Commit Graph

2449 Commits

Author SHA1 Message Date
SkyratBot
b612704f83 [MIRROR] Fix nuclear operative induction implants [MDB IGNORE] (#24845)
* Fix nuclear operative induction implants (#79554)

## About The Pull Request
Fixes #79547

#78597 broke induction implants by replacing the "has antag datum" check
with a "does not have a fake antag datum" check which passes on a null
case. I added an `isnull()` check to cover this.

The introduced `antag_flags` var was by default set to
`FLAG_FAKE_ANTAG`, presumably in error as the only antag datums to
override this are ERT and Valentines and they just set it to
`FLAG_FAKE_ANTAG` anyways. This also means the induction implants ONLY
worked on non-antags and anybody with any antag datum would fail the
implant. I changed the default to `NONE`. This may have some knock-on
effects as `is_special_character()` was returning `FALSE` with any antag
datum (unless allow_fake_antags was passed) but no special role which
this also fixes.
## Why It's Good For The Game
Non-antags can no longer self-antag their way onto a nuclear operative
team and antags can now antag their way onto a nuclear operative team.
## Changelog
🆑
fix: Nuclear operative induction implants now work correctly on
antagonists and fail on non-antagonists
/🆑

* Fix nuclear operative induction implants

---------

Co-authored-by: Isratosh <Isratosh@hotmail.com>
2023-11-07 09:42:02 -05:00
SkyratBot
a4c123c212 [MIRROR] new wizard ability and basic leaper refactor [MDB IGNORE] (#24805)
* new wizard ability and basic leaper refactor

* Update riding_mob.dm

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-05 22:01:26 -05:00
SkyratBot
596b2f050e [MIRROR] Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls [MDB IGNORE] (#24804)
* Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls

* Update supermatter.dm

* Modular

* More modular

* Update cortical_borer_egg.dm

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-05 22:01:17 -05:00
SkyratBot
761cdc3d20 [MIRROR] Station announcements cleanup [MDB IGNORE] (#24792)
* Station announcements cleanup

* Fix diffs

* Space indentation

* skyrat edits

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-05 01:58:16 -05:00
SkyratBot
45346de410 [MIRROR] Basic Shades [MDB IGNORE] (#24770)
* Basic Shades (#79469)

## About The Pull Request

Makes shades into basic mobs. As they are solely player-controller and
have no AI, this was a very simple conversion.

Things of note:
- I've made shades use the same "theme" system as constructs, to
determine their drops and coloration - as opposed to these things being
manually set by the type of soulstone they're held in.
- I've reorganized files slightly, putting both constructs and shades in
a new "cult" basic mob folder.

That's more or less it. As I said, shades are simple.
## Why It's Good For The Game

Basic-izes another mob and cleans up the code a little. Removes the last
cult-related simplemob, too.
## Changelog
🆑
refactor: Shades now use the basic mob framework. Please report any
bugs.
/🆑

* Basic Shades

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-11-03 19:40:49 -04:00
SkyratBot
1cab655d81 [MIRROR] Wall smashing > Wall tearing [MDB IGNORE] (#24758)
* Wall smashing > Wall tearing (#79432)

## About The Pull Request

This PR replaces a bunch of instances of mobs being able to smash walls
by clicking them once to being able to tear walls by standing next to
them for a few seconds while an animation occurs. Wall tearing is a
three-part animation and can be cancelled and resumed at any point from
the most recently completed step so it isn't _exactly_ a single two
second interaction, and is resultingly harder to interrupt.

![dreamseeker_pmnBB9YzNi](https://github.com/tgstation/tgstation/assets/7483112/edca2d02-58f1-499a-a01c-6155ad49a7b2)

Some mobs still destroy walls in a single click, such as Flesh Worms and
Star Gazers. Really whether I replaced this or not was largely down to
vibes.

It also deletes the `tear_walls` element because it was the same as
`wall_tearer` but without the fun visuals.

## Why It's Good For The Game

Deleting walls instantly with a single click is pretty obnoxious. This
method slows it down a _little_ bit but also looks visually cooler and
gives people on the _other_ side of the wall a warning that something is
about to bust through kool-aid man style.

