## About The Pull Request
Makes it so that ai's recognize they're in a do_after after resisting,
preventing them from processing and interrupting the do_after while
they're in a condition that necessitates it. If it gets interrupted then
they'll process as normal, or if they finish they'll be free.
## Why It's Good For The Game
Monkeys can now resist things that they should've been, such as
aggressive grabs or cuffs, instead of having their ai completely freeze
when they're cuffed.
## Changelog
🆑
fix: ai can now tell if it is in a do_after for resisting and will not
interrupt it. monkeys also now don't freeze up when aggressively grabbed
and will resist out of those and cuffs.
/🆑
## About The Pull Request
Consider this a continuation of
https://github.com/tgstation/tgstation/pull/80202

~~It seems I missed a few.~~
Edit: Modified per request to handle this more broadly. If a pawn gets
`qdel`'d, the ai controller should be set to off and get removed from
the list of active controllers, and all their actions should be
canceled.
Also adds some qdeleted checks to `finish_action()`, which can still run
after the pawn gets qdeleted as part of the `CancelActions()` chain.
## Why It's Good For The Game
Less spurious CI failures.
## Changelog
Nothing player facing really.
## About The Pull Request
<details><summary>A bunch of the numerous CI issues </summary>


</details>
You can view the full list of them here
https://github.com/Skyrat-SS13/Skyrat-tg/actions/runs/7148986054/job/19470671408.
What seems to be happening is, the `ai_controller` `fire()`s, and at
some point the the `pawn` var has become null from qdeletion. Many of
the `SelectBehaviors()` procs make use of that var, and then try to
access it without any safeties whatsoever.
I believe it is mainly happening because of long `do_after()`s and other
procs that sleep.
This PR just adds those safeties. I probably didn't get them all, but
this should fix the ones I have seen in CI. There may be a better
solution to cover all future cases of this but I will wait on feedback
to proceed. See below comments:
---
I don't know if you would rather this to always be checked at the
controller level instead (or in `able_to_plan()` perhaps?) but I could
do that if it's wanted. I wasn't sure if there were certain things that
depended on `SelectBehaviors()` running for cleanup so I opted against
that.
On that note, shouldn't we just be qdeleting the `ai_controller` when
the pawn gets qdeleted? Is that not already happening? And if not, is
there a reason for it? That would probably be the best way to handle
it...
## Why It's Good For The Game
I would like to stop seeing so many random CI failures, wouldn't you?
## Changelog
🆑
fix: fixes some AI runtimes that were caused by the pawn becoming null
/🆑
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request process. -->
closes#53931, #70916, #53931
## About The Pull Request
Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.
I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:
**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.
**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.
Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).
https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e
I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way
This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.
I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts
## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai
## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
## About The Pull Request
In my trader PR, I made
`/datum/ai_behavior/find_and_set/conscious_person` return the first
person the trader found, since all they had to know was that they found
someone. However, I realized that I made the jumpscare subtype actually
move towards the target, meaning they would always move to the first
target they found in their vision range. This PR makes them use Pick().
## Why It's Good For The Game
Its good if an AI randomly picks from a search list instead of returning
the first one.
## Changelog
Nothing player facing
## 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.

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.

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.

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.


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.
/🆑
## About The Pull Request
Saw this in CI.

