Commit Graph

389 Commits

Author SHA1 Message Date
Ben10Omintrix
13e27c36a6 basic bot path huds and medbot research (#80277)
## About The Pull Request
this pr integrates the bot path huds to ai controllers and move loops to
allow basic bots to display their paths in the hud.
also closes #80280 and closes #80330

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

## Changelog
🆑
add: basic bots can now display their paths on huds
fix: medbots can research healing again
/🆑
2023-12-27 12:57:35 +01:00
13spacemen
908d6f1a2b Better Ghost Selection (#80283)
## About The Pull Request
Revived my old PR https://github.com/tgstation/tgstation/pull/68901

Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No
| Never for this round" that is hard to read and steals window focus,
with a nice clean alert in the top right that counts down. If it's the
same event/mob they stack with 2x, 3x, etc. It also shows how many
candidates/ghosts are signed up.

The poll alerts have screentips too, they countdown and show if you're
signed up, how many people are signed up, if you chose "never for this
round" (which is cancelable)
## Why It's Good For The Game
![Screenshot 2023-12-13
030302](https://github.com/tgstation/tgstation/assets/46101244/04061a6b-cd9a-4546-9d71-bba6a6b70d87)

Way easier to see what role is available, you get a nice pic of the role
and get it's name in big text, you can cancel "never for this round",
and you can cancel signing up for a role before the timer is up
## Changelog
🆑
refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts
can select a role, deselect it, alt-click it for "Never For This Round",
can cancel "Never", can see the countdown, and can see how many other
people are signed up for the role poll.
/🆑
2023-12-22 11:44:55 -08:00
MrMelbert
d8fc888957 Gibbing bots no longer spawn bloody gibs (#80498)
## About The Pull Request

It spawns robot gibs instead. 

## Changelog

🆑 Melbert
fix: Gibbing a bot will no longer spawn bloody gibs.
/🆑
2023-12-22 20:41:23 +01:00
Ghom
1a0d888d73 Fixed a runtime error with lobstrosity charge (also rust charge). (#80392)
## About The Pull Request
Small premise: `basic_charge` can call `hit_target` for objects and not
just mobs, unlike the parent type, also you usually call
`try_hit_target` and not `hit_target` directly. That said, this PR fixes
two small issues with a couple subtypes of the charge action.

## Why It's Good For The Game
Runtimes bad.

## Changelog
N/A
2023-12-18 17:26:25 +00:00
Bloop
4a989723e1 [NO GBP] Fixes even more AI related CI runtimes (#80262)
## About The Pull Request

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


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

~~It seems I missed a few.~~

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

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

## Why It's Good For The Game

Less spurious CI failures.

## Changelog

Nothing player facing really.
2023-12-17 05:04:28 -05:00
MrMelbert
f921a92920 Fix laughter demons not being funny (#80385)
## About The Pull Request

Fixes #80383
Fixes #80382 ? 

Caused by a copy paste error from #79389

## Changelog

🆑 Melbert
fix: Fixes Laughter demons deleting the bodies of their friends. 
/🆑
2023-12-17 10:44:14 +01:00
Jacquerel
29590d467c Throwing a bee at someone injects reagents (#80354)
## About The Pull Request

Throwing a bee at someone injects that bee's reagents.
This has a larger code footprint than you might expect because venom
injection is done via an element which in turn gives a callback to a
component.
While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into
`COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from
`COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be
cancelled after the signal is sent.

I also added an inject check onto the venomous element for mob attacks,
so thick clothing can now protect you from venom injection.
I elected that Giant Spiders have big enough fangs to ignore this such
that this isn't a major balance change, as do moonicorns (that horn is
massive), Fire Sharks, and Clowns (no idea how they are applying chems
at all to be honest).

## Why It's Good For The Game

I thought about someone throwing a bee at someone like a little dart and
thought "hee hee"

## Changelog

🆑
add: If you throw a bee at someone it will hit them sting-first and
inject that bee's reagent
balance: Thick clothing can now protect you from the venom of bees,
snakes, frogs, and (small) spiders
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-12-17 01:10:06 +01:00
Profakos
e65397bb7c Adds a smaller size targeting strategy, makes crabs use them (#80246)
## About The Pull Request

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

## Why It's Good For The Game

Puts an end to crabbibalism.