## Changelog

🆑
balance: Gorillas, Seedlings, Gold Grubs, Mooks, Constructs, Ascended
Knock Heretics, Fugu and mobs subject to a Fugu Gland now rip up walls
in a slightly slower but more cinematic way.
/🆑

* Wall smashing > Wall tearing

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-11-03 00:07:53 -04:00
SkyratBot
e22440af97 [MIRROR] Changelings take much longer to revive when killed by Megafauna [MDB IGNORE] (#24740)
* Changelings take much longer to revive when killed by Megafauna (#79439)

## About The Pull Request

Changelings take 8x as long to revive when felled by Megafauna. (5
minutes 20 seconds, rather than 40 seconds.)

## Why It's Good For The Game

Prior to #77731 , changeling miners had to be cautious around Megafauna
as anyone else.

This is fair, lings should be afraid of Megafauna. As with any other
antagonist, taking on a Megafauna for their loot presents option to
become a much stronger antagonist at risk of losing your antag round.

But now, a ling can just get up again and again until they win the war
of attrition. This is rather lame. It completely eliminates the risk
part of the risk reward, and makes clearing lavaland brain-dead.

I wanted to make them gib lings again, but this raises a big metagaming
issue that I would rather not tackle. ("Lol someone got gibbed, RIP ling
bozo")

I also considered making it so being gutted completely prevents ling
revival, so you need to be revived like any other miner, but I am
certain people would complain about how it makes no sense why a ling
just couldn't Get Up Lol.

So I thought to approach this with a compromise - making it take much
much longer to revive if you are gutted by a megafauna. This makes
clearing all of lavaland less of a brain-dead, risk free thing, as dying
forces you to sit out for a while, but you still have some ling safety
to fallback on.

## Changelog

🆑 Melbert
balance: Changelings gutted by Megafauna now take 8x as long to finalize
revival stasis (~5 minutes).
/🆑

* Changelings take much longer to revive when killed by Megafauna

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-02 17:08:20 -04:00
SkyratBot
0b1fbc471c [MIRROR] Fixes heretic bitrunner issue [NO GBP] [MDB IGNORE] (#24742)
* Fixes heretic bitrunner issue [NO GBP] (#79451)

## About The Pull Request
Returning a player to their body counts as a body transfer, thus they
lose their living heart
## Why It's Good For The Game
Fixes #78780
## Changelog
🆑
fix: Heretics won't lose their living heart while bitrunning anymore.
/🆑

* Fixes heretic bitrunner issue [NO GBP]

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-11-02 17:08:07 -04:00
SkyratBot
ff46f9c979 [MIRROR] Basic Constructs: Proteon [MDB IGNORE] (#24729)
* Basic Constructs: Proteon (#79425)

## About The Pull Request

Last one! Makes proteons into a basic mob, and completely removes the
simple_animal construct supertype.

Proteons aren't really designed to be played by a player, instead being
a nuisance mapped into various ruins and traps. As such, they don't
really have any special abilities. Instead, the hostile variant has a
somewhat unique behavior. They'll viciously attack anyone who comes
close, but, being frail little cowards, if a proteon takes damage it
will immediately flee. After a random period between 2 and 4 seconds, it
will stop fleeing and come back for more.

In addition to this, a few other things have been done, some only
related because they're in files I touched.
- Moved proteons from the file for the Cleric's Den to their own file in
the basic constructs folder. Given that they're used in several
different ruins, they might as well not just be in the file for one.
- Simple constructs have been cut, and with them the procs for
healing/repairing on shades and cult structures, as those are no longer
needed.
- Because I was touching it anyway, I touched up the file for trap
structures. They no longer use any one-letter variable names, and time
is now universally listed in seconds rather than deciseconds in that
file.
- I removed a completely unused blackboard key from ice demons. This is
something I noticed due to a change I ended up not making while working
on proteon AI, but I figured I might as well leave it gone.
## Why It's Good For The Game

Kills the last three simple construct typepaths, bringing us to the
destined 19 removed. Huzzah!

