* [READY] Lavaland Elite Changes (#55367)
This PR just does some balancing to the Lavaland Elites, along with some QOL. The changes:
Ability buttons now show the current cooldown on them for when you can attack again.
BROODMOTHER
Nerfed Rage attack cooldown from 7 seconds to 10 seconds
HERALD
Speed increased from 4 to 2
Directional Shot cooldown nerfed from 5 to 3 seconds
Projectiles now deal 20 damage instead of 15
LEGIONNAIRE
Melee attacks now deal 35 damage instead of 30
Charge is now much faster to perform once it starts moving (moves faster) and combos into itself
Charge does melee damage per step now
Smoke cooldown decreased from 6 to 4 seconds
Fixed the bonfire not lighting things on fire who cross over it
PANDORA
Damage tiles now deal 30 damage instead of 20
Can no longer teleport to tiles it cannot see
AOE Blast is now 7x7 instead of 5x5
AOE Blast and Lineshot now move based on Pandora's current damage, speeding up as it gets lower
These are just some changes in order to better balance out the elites, giving strength to everyone but the broodmother and nerfing a tad BS attack the Broodmother possessed
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* [READY] Lavaland Elite Changes
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:
sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Prevents simple animals from creating/destroying 1 footstep component per process (#55599)
* Lowers the amount of footstep component churn
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Update shadowpeople.dm (#55547)
Nightmare light eaters can no longer be deleted using acid
* Makes light eaters acid proof
Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
* Fixes GC for observers and new players, and tons of loose references to stuff that shouldnt be (#55563)
I've done this on a signal because atom_hud is applied very loosely in some contexes, and the objects themselves dont have an easy way to track back into what huds they're affected by, so this seemed the best. Properly cleans up next_time_allowed, which was missing.
Update: I discovered this is also an issue for a lot of simple mobs, such as slimes and bots and such. So fixing this is huge
* Fixes GC for observers and new players, and tons of loose references to stuff that shouldnt be
Co-authored-by: Azarak <azarak10@gmail.com>
* null AI transfers through transformations correctly (#55535)
* Humans that get turned into monkeys don't get monkey AI
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
* Removes roundstart miasma. Yes, even the gibs that are marked as miasma producers. Fuck you. Carbons now start listening for death at init, then get the component when they die. Gibs behave just as they used to. (#55343)
* Removes roundstart miasma, from everything.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Disconnect and Reconnect messages for deadchat (#55395)
adds messages to deadchat when a client with a mob disconnects or reconnects
* Disconnect and Reconnect messages for deadchat
* aaa
Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Refactors how humans receive damage from xenomorphs, monkeys & slimes (#55389)
melee_damager_lower and melee_damage_lower has been moved from living/simple_animal to living.
Humans receive damage from xenomorphs, monkeys and slimes via random math between these two variables instead of hardcoded values.
* Refactors how humans receive damage from xenomorphs, monkeys & slimes
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
* [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
* [READY] Creates Datumized AI and applies it to monkeys
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* You can sacrifice souls to toolboxes (#55306)
So, now that it's December, this PR makes it so you can use a soulstone with a shade in it on a mechanical toolbox to sacrifice the shade to give the toolbox back its SOUL (it goes back to the old sprite)
* You can sacrifice souls to toolboxes
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Prevents bypassing the bluespace anomaly core limit by killing ice demons (#55454)
Ice demons now have a 5% chance to drop a raw bs anomaly core instead of a 5% chance to drop an active one.
Fixes#55229
* Prevents bypassing the bluespace anomaly core limit by killing ice demons
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.
More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
* Replace direct poi_list manipulation with element
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
* Refactors how movetype flags are added and removed and the floating animation
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.
For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.
I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
* Small do-after refactor
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
* Reworks the champion's hardsuit
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Slimes no longer parse speaker names and sayverbs for orders (#55344)
So, on the Hear() proc, the 'message' argument is the fully composed HTML message, including the Urist McBeard says, " part of it. This means that if you or your sayverb have any of the slime order keywords when addressing them, they'll latch onto that as if it was your order. This PR makes it so they only listen to what you said.