## Changelog

🆑
fix: Crabs will properly only target Tiny creatures
/🆑
2023-12-13 21:21:10 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
Jacquerel
90b974071d Sign up for Cargorilla from the lobby (#79776)
## About The Pull Request

If the station rolls the "Cargo Gorilla" trait, a button will now be
visible on the lobby.
Clicking on this button before the round has started will add you to a
list of participants, one of whom will be selected to become a gorilla
when the round begins.
If nobody signs up (because they're really boring I guess) the job will
instead appear on the latejoin menu.
Once someone has become the gorilla the button will disappear.


![dreamseeker_ntP3OayAuV](https://github.com/tgstation/tgstation/assets/7483112/a26087ea-1ee7-4e9f-b37c-195cb1b1744f)

While implementing this I noticed that an inverted check means we were
never populating the "GLOB.cargo_sloth" field which means the station
trait wasn't even working.

BEHIND THE SCENES
This also adds a generic "job station trait" which can be expanded in
the future.
Future developers can extend this to add other "rare jobs" with relative
ease.
By default I have made it so all subtypes of this trait are mutually
exclusive, only one can roll at a time.

This also means that I have converted "cargo gorilla" into a job, which
applies most of the code previously located in the mob's typepath or in
the station trait.
The fact that it is a job means that **admins** can enable any number of
gorillas to be present on the latejoin menu (but not the roundstart one,
as it is not possible to add Cargo Gorilla to your occupation
preferences) if they so desire.
The random beurocratic station trait, event, and traitor item (and the
job console) are not able to add gorilla slots.

Because I changed "Cargo Gorilla" to a job it now no longer exists on
the map until a player gains the role, and there wasn't a non-hacky way
to copy the name of this round's cargo sloth. Instead I just added a
small cargo gorilla name list.

## Why It's Good For The Game

Makes the presence of a fun trait more visible to players.
Means that people who aren't observing get a chance to be a monkey.
This is a framework several other people have wanted to exist for their
own features.

## Changelog

🆑 Jacquerel and Fikou
qol: If the station rolls the "Cargo Gorilla" station trait. you will be
able to sign up for the role from the game lobby.
qol: If nobody signs up to be the Cargo Gorilla then you can select it
from the Late Join menu and arrive on the arrival shuttle.
fix: The Cargo Gorilla will actually spawn.
/🆑
2023-12-12 08:48:49 -08:00
Ben10Omintrix
40f3926de8 [no gbp] some few bot fixes (#80208)
## About The Pull Request
i forgto to set this in my last prs closes #80204 
also closes #80252

## Why It's Good For The Game
ais can summon bots 

## Changelog
🆑
fix: AIs can summon bots again
fix: cleanbots can clean floors directly underneath them and prioritize
floors nearest to them
fix: medbots drop empty medkits now
/🆑
2023-12-11 20:00:08 -07:00
Bloop
18047d74fe Fixes a bunch of AI related CI runtimes (#80202)
## About The Pull Request

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


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


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

</details>

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

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

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

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

---

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

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

## Why It's Good For The Game

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

## Changelog

🆑
fix: fixes some AI runtimes that were caused by the pawn becoming null
/🆑
2023-12-10 18:22:56 -07:00
Ghom
606a9fb59b Goldgrubs no longer block death bolts, even while alive. (#80214)
## About The Pull Request
Projectiles have a chance to not get blocked by goldgrubs' hide based on
their armor penetration, and it so happens that the colossus' death
bolts have 100 armor penetration.