The proteon AI routine should inject a little spice into fighting
proteons, especially for the unprepared - unlike many mobs, they won't
stand there and take it if you decide to fight back, but you can never
safely ignore them when they run away. They still aren't particularly
dangerous.
## Changelog
🆑
refactor: Proteon constructs now use the basic mob framework. The ones
encountered in ruins are a bit flightier now, and will briefly flee
combat if attacked - only so that they can return and menace you again
soon after. Please report any bugs.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Basic Constructs: Proteon

* Update defcon2.dmm

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-01 20:04:55 -04:00
SkyratBot
78ca68892b [MIRROR] Changes the Malf Ability "Robotics Factory" to be purchasable multiple times. [MDB IGNORE] (#24690)
* Changes the Malf Ability "Robotics Factory" to be purchasable multiple times. (#79303)

## About The Pull Request
- Removes the line that prevents multiple purchases of the Robotics
Factory ability.
- Adds a check to prevent the same message being given to the AI about
being unable to shunt after the first use.
- Sets Active to False at the end of the activation proc, to properly
handle having multiple charges of the ability.
## Why It's Good For The Game
The robotics factory is powerful, but has some pretty hard drawbacks.
The main being a removal of the ability to shunt. But you also
inevitably and permanently change the shift into being Crew vs Silicon.
The robotics factory itself isn't super tanky, and it's not hard for it
to be destroyed through any number of means (not to mention it requires
a powered APC). Losing the factory doesn't undo any of the downsides,
which can feel terrible if you get blindsighted.

This give the AI a way to recover and continue after a factory loss.
You'll still need another 100 points (which is ten APCs, hacked over the
course of ten minutes).
## Changelog
🆑
balance: Malf Ability "Robotics Factory" can now be purchased multiple
times.
/🆑

* Changes the Malf Ability "Robotics Factory" to be purchasable multiple times.

---------

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2023-10-31 18:34:42 -04:00
SkyratBot
bfacfc7bd0 [MIRROR] knock path heretic id card can now create inverted portals [MDB IGNORE] (#24701)
* knock path heretic id card can now create inverted portals (#79371)

## About The Pull Request

ctrlclicking the id (as heretic) will make any portals created
afterwards be inverted, which means the heretic is transported to a
random airlock on entering, and nonheretics are transported to the
destination

https://github.com/tgstation/tgstation/assets/70376633/b61d5e15-5ee2-4b2e-a441-c8f897a58b9b

also fixes a qdel loop

## Why It's Good For The Game

inverted portals are still a good getaway option for heretics, dangerous
likely, but good for setting up traps like
portal to SM chamber or something

## Changelog
🆑
add: ctrlclicking the knock path eldritch id card will toggle whether it
creates inverted portals or not
/🆑

* knock path heretic id card can now create inverted portals

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-10-31 18:34:17 -04:00
SkyratBot
eb75696ae9 [MIRROR] [NO GBP]Fixes tesla zaps. [MDB IGNORE] (#24698)
* [NO GBP]Fixes tesla zaps. (#79398)

## About The Pull Request
Closes #79297
Closes #79312

Due to the new cutoff parameter being added to tesla_zap() (from
#78310), and most callers used positional arguments instead of keywords,
the zap flags was getting fed the shocked_targets list and maybe other
junk. This caused a bunch of unusual phenomena. This is fixed by using
keyword arguments.

Tesla zaps that use the grid were significantly weaker in terms of
damage than they're supposed to be. This was a byproduct of trying to
convert everything to joules and removing unnecessary power multipliers.
This is fixed by reverting the damage scaling and zap power of zap
sources that aren't based on grid. Technically this will cause the zaps
from other sources to have less power, but these tend to not be able to
put power on grid, so this wouldn't have any change other than what a
grounding rod displays. Doesn't really matter.

Logs machine explosions from zap_act. Not the most helpful log (would
take a lot of effort to add an extra parameter to pass the source), but
better than nothing.

