughter Demons into Basic Mobs (#77206)
## About The Pull Request
On the tin, the former "imp" is now refactored into basic mob code. Very
simple since these are only meant to be controlled by players, and all
of their stuff was on Signal Handlers and Cooldown Actions anyways. Just
lessens the amount of stupidity.
Did you know that we were trying to make demons spawn in a `pop`'d cat
named "Laughter"? Embedded in the list? I've literally never seen this
cat, so I'm under heavy suspicion that the code we were using was broken
for the longest time (or may have never worked), and we now instead just
do it a much more sane way of having a cat spawn on our demise.
## Why It's Good For The Game
Cleaner code! Less simple mob jank to deal with. Trims down the list of
simple animals to refactor. No more duplicated code that we were already
doing on parent! It's so good man literally everything was seamless with
a bit of retooling and tinkering. The typepath is also no longer `imp`,
it's actually `demon`, which I'm happy with because there's no other
demons to have it be confused with anymore.
We were also doing copypasta on both the demon spawner bottle and the
demon spawning event so I also just unified that into the mob. I also
reorganized the sprites to be a bit clearer and match their new
nomenclature
## Changelog
🆑
refactor: Slaughter and Laughter Demons have been refactored, please
place an issue report for any unexpected things/hitches.
fix: Laughter Demons should now actually drop a kitten.
/🆑
* Refactors Slaughter/Laughter Demons into Basic Mobs
---------
Co-authored-by: san7890 <the@san7890.com>
* Add leash component to pAIs that keeps them within range instead of directly teleporting them back, increases default range to max range (#77030)
## About The Pull Request
Tries to keep pAIs in range of their owner by moving them closer when
the owner moves, rather than jarringly teleporting every time the owner
gets out of range. Does this by calculating the closest path a nearby
tile and forcefully moving you there. Still a bit janky at times but is
better than teleporting directly onto the owner 100% of the time I feel.
Also prevents you from moving out of range, rather than forcefully
teleporting you back.
Increases the default pAI range to the maximum (9 tiles)
## Why It's Good For The Game
New leashing makes being a leashed pAI significantly less jarring and
obvious. Ideally we would also have a visible max range too.
Default pAI range was pretty small in my testing and I think it's not
unreasonable to think a lot of people won't bother changing it. That
they are leashed at all is the important part.
## Changelog
🆑
qol: pAIs now try to stay within range of their owner, and teleport back
only when necessary
qol: Default max pAI range has been changed to the maximum range you can
choose (9 tiles)
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Add leash component to pAIs that keeps them within range instead of directly teleporting them back, increases default range to max range
* Fixes the leash enable/disable
* A workaround because the procs are private.
* Update card.dm
* Update card.dm
what I get for rushing
* Update card.dm
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Doubles the time you can get the "Long shift" achievement, makes it not grant on admin restarts (#77195)
## About The Pull Request
- "Long shift" can now be earned from sub 10 minute rounds rather than
sub 5 minute rounds
- Admin restarts no longer give out "Long shift"
## Why It's Good For The Game
I do not think this achievement can *possibly* be earned right now. Like
at all.
Nuke Ops and cult are the only antags that can possibly do it and it's
incredibly infeasible (requiring that they nuke the station or summon
Nar'sie in just 3 minutes!)
So I bumped up the timer to 10 minutes. This means that ops can get it
if they nuke the station in 8 minutes, cult can get it if they REALLY
speedrun, and revs can get it if they beeline the heads.
I checked the DB for stats on this achievement and it's only been earned
in 3 rounds across the last year - `208780` (admin restart due to a bug)
`192892` (admin restart due to a bug?) `186192` (admin restart).
So I also prevented admin forcing the round to end. (I don't know if it
catches admin reboots directly I'll have to check that.)