## Why It's Good For The Game
This will fix #80181.

## Changelog

🆑
fix: Goldgrubs no longer block death bolts, even while alive.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-10 18:17:35 -07:00
Andrew
b8a8c740de New Cleanbot and Bucket sprites (No GAGS) (#80205) 2023-12-10 16:24:03 -05:00
Time-Green
54ab1e3936 Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
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
actually explain WHY what you are doing will improve the game, then it
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
observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
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
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
2023-12-09 17:50:46 +00:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
san7890
10a951b203 Patches up merge skew (#80197)
## About The Pull Request

Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)

master will definitely compile now though
2023-12-09 07:08:37 +00:00
MrMelbert
1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
Ben10Omintrix
af67bd7490 basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches

## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor

## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
2023-12-08 16:26:10 -07:00
san7890
5ce9d5806d Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
2023-12-08 08:49:14 +00:00
IsaacExists
675522c643 Abductor Ship Bitrunner Domain (#80106)
## About The Pull Request

Adds in a new Bitrunner domain called Abductor Ship which is an
assault-type domain themed as an abductor mothership. It adds in a new
Abductor simplemob, gives them enemy AI almost identical to the
Syndicate Assault mobs and then sets them up in a new modular Domain map
fit with a custom Safehouse and multiple enemy types.

The domain is the same reward and difficulty level as the Syndicate
Assault mission and can be easily compared to it, while also being fresh
and having a cool themed map to run around in and blast aliens. I don't
know, I think it's cool...
## Why It's Good For The Game

Fun alien destruction, more Bitrunner content. Can you really go wrong
with that? It seems like bitrunning becomes dry when you've exhausted
all your domain options and have gotten used to them.
## Changelog
🆑
add: Added new modular Assault-Type domain "Abductor Ship"
add: Added new simple mob abductor agents team
/🆑
2023-12-07 21:42:26 -08:00
Autisem
42625b123c No longer stuck inside legion when you revive (#80112)
## About The Pull Request

Since legions applied stasis, upon reviving you could not escape without
last resort. This fixes that.

side fix of calling gib ensuring the gibs get spawned

## Why It's Good For The Game
fixes #80111
being permantly imprissoned inside a legion is not that fun

## Changelog
🆑
fix: Being revived inside a legion now sets you free
fix: in some rare cases gib() did infact not spawn gib
/🆑
2023-12-07 21:06:53 +01:00
Ben10Omintrix
a97daec876 [no gbp] some medbot fixes (#80150)
## About The Pull Request
medbots now drop hats when tipped closes #80134 
medbots now drop their items when they explode 
player controlled bots now have their normal speed back 

## Why It's Good For The Game
they will now correctly drop their hats when tipped

## Changelog
🆑
fix: medbots now drop hats when tipped and drop their items when they
explode
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-06 18:05:44 -07:00
Verm
ab6713b015 Fix medibots (#80136)
## About The Pull Request

Should fix advanced medkit medibots healing and also give back the
healing bonus to brute medkit medibots. Medibots should no longer leave
their healing pose in the middle of healing either. Player medibots
can't overheal.

It also readds any removed lines. And they can use robot emotes again.
Fixes #80135
## Why It's Good For The Game

Fixes!
## Changelog
🆑
fix: Medibots made from advanced medkits works again
fix: Medibots made from brute medkits have their bonus healing again
fix: Medibots can use robotic emotes again
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-12-06 01:04:34 +00:00
distributivgesetz
274eb2a52e Removes Clone Damage (#80109)
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

<!-- 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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## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

<!-- 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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2023-12-04 14:42:43 -08:00
MrMelbert
14d1482fc7 Falling down a z-level while standing up can (occasionally) break your legs. Felinids will now always land on their feet (for better or for worse). (#80054)
## About The Pull Request

- Falling down a z-level while standing up will apply the damage
directly to your legs.
- This damage has the chance of rolling wounds, so falling z-levels ->
broken legs.
- If you are lying down when you fall, the damage is spread through your
body like normal.

- Felinids who fall down a z-level while standing will always land on
their feet.
- Instead of being floored for 5 seconds / levels fallen, you will
receive a slowdown for 2 seconds / levels fallen.
- However, while they have cat reflexes, they do not have cat legs.
Landing on your feet will deal additional damage.
      - For falling 1 z-level, this is ~18 damage (instead of ~12).
      - For 2 z-levels, this is ~50 damage (instead of ~32). 

- Cats (basic mobs) are capable of falling down z-levels without
sustaining damage.


![image](https://github.com/tgstation/tgstation/assets/51863163/4a0fd781-c4c3-4e1e-b1d7-c347fc428ff9)

## Why It's Good For The Game

Add some more depth to falling down. (No pun intended)

Rather than dropping down a level and walking it off after getting up,
you might dislocate your leg.