~~Quick fix for it--because turrets are not mobs trying to call this
proc on them will runtime. So let's give them their own implementation
of the proc.~~ Just kidding, let's refactor faction checking entirely
## Why It's Good For The Game
Fixes an issue with basic mob AI targeting and turrets.
## Changelog
🆑
fix: basic mobs will no longer runtime when trying to check the faction
of a porta turret
refactor: faction checking is now done at the atom/movable level
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
We accidentally lost this behaviour when we converted goats to basic
mobs.
_Formerly_ (and now again) goats had a 0.5% chance per second to simply
decide to attack you for no reason at all.
While attacking you they also have a 10% chance per second to get bored
of doing that and stop.
Additionally, we were outputting a fluff message every time you attacked
a goat which would spam chat if you were trying to fist fight each
other. I added a 20 second cooldown onto it.
As is often the case, implementing this led me down a bit of a rabbit
hole.
We were previously bypassing faction checks via a mixture of flags on AI
behaviours and blackboard keys.
I have moved this _entirely_ to the blackboard now, rather than making
targetting subtypes just to skip faction checks.
This entails having one blackboard key which is "by default do we care
about factions?" and another which is "are we currently ignoring
factions for some other reason?"
Retaliatory AI will generally enable the second flag, so you can get
pissed off at someone you would usually not mind hanging out with if
they start something with you. Certain mobs which want to hunt other
mobs but not be hunted in return just ignore factions entirely all the
time and use the former.
The upshot of this is that the default behaviour for expected default
retaliatory AI shouldn't require you to set any specific kind of
targetting datum and will Just Work.
In a similar vein because I was touching largely the same mobs I made
the "flee when injured" component apply its "don't flee because not
injured" flag instantly upon application rather than needing to manually
set it in the blackboard definition, so that also Just Works.
## Changelog
🆑
fix: Pete's anger management training has worn off, and he will once
again sometimes pick a fight with you for absolutely no reason.
qol: Attacking a goat will not spam messages so frequently.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## 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
/🆑
## 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.
/🆑
## About The Pull Request
Currently, we don't have any such thing as a general ai_behavior flag
for behaviors that need a check for if the current_movement_target is
within reach or not. We could fix it case by case by slapping a
`CanReach()` check in the `performBehavior()` definition of every
`ai_behavior` datum that warrants it, the general issue will keep
resurfacing as long as new behaviors are added to the game anyhow, while
there's a lot less copypasta involved easier to apply solution to
current and future instances of such issue.
Worth mentioning not all ai_behaviors with required_range of 1 have this
flag. Some are fairly innocuous, such as the follow command, some others
kind of handle it already in a more peculiar or complex way, which is
also an argument against making it a hardcoded heck for when the
required_range is 1 or 0.
This has been tested, though there are some rough edges and oddities
also unrelated to his PR that might have evaded scrutiny.
## Why It's Good For The Game
This should fix#74823, fix#69254, and fix#74713 (I guess? it could
have been phrased better).
## Changelog
🆑
fix: basic mobs & co no longer indiscriminately perform close-range
actions in the presence of obstacles such as directional windows between
them and their target.
fix: Doggos should look at you with longing eyes once again if you dare
pick up an edible they are trying to eat.
/🆑
## About The Pull Request
Replaces weakref usage in AI blackboards with deleting signals
All blackboard var setting must go through setters rather than directly
## Why It's Good For The Game
This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards
(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)
I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also
maybe `@LemonInTheDark` if they're interested
## Changelog
🆑 Melbert
refactor: Mob ai refactored once again
/🆑
## About The Pull Request
https://user-images.githubusercontent.com/66640614/233747544-aac153b9-a100-486c-9a7a-4a436b8303b8.mov
Cows, pigs, and sheep make noise when their AI makes them speak.
~~Also House Flipper Farm DLC came out but that's incidental.~~
## Why It's Good For The Game
It's funny, also more sound effects are fun. Gives basic mob creators
more customizability.
## Changelog
🆑 Tattle
qol: basicmobs can now make sounds when their speech is triggered
qol: pigs will now make sounds and emote on their own
sound: cows, pigs, and sheep have new sound effects!
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
This is a remake of #70242
Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.
## Why It's Good For The Game
All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.
## Changelog
🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
## About The Pull Request
Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.
Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.
You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.
## Why It's Good For The Game
Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.
## Changelog
🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
## About The Pull Request
Fixes#72116
I've had a persistent issue with basic mob actions reporting this error
and think I finally cracked it
When replanning with `AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` it can run
`Setup` on one action leading to the plan changing, meaning that it runs
`finishCommand` to cancel all other existing commands
If you triggered a replan by setting up a movement action in the middle
of another movement action, cancelling the existing action would remove
the target already set by the current one.
We want actions to be able to remove _their own_ movement target but not
if it has been changed by something else in the intervening time.
I fixed this by passing a source every time you set a movement target
and adding a proc which only clears it if you are the source... but this
feels kind of ugly. I couldn't think of anything but if you have a
better idea let me know.
Also while I was doing this I turned it into a feature because I'm