## Changelog
🆑 Melbert
balance: The "Long Shift" achievement is now feasibly obtainable, and
admins can no longer trigger it unknowingly
/🆑
* Doubles the time you can get the "Long shift" achievement, makes it not grant on admin restarts
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
make the mushroom a basic monster (#76570)
## About The Pull Request
i maked the mushrom from the simple monster to a basic monster so he is
dont a simple anymore but now he is a basic.i followe the instrucions in
the guide learn-ai.md to maked this pr. i also give the mushrom a extra
feture he will go and hunt food mushroms on the floor to ate them and
when he ate them he will heal small his hp
## Why It's Good For The Game
he is now a basic monster so he is not simple anymore. it is good
because he is a more advance ai and he will stil go and do the same stuf
he did when he is simple but he is now a basic
## Changelog
🆑
refactor: Mushrooms have been refactors, please report any
bugs/unintended behavior
add: the mushroom basic mob can eat the mushroom plant to heal itself
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
* Adds a unit test to stop elements from using identical lists for their arguments. (#76322)
## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.
Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.
Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.
## Why It's Good For The Game
This will close#76279.
## Changelog
No player-facing change to be logged.
* Adds a unit test to stop elements from using identical lists for their arguments.
* Fixes unit test
* seeing double
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)
## Why It's Good For The Game
Another simple to basic mob refactor.
## Changelog
🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
* Converting crabs to basic mobs
* UpdatePaths
* More path changes
* Update simple_animal_freeze.dm
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids
## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai
## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
* made the bee a basic insect
* Merge conflict
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Unit test organ damage cap (#76439)
## About The Pull Request
Requires #76438 be merged
Tests that organ damage cap is respected on all organs.
Adds a cheeky clamp to ear damage. Not sure if it's necessary but I've
witnessed ear damage bypass the cap in the past even before this bug.
~~Why does use it's own damage system so saaaaaaaaaaaad~~
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Unit test organ damage cap
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* makes the pinguin a basic animal (#76790)
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance
🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
* make the pinguen a basic animal
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Ethereal Pirates (Re-pr) (#76554)
Other pr had some weird check failure, making a new pr to see if it
fixes it.
## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.
This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.
- The Lustrous:
A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.
- Geode Pirates:
A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.
However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.



## Why It's Good For The Game
When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.
With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Ethereal Pirates (Re-pr)
* Fixes some merge whackiness
---------
Co-authored-by: Toastgoats <63932673+Toastgoats@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 <vinylspiders@gmail.com>
* Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)
Fixes https://github.com/tgstation/tgstation/issues/76481
TLDR /mob/living/carbon/human/species subtypes were NOT updating their
bodytypes on spawn due to absurd and wacky carbon bodypart creation code
that meant try_attach_limb() never got called (What the FUCK?)
* Fixes CI too
* [NO GBP] Fixes dumb usage of TRAIT_LIVERLESS_METABOLISM i caused (#76500)
## About The Pull Request
TRAIT_LIVERLESS_METABOLISM should do what it implies, and make you
always metabolize as if you were liverless.
This was a stupid mistake on my part because I wasn't aware
TRAIT_STABLELIVER was a thing.
## Why It's Good For The Game
TRAIT_LIVERLESS_METABOLISM and TRAIT_STABLELIVER should not behave the
exact same.
## Changelog
Not quite player facing.
* I fucking swear I fixed this before
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
SPECIES NUKING 2023: Head flags 2: Electric Boogaloo (#76298)
Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782
Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).
Actually makes hair and lips depend entirely on the bodypart.
🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
* transform the paper wizard from a simple to a basic (#76688)
## About The Pull Request
i transfered paper wizard from simple to a basic and i also gaved him
new fetures he can go and do. now when he will go and walked when he
walks there will be a paper effects when he goes to walk. also he will
he will now go to look for paperes on the floor and then he will write
stuff inside the paper, so a player can maybe distracted the wizard with
a paper because the wizard will stop atacked him for a bit until he
finished writted stuff inside the paper. i follow the instrucions in the
learn-ai md to maked this to a new ai subtree behavier.
## Why It's Good For The Game
the paper wizard is now a basic so he is a better ai and he also have
more feture to gaved him depth mechanics
## Changelog
🆑
refactor: paper wizard have been refactored, please report any
bugs/unintended behavior
refactor: refacted the datum/elememt/trial to an bespoken element
add: paper wizard now have effects when he walking and he will now go
and look for paperes and write stuff in them
/🆑
* transform the paper wizard from a simple to a basic
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Goliath basic mob (#76754)
## About The Pull Request
Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.
https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.