Also adds some more species interactions. Felines might be able to give
people the slip easier when dropping down into the undertram, thanks to
their cat-ness.

## Changelog

🆑 Melbert
add: Falling down a z-level while standing now damages your legs rather
than your entire body. This also means falling down multiple z-s may
rarely break your legs.
add: Felinids now land on their feet if they fall down a z-level while
standing. This replaces the knockdown with a short slowdown, and also
has the trade-off of causing more leg damage.
add: Cats can now fall z-levels without sustaining damage. 
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-03 05:11:21 +01:00
distributivgesetz
d0438b31bd Replaces cosmic heretic clone damage with organ damage (#80051)
## About The Pull Request

This PR replaces clone damage dealt by the cosmic blade with damage to a
random organ (8, 12, 14 respectively). To compensate for this, burn
damage will now deal 5-14-28, which is slightly weaker immediate damage
than before (6-16-32).

Someone suggested that blades should remove blood from the victim,
however I felt like that was too punishing considering the speed of
blood regeneration.

Feel free to share suggestions in the comments, if you know of a better
idea. Main point of this PR is to get rid of clone damage sources.
## Why It's Good For The Game

These are the last sources of clone damage in the game. We don't need it
anymore.
## Changelog
🆑
balance: Clone damage dealt by the cosmic blade has been replaced with
organ damage and increased burn damage. Clone damage dealt by the cosmic
beam has been removed. The star gazer now deals burn damage instead of
clone damage.
fix: The health of mobs combo'd by a cosmic blade will now update
correctly.
/🆑
2023-12-03 04:41:32 +01:00
distributivgesetz
f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
Vekter
9a9d82af7a [NO GBP] Fixes damage ranging on feral cats (#80076)
## About The Pull Request
I fucked up and made the cats always do 15 damage, should be doing
between 7 and 15 per hit.

## Why It's Good For The Game
Bug feex

## Changelog
🆑 Vekter
fix: Fixed damage ranging on feral cats
/🆑
2023-12-02 14:27:59 -07:00
Ben10Omintrix
a3c24dd74e Basic bots (medibots) (#79955)
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months

medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!

![chickembot](https://github.com/tgstation/tgstation/assets/138636438/09d4519d-0a34-4b7f-898b-260f894bfdce)

![hatbot](https://github.com/tgstation/tgstation/assets/138636438/088e0618-108d-4fb4-a29b-771cfa027fb3)


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑
2023-12-01 22:49:18 -07:00
Ben10Omintrix
d4cdce46fc fix parrots sometimes not appearing dead (#80055)
## About The Pull Request
sometimes parrots will not appear dead

## Why It's Good For The Game
parrots will now appear dead 

## Changelog
🆑
fix: fix parrots not appearing dead sometimes
/🆑
2023-12-01 14:55:39 -07:00
Vekter
c9d2c940d8 Ports feral cats and feral cat grenades from Hippie (#80031)
## About The Pull Request
Feral Cats are just a hostile variant of cats that will fuck you up if
they see you. They are added solely for the sake of feral cat grenades -
a new, interesting, and fuzzy way to get out of a jam or just wreak
havoc around you. Each one costs 5 TC and spawns 5 really pissed off
cats to chase down assistants in the hallway.

They don't currently ignore traitors or the person who threw them - I
haven't worked out how to do that with our faction system (Hippie gave
them the syndicate faction but traitors don't get that on our codebase).
If anyone wants to contribute or help me suss that out it'll be cool,
otherwise just don't be around if there's nobody else for them to maul.

## Why It's Good For The Game
They're funny.

## Changelog
🆑 Vekter
add: Added a new hostile variant of cats, "feral cats".
add: Added a new traitor item, "feral cat grenades". For 5 TC, you too
can throw a grenade at someone and make five cats maul them to death.
/🆑
2023-12-01 21:53:11 +00:00
Jacquerel
6baa43748d Certain ID trims affect secbot response (#79980)
## About The Pull Request

A prior refactor of how ID cards worked removed (without commentary?)
the long-previously-existing behaviour that Agent IDs cause a
subtraction from the level of suspicion that security bots see from you.
I have not only restored this behaviour, but applied it to a handful of
other ID cards (based on trim).