* Slimes no longer parse speaker names and sayverbs for orders
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* snow golems now have chunky fingers trait instead of noguns trait (#55342)
was i drunk when i coded that
basically they can now shoot guns that have a trigger guard golems can use
* snow golems now have chunky fingers trait instead of noguns trait
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fixes borg upgrades with action buttons being broken (#55305)
Fixes#55257
You can probably also currently install upgrades somehow stuck to your hand, and if so this would also fix that.
* Fixes borg upgrades with action buttons being broken
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Readds DNR and DNC traits
* Cleans up some EoL to make the linter happy
* Minor code cleanup
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fix for clone pod checking synthetics
This is better, yes
Co-authored-by: Azarak <azarak10@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Merge pull request #55268 from AutomaticFrenzy/patch/docs-from-github-wiki
Migrate some docs from the GitHub wiki into the repository
* Migrate some docs from the GitHub wiki into the repository
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Extends the IC chat filter to be checked in two major renaming procs (#55217)
About The Pull Request
Honestly, I'm not sure this is the... Correct solution? But people more familiar with this will likely show me da wae.
Prohibits creating names that can't actually be spoken in-character due to chat filters by adding CHAT_FILTER_CHECKs to the procs that handle sanitising them.
For admin-utilised renaming procs, they'll be given a simple alert box to warn them their chosen name contains words prohibited by the IC chat filter and be allowed to confirm or cancel out.
Why It's Good For The Game
If you can't speak the name IC, chances are the name shouldn't be allowed at all. Players may occasionally be forced to ahelp certain names because they contain words prohibited in chat filters.
* Extends the IC chat filter to be checked in two major renaming procs
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* You can('t) whisper into comms in crit. (#54970)
* Stops critted people from speaking into the radio.
* Whitelist implementation and removal of unreachable/unused code.
* Woops.
* You can('t) whisper into comms in crit.
* Update living_say.dm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Makes the usage of force_threshold in the attackby() proc for simplemobs consistent with the way it's used everywhere else (#55023)
## About The Pull Request
Namely, this means that a simplemob's immunity to melee attacks of force X or lower now accounts for that simplemobs damage multipliers to various damage types. It also means that simplemobs with a force_threshold of X are now immune to melee attacks of force X or lower, not melee attacks with a force less than X (<= vs. <).
## Why It's Good For The Game
**tldr;
This make the code for simplemob "your stick must be this strong to deal damage" thresholds more consistent.**
Xenomorphs, xenomorph larvae, barehanded monkeys, slimes, and simplemobs in general all multiply the damage of their attacks by the relevant damage resistance multiplier BEFORE checking it against the force_threshold of the simplemob they're attacking, and also check to see if their damage is <= the force_threshold of the simplemob they're attacking (instead of requiring it to be strictly < the force_threshold of the simplemob they're attacking).
As for balance concerns, while this will affect juggernauts *slightly* (as they'll now be immune to force <= 10 melee weapons instead of just force < 10 melee weapons), I'm not too worried about that. What I _am_ worried about is blobbernauts, who, after this change, will be immune to brute melee weapons of force 20 or lower (due to their 0.5 brute damage multiplier). You will, of course, still be able to welder them just as effectively as you could before, but I'm worried that this could make blob-aligned blobbernauts even stronger than they already are.
* Makes the usage of force_threshold in the attackby() proc for simplemobs consistent with the way it's used everywhere else
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Fixes oversight where pAIs are not able to select headset radio channels from encryption keys (#55215)
pAI integrated headsets are the only headsets that don't have `subspace_transmission = TRUE` - Ordinarily they're not able to install encryption keys, so this isn't necessary or useful to them.
However, selecting departmental channels based on the installed encryption key is a function locked behind `subspace_transmission = TRUE` and I think the fact this flag isn't set when the pAI installs its encryption keys upgrade is most likely an oversight.
This should fix all issues where pAIs get fancy encryption keys like Captain ones, but are unable to utilise any frequencies except the default ones that come pre-enabled (such as the Cap key coming with only Sec/Command enabled and having all others disabled).
* Fixes oversight where pAIs are not able to select headset radio channels from encryption keys
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>