The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.
Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.
Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.
The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.
When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.
## Why It's Good For The Game
It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.
## Changelog
🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
* Goliath basic mob
* Update ash_rituals.dm
* fixes icon diff
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests
* Fixing merge conflicts
* don't forget to ctrl+s!
* Another forgotten file
* urgh
* gets rid of vestiges of update_atom_languages()
and mind language holders
* No longer needed
* Fixes some modular grant_language calls
* Deprecated code
* This was up here before..
* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits
Removes some no longer needed code
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76184
* Akula's are angry apparently
* Video Search is a liar
* wetsuit pain
* Fix Too Slowing people with high fives (#76277)
## About The Pull Request
At some point with the refactors to offering it was made so that
dropping the item stops the offer, unfortunately too slowing people with
high fives relied on this behavior (dropping not stopping the offer).
Restores that behavior with a bit more code tweaking.
## Why It's Good For The Game
How can I be too slow?
## Changelog
🆑 Melbert
fix: You can once again "too slow" someone with a high five
/🆑
* Fix Too Slowing people with high fives
* d'oh!
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
* Converts foxes to basic mobs. (#76662)
## About The Pull Request
As the title says, foxes are now basic mobs.
Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...

## Why It's Good For The Game
Gets rid of another simple animal. We grow ever closer to ascension.
Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑
* Converts foxes to basic mobs.
* Run UpdatePaths
* Fixes a renalt objective modular override
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Datumizes out jobconfig.toml (extensibility edition) (#76102)
## About The Pull Request
Hey there,
#75992 (fc54fd6a60) made me realize just
how wacky the job config system is to people trying to add more new
stuff to it, so I finally got the motivation to fix it up.
The gist is that it does all of the same stuff on the front-end as you
would expect, but instead of having to modify core generation code to
create/recreate the files, it instead uses a robust series of getters
and setters. It's much better to use these getters and setters because
we can apply needed game logic (like ensuring that the age that the
server operator puts in is actually sane, and not completely out of
bounds (if you want to permanently price people out of a position, just
set it to 0)). The getters are also nifty too, because they let me atone
for an early mistake I made with how assistants are meant to work with
"unlimited" nonsense.
All a new coder who wants to add stuff to the config needs to do now is
create the define, create the datum, add the procs for the datums, and
that's it! They don't have to do any of the wacky stuff or account for
weird stuff or do any weird copypasta, it's all handled by the system.
One datum is all you need, quite neat.
This also fixes some issues in #75992 that probably weren't discovered
in testing, but the only good way to fix it was a retune+refactor, which
is included in this PR.
## Why It's Good For The Game
Much more extensible, ensuring this system actually works as fully
intended, etc.
I fixed up the documentation (they didn't regenerate the job config
after they updated the code-side documentation) and some weird spacing
stuff that I missed in my review of that aforementioned PR. Everything
should work as expected, it's been tested quite a bit. It's also in its
own folder now, which is neat because we can share the local defines and
split all this stuff out of the already-quite-large SSjob file.
## Changelog
🆑
server: job_config.toml should now comply with reload-configuration
verb, meaning you can hot-reload the configuration from disk and have it
apply ingame automatically.
config: The documentation for setting Minimum Character Age on a per-Job
basis has been altered to be more explicit.
fix: The Minimum Character Age configuration entry is now sanitized to
ensure that it's within the codebase-defined ages, since there's no
(legitimate) way to get a character outside of those ages anyways.
Invalid values will log to the config log.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Datumizes out jobconfig.toml (extensibility edition)
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Makes hoods into a component (#75977)
## About The Pull Request
Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.
I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.
## Why It's Good For The Game
Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.
## Changelog
Not player facing, hopefully. As long as I did this all right.
* Makes hoods into a component
* [no gbp] Fixes item action buttons
* Update items.dm
* Fix mirror 22129
* Some last minute updates -- comment and small optimization
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart
* Makes it all compile, for now
* Fixes eye emissives not working right.
* Fixes the plasmaman head (oof conflicts)
* Fixes the screenshot tests
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>