When Beepsky looks at you he will make an assessment based on various
factors controlled by his bot settings:

- If Beepsky is set to check ID and your identity is concealed (you
appear as "Unknown") add 4 points.
- If Beepsky is set to check Weapons and you are holding a restricted
weapon without a permit, add 4 points.
- If Beepsky is set to check Weapons and you are wearing a restricted
weapon on your belt or back without a permit, add 2 points.
- If Beepsky is set to check records and you are set to Arrest, add 5
points.
- If Beepsky is set to check records and you have some other
non-innocent status, add 2 points.
- If you are wearing a wizard's hat, add 2 points.
- If you are not human, add 1 point (police are racist).
- If you are loyalty implanted, subtract 1 point.

Factors added or restored in this PR based on your ID now are:

- If you are wearing an Agent ID, subtract 5 points.
- If you are wearing a Cybercop ID, subtract 1 point.
- If you are wearing a Centcomm ID, subtract 10 points.
- If you are wearing an Admin ID, subtract infinite points.
- If you are wearing a prisoner ID, add 1 point.
- If you are wearing a Syndicate or Battlecruiser ID, add 5 or 10
points.

If Beepsky is _emagged_ then he will view all targets as having 10
threat, regardless of their ID card.
If you complete this process with >4 points he will attempt to arrest
you.

The upshot of my changes are:
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are carrying a gun in your hands without a permit, unless you are
also set to arrest.
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are set to arrest, unless you are carrying a gun in your hands.
Wearing a prisoner ID while not human will cause Beepsky to try and
arrest you if you have a weapon on your belt or back (if he is set to
care about weapons permits or unless you have one).
Wearing a centcomm ID card will cause Beepsky to treat you as above the
law in basically all circumstances, up to and including when you try and
beat him to death. He will simply sit there and take it.

In addition to this, this information forwarded to AI is now also
available to player secbots upon examine.
Players can't become secbots very easily because you can't upload PAIs
into them or enable their sentience in the panel, but it sometimes
happens via random event or admin intervention.

## Why It's Good For The Game

I think this was removed by mistake? It wasn't included in the changelog
and everyone I talked to thought it was still true.
It's a fun feature which makes agent IDs marginally more useful. 
I think Beepsky and pals judging you based on your job makes sense, even
if it is mostly applied to fluff roles.

## Changelog

🆑
add: Agent IDs once more trick Beepsky into treating you more leniently.
add: Prisoner IDs make Beepsky treat you somewhat more suspiciously, as
do Syndicate IDs. Wearing a Centcomm ID means that Beepsky is aware that
you are above the law.
add: Player-controlled security bots can view someone's assessed threat
level by examining them.
/🆑
2023-12-01 00:54:22 +01:00
Ben10Omintrix
ce6f2724cd basic cats and mini kitchen helpers (#79800)
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


![catmouse](https://github.com/tgstation/tgstation/assets/138636438/8f146be4-c7b2-41d3-8301-734be49b5efc)

![catfish](https://github.com/tgstation/tgstation/assets/138636438/f8df54f2-9183-406d-afbd-f90f415f7f3d)

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


![cathouse](https://github.com/tgstation/tgstation/assets/138636438/9515a78c-fdfe-461b-bad2-6b497117c694)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts

## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai

## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
2023-11-28 21:51:37 -07:00
WarlockD
10d20ee2b2 Gives drones the ablity to using the crafting menu again (#79960)
## About The Pull Request

It looks like fix removed the drone's ability to use the crafting menu
even if they technically have hands. I also added the ability for
non-shy drones to be able to strip a person. Mainly because derelict
drones need to strip things for parts and syndicate drones need the
ability to tie shoelaces.
## Why It's Good For The Game

It's fun being a drone but with all the shy restrictions its very
difficult to even fix maintenance without the crafting menu. As for the
ability to strip, when your a derelict drone you get bodies that have
great hats and they want that.
## Changelog
🆑
fix: All drones now can craft again
add: Non-Shy drones can now strip people of their things
fix: Centered the "pull" button properly over the drop button
/🆑
2023-11-28 14:45:16 -05:00
san7890
aaa3cb9a04 Fixes needless DM_VERSION check in Poly code (#79951)
## About The Pull Request