crazy.
If you feed a mouse cheese by hand it will stop being scared of humans
and so will any other mice it attracts from eating more cheese. This is
mostly because I think industrial mouse farming to pass cargo bounties
is funny.
Mice controlled by a Regal Rat lose this behaviour and forget any past
loyalties they may have had.
https://user-images.githubusercontent.com/7483112/208779368-3bd1da0f-4191-4405-86e5-b55a58c2cd00.mp4
Oh also I removed a block about cancelling if you have another target
from the "hunt" behaviour, everywhere using this already achieves that
simply by ordering the actions in expected priority order and it was
messing with how I expected mice to work.
Now if they happen to stop by some cheese they will correctly stop
fleeing in order to eat it before continuing to run away.
## Why It's Good For The Game
Fixes a bug I kept running into.
Makes it possible to set up a mouse farm without them screaming
constantly.
Lets people more easily domesticate mice to support Ratatouille
gameplay.
## Changelog
🆑
add: Mice who are fed cheese by hand will accept humans as friends, at
least until reminded otherwise by their rightful lord.
fix: Fixed a runtime preventing mice from acting correctly when trying
to flee and also eat cheese at the same time.
/🆑
## About The Pull Request
Ok so like, in byond. if you click on something and release the click
without moving off its sprite, that counts as a "click"
If you however move your mouse off its sprite, or it does so on its own,
any further releases count as dragdrops.
We already have logic for catching drag -> mouse back over sprite. The
code I'm adding here basically is just a bit nicer about how exact you
need to be
I'm adding tweakable values for how much your mouse is allowed to move
(This isn't perfect currently, since if the target itself moves we don't
care, need to work on this) in a short time period. If you meet these
cases, we instead call it a click.
They're globs for now cause I don't have a good feel for em, will tweak
over time. I want to reduce dumb clickspam and click dragging moving
mobs/drifting items by accident.
Oh also fixed a bug in ai behaviors that came from not knowing what
get_active_hand did
Fixes a monkey behavior of using their held item
It turns out it never worked, and the only reason it didn't runtime was
because of an if() check that got passed the result of an invalid proc
call. this fixes that
## Why It's Good For The Game
Spam clicking and drag clicking are stupid. they should be less stupid
## Changelog
🆑
add: Adds a grace period for hit detection, between clicking ON someone,
and then moving your mouse off before releasing the click. It's short,
hopefully it helps with stupid
/🆑
## About The Pull Request
Allows basic mobs / datum AI to switch between movement datums. Useful
if you need JPS in some moments, but simple obstacle avoidance in others
This isn't used anywhere yet, but is a building block for basic bots.
## Why It's Good For The Game
Allows us to pick the right tool for the job!
## Changelog
🆑 Capybara Holly
refactor: Datum AI can now switch to different movement datums in their
behavior.
/🆑
Co-authored-by: Capybara <Capybara@CapybaraMailingServices.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
held_items is only populated if the mob is able to hold things. In this case, lizards (and most simple / basic mobs) don't have hands, so it's just an empty list. Fixed that at the `/mob` level.
Also made the giving logic a little more robust to handle mobs mobs not actually wearing anything as well.
About The Pull Request
Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.
Fixed some minor spelling errors as well.
Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.
Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.
I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game
Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog
spelling: improves spelling and adds more flavortext
About The Pull Request
Cows are now grazers, they love eatin' wheat and it even heals them if hurt. If they see it just on the ground, they might eat it all! Careful, botanists! While tamed, cows won't eat off the ground if they're busy ferrying you around.
FYI: this is going to conflict with #69247 and so thiss should not be merged until that is
Why It's Good For The Game
Wanted to add this with the original port of cows to basic mobs, didn't have the TECH to do so. Now I do, now it's done. I also wanted it ready for the future where mice and rats are ported, so they'd seek out cheese to eat. I also also think it's a neat way for a cow to heal.
About The Pull Request
Pun Pun has a new AI, with it they received the following:
Instead of screeching/roaring/scratching/jumping/rolling, Pun Pun will instead sing/dance/bow/clear throat/sign.
Pun Pun now rings desk bells instead of finding random shit to pick up, and doesn't intentionally seek out weapons.
Pun Pun has a higher chance of giving people stuff in their hand, so the Bartender can give them a drink and let them go walking around.
Additionally:
Pun Pun is now immune to being hardstunned by walking into them, giving them a little more bite for greytiders beating them up.
Monkeys can now use desk bells.
Why It's Good For The Game
I like Pun Pun and when Monkey AIs were originally added, there was a note about giving them a unique AI. Since we're slowly turning the poor monkey into an actual Bartender assistant, I find it thematic that they would ring the bell and give out drinks in their hand, as if the Bartender taught them themselves.
For the hardstun immunity, I mostly did it because I find it annoying for a Bartender to have to carefully navigate around Pun Pun to not knock them over and make them drop an instrument (or anything else) in their hand, but it also works as a buff to people trying to kill them. Pun pun is a unique monkey so I don't believe they should be as easy to kill as any other.
Desk bell addition was necessary for Pun Pun to use it.
Changelog
cl
add: Pun Pun now gives stuff in their hand frequently and rings desk bells.
add: Pun Pun now has gentleman-like emotes, rather than screeching and roaring.
balance: Pun Pun no longer looks for weapons in their off time.
balance: Pun Pun is no longer vulnerable to stuns by being walked into.
qol: Monkeys can now use desk bells.
/cl
Splitting up monkey ai into subtrees allows me to make a punpun ai after this pr is merged, makes stopping planning matter for the AI subtrees, and more generic subtrees that can be used by most ais
It also gets rid of bad practices like setting blackboards in the ai controller.