Probably other stuff I did, lol.
## Why It's Good For The Game
Stops zap fuckery. Admins can now find the explosions when a 9GeV engine
decides to go haywire or whatever.
## Changelog
🆑
fix: Fixes tesla zaps being weird.
admin: Logs explosions from explosive zaps.
/🆑

* [NO GBP]Fixes tesla zaps.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-10-31 10:29:50 -07:00
SkyratBot
b5eb26abcc [MIRROR] Basic Constructs: Wraith [MDB IGNORE] (#24655)
* Basic Constructs: Wraith (#79235)

## About The Pull Request

Converts wraith constructs to basic mobs. The last of the "mainline"
constructs, though there's still one to go after this.

Wraiths are pretty much the same as they've always been - speedy
constructs that pack a bit of a punch, built around doing hit-and-run
tactics with their ability to ethereal jaunt. Notably, I've converted
their ability to recharge their jaunts with attacks into a new
component, `recharging_attacks`. This can be placed on any basic mob to
let them recharge a cooldown action by landing hits, which could
possibly be useful in the future.

NPC wraiths are pretty straightforward, with a twist - they will always
chase down and beat to death the lowest-hp mob they can see. Happening
upon one of these while wounded will end very badly! While I originally
wanted them to be more flighty and use hit-and-run tactics, I couldn't
figure out a way to do this that didn't look kind of silly and make them
less effective overall.

In addition to the wraiths, I've done some much-needed cleanup to basic
constructs as a whole, improving some things and covering some things I
missed along the way.
- Ectoplasm drop types from constructs is now properly based on their
theme. I _believe_ I've done this in a way that will pass unit tests
this time, but we'll see if my local tests were being honest with me.
- Player-controlled constructs now attack faster. I didn't realize that
being basic mobs capped them to attacking once every 2 seconds, which is
a gigantic nerf over the simple animal version. I cut this to just 1
second, which should be much closer to how it originally was.
- Artificers actually seek out and heal the most damaged ally they can
find, instead of the least damaged. Turns out the sort was doing the
exact opposite order from what I thought, which became much more obvious
when using the same targeting behavior on wraiths.
- I put the PR number in the juggernaut update script, which I somehow
missed on that one.
- Removed the extraneous "noncult" construct subtypes that didn't do
anything. The Artificer one, which does something, is still around.
## Why It's Good For The Game

For the same reasons as the previous three. 5 more simple animals gone,
and only one construct to go until I can nuke simple constructs from the
codebase entirely. Other than that, the new component could possibly
come in handy in future designs, and the NPC behavior should hopefully
be a little scary - even if just a little.
## Changelog
🆑
refactor: Wraith constructs have been converted to the basic mob
framework. NPC wraiths are now extra cruel and will attack the
lowest-health mob they can see at any given time. Make sure this isn't
you! Please report any bugs.
fix: Artificers and juggernauts no longer attack significantly more
slowly than intended.
/🆑

* Basic Constructs: Wraith

* Update defcon2.dmm

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-31 03:00:50 -04:00
SkyratBot
476bdd1ac4 [MIRROR] Light-Eaten objects can no longer emit light after being turned off and then back on [MDB IGNORE] (#24644)
* Light-Eaten objects can no longer emit light after being turned off and then back on (#79240)

## About The Pull Request

#67676 described a bug where PDAs can apparently emit a small amount of
light after being affected by the light eater. As it turns out, the bug
is even worse than that. It doesn't work for just PDAs, it works for
basically any light source that can be turned off and on. Even
flashlights. In the following pictures, a flashlight has been
light-eaten and then turned off and on again:

![fine](https://github.com/tgstation/tgstation/assets/21979502/e880c3a8-4ae9-4b6c-8ee9-27dacdbb23ab)

Observe how the nightmare jaunt is available, as it should be. However,
one step closer to the flashlight:

![not
fine](https://github.com/tgstation/tgstation/assets/21979502/b35014d4-71e8-49cf-b0f6-479cdf2ba3fc)

The nightmare jaunt can no longer be used, because the flashlight is
still emitting light.

This PR just fixes that behavior. Light-eaten objects will now be
totally dark again, even after being power cycled. Closes #67676.
## Why It's Good For The Game

Bugs bad.
## Changelog
🆑
fix: Light-Eaten objects can no longer emit light after being turned off
and then back on.
code: Flashlights now use light_on instead of defining their own
variable. Please report buggy behavior.
/