This is useless now that #79134
(1d6533c525) is merged and we require 515
for everything now.
## Why It's Good For The Game

They forgot

## Changelog
No effect to players.
2023-11-27 18:34:48 -08:00
san7890
3339983108 Fixes Ranged Guardians from Shooting while Incorporeal (#79925)
## About The Pull Request

Fixes #79921

Otherwise, on the tin. Attack mode is for attacking, scouting mode is
for scouting. We were listening for clicking and stuff like that but it
was still failing somehow so this is le fix
## Why It's Good For The Game

You aren't supposed to shoot in this mode, only scout. 
## Changelog
🆑
fix: Ranged Guardians (Holoparasites/Power Miners/etc.) can no longer
use ranged attacks in scouting (incorporeal) mode.
/🆑
2023-11-27 11:22:13 +08:00
shwb1
445475dcb1 Poly speech/memory fix. (#79851)
## About The Pull Request
Simple fix for Poly's AI, Read Memory was returning null into a list
used for Poly's speech causing a stack error. I changed the returned
value to the empty returnable list to negate this problem.

Fixes #79844
Fixes #79859
Fixes #79865

First time making a pull request on Github, please bear with me if i
make any mistakes.

## Why It's Good For The Game
Less errors on the servers side. Probably saving the headache of
debugging from some other poor soul.

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-21 02:17:34 +01:00
MrMelbert
c1ed62915b Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things (#79785)
## About The Pull Request

Fixes #79764

I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.

So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.

Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.

Let's try floating - this give us feetsteps but no falling upwards. 

So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.

Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.

This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.

## Why It's Good For The Game

Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.

Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.

## Changelog

🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore 
fix: Fixes bear traps triggering on floating / flying mobs 
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-20 21:19:13 +00:00
YesterdaysPromise
f4535255c0 Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request

Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.


![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)


## Why It's Good For The Game

Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.

## Changelog

🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
2023-11-20 14:22:07 +01:00
Ephemeralis
0141f96a13 Refactor icemoon wolves into basic mobs and add taming + pack behavior (#79736)
## About The Pull Request

Ports icemoon wolves over to the basic mob framework with a bit of extra
stuff:

- Wolves call for help when attacked within a decently large radius.
Because you know, pack animals.
- Wolves can now be tamed with a slab of meat
- When tamed, wolves can be ridden like goliath mounts. Ride wolf, life
good. Pretend you're playing ARK and start shivering to death in thatch
huts for that High Roleplay experience.
- Tamed wolves have access to a bunch of pet commands (following, point
fetching, point attacking, play dead, etc) and will also defend their
owners vehemently if they're attacked.

You can probably tame multiple if you wanted to.

## Why It's Good For The Game

What part about riding wolves isn't entertaining? I don't really play
/tg/ that much so I can't argue too much about the balance implications
this might pose, but it's undoubtedly a stupid little gimmick and is
likely to be used by bored assistants and miners with too much time on
their hands.

Especially robust individuals will probably find a million things to do
with a basic mob capable of fetching, attacking on command and generally
being able to defend themselves decently well.

## Changelog

🆑 yooriss
refactor: Icemoon wolves now use the basic mob framework and should act
more intelligently, defending their pack.
add: Icemoon wolves can be tamed with slabs of meat and can be ridden as
mounts once friendly. Being rather large dogs, they also have access to
most of the pet commands you'd expect, such as fetching things, and
violently mauling people their owners point at.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-19 10:51:21 -08:00
Jeremiah
bbe440b3d6 More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
2023-11-19 05:13:25 +01:00
san7890
b251b9dbb0 Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) 2023-11-18 19:24:32 -08:00
MrMelbert
365e50bbce Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs (#79563)
## About The Pull Request

- Deletes `spec_attacked_by`
- Elements simple/basic mob attack threshold
- There was a skeleton mob that "mimics armor" but didn't use the actual
mimicing armor thing we have, so I changed that.
- Moves `check_shields` down to the living level, renames it to
`check_block`
 - Martial art blocking is now signalized (only CQC uses it anyways) 
- Cleaned up a bit of `attack_x` procs, but not a lot. Should have an
entire PR dedicated to this .... mess.
 - Deprecates `/obj/item/melee`

## Why It's Good For The Game

Second verse, same as the first. 

