* Fixes some improper global signal use (payment component, traitor objectives) (#69131)
* Fixes some improper signal use of SEND_GLOBAL_SIGNAL()
* Fixes some improper global signal use (payment component, traitor objectives)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Improves dog AI resilience (#65384)
About The Pull Request
AI dogs currently have a nasty habit of getting stuck when trying to fetch items sometimes, rendering their AI behavior basically dead as they're stuck in a state where they're unable to accept any commands/inputs from their environment. This PR fixes that by adding some more robust checks to make sure a failed fetch attempt doesn't softlock the pups.
This PR also adds some growling sounds for dogs in harass mode who are guarding against someone not within biting distance.
Why It's Good For The Game
Fixes some edge cases where dog AI would stop working entirely. Makes dog AI's in attack mode more conspicuous, and less reliant on text spam to show that.
Changelog
cl Ryll/Shaps
fix: Dog AI's should no longer lock up and become unresponsive after failed fetch attempts
soundadd: Dogs in harass mode that are guarding against someone will now make growling sounds
/cl
* Fixes dog AI lockups when fetching things, adds growling noises for dog attack mode
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Refactors datum AI idle behaviors into datums (#61455)
Co-authored-by: MonkeyThatCodes <monkey>
* Refactors datum AI idle behaviors into datums
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
* Corgis will no longer pick up non-items (like entire cars) (#59246)
I made one hell of a whoopsie with dog AI, letting dogs fetch and pick up and carry around things that are absolutely not meant to be carryable, basically anything that isn't anchored. This restricts their carrying ability to items.
Fixes: #59202
* Corgis will no longer pick up non-items (like entire cars)
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Tidy HTML folder (#58761)
This PR aims to make the HTML folder a little more organized, as well as remove a few unused files.
Why It's Good For The Game
Doesn't change anything for the player, however makes the files more organized.
* Tidy HTML folder
Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
* dogs now resist before fetching or harassing, to unbuckle from stuff if they need to (#58686)
fixes#58656 (Pets can move while buckled in their beds)
* dogs now resist before fetching or harassing, to unbuckle from stuff if they need to
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Dogs no longer take whatever they're holding/wearing to the grave (#57670)
* Dogs no longer take whatever they're holding/wearing to the grave
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
* Dog AI 2.0
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>