- Less bad species related procs. 
- Largely brings a lot of code in line, making combat more consistent
across types.
- Makes it a lot easier to add new code relating to blocking or taking
damage.

## Changelog

🆑 Melbert
refactor: Refactored another large chuck of attack code, primarily
involving melee item attacks and non-human mob attacks. Report if you
see anything weird
fix: Pacifists clicking on simple robots or silicons no longer causes
sparks
fix: Blocked thrown batons are now properly... blocked
/🆑
2023-11-17 19:57:51 -07:00
Ben10Omintrix
2c21a73ed0 [no gbp] gutlunch pop control (#79772) 2023-11-17 11:04:26 -07:00
san7890
7fce8cd805 Codifies male goats not having an udder (#79722)
## About The Pull Request

This was addressed in #78759 (1b1fde4908)
and reviewed (and merged even though I didn't respond to it, oh well),
but I half-assed it because the whole point was to prevent male goats
from having an udder, but I only added it to the subtype of Pete i made
in that PR. Let's expand that to all male goats now.
## Why It's Good For The Game

It doesn't make biological nor morphological sense as to why a male goat
can provide milk. Ideally this should be like this for all animals
(because that's real life) but that's a later issue with further balance
implication.

I think it's still an interesting idea that Nanotrasen will just send
you any old goat despite it being "useless" beyond being very good at
eating plants. Maybe cargo should have a way to guarantee getting a
female goat in the future? It's just like real life where zoos and farms
have to constantly dealw ith female animals (such as giraffes or other
exotic stuff) tending to be far rarer/cost far more than their male
variants due to the potential to generate offspring (there's more nuance
to husbandry than this but just play along)... and in space, every
animal is "exotic".

It still remains possible to biogenerate milk, which tends to be far
faster than feeding/milking goats- which is something that the cook
should have access to anyways.
## Changelog
🆑
balance: Male Goats should no longer spawn with an udder, instead of it
just being Pete.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-16 09:58:10 +13:00
Ben10Omintrix
cad1f28427 fixes bileworms not using attacks (#79701)
## About The Pull Request
fixes bileworms not using attacks

## Why It's Good For The Game
bileowrms will now use attacks

## Changelog
🆑
fix: bileworms will now attack
/🆑
2023-11-13 20:08:08 -07:00
Ben10Omintrix
e8259f1819 improve find_and_set/in_list behavior (#79614)
## About The Pull Request
improves the find_and_set behavior a bit. this is after and before
observing 5 gorillas for 10 minutes

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

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



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

## Changelog
🆑
not player facing
/🆑
2023-11-13 18:05:58 -07:00
Jacquerel
dfc44958fa You can't hurt yourself with your own brimdemon beam (#79688)
## About The Pull Request

Some people were complaining about being able to shoot themselves and
while I believe this is a skill issue (don't walk into it then) it's
also easily fixable so I fixed it.
This makes it less convenient for admins to change the ability into a
beam which creates a line of bananas because now it calls a proc bananas
don't have but I don't think anyone ever has done this, thought of doing
it, or even knew it was possible.

## Why It's Good For The Game

It doesn't make a whole lot of sense that it worked this way to be
honest.

## Changelog

🆑
balance: Sapient brimdemons can't hurt themselves with their own beams
/🆑
2023-11-13 18:00:10 -07:00
san7890
bcf10b33ca Fixes Dead Lingering Ghost-Control Mobs (#79615)
## About The Pull Request

Fixes #79008

This is the same method bots use (though a bit more extravagant)- the
component is meant to delete itself when a user assumes control but it
had no cases for deleting itself on the user's death. This component
already has so many args that I don't particularly feel like adding
another one for `qdel_ourselves_on_mob_death` or whatever so let's just
repeat the pattern we already have going on for the time being.
## Why It's Good For The Game

Fixes bug.
## Changelog
🆑
fix: Gorillas and Regal Rats will no longer show up in the ghost-control
menu if they died without anyone ever taking control of them.
/🆑
2023-11-14 12:02:35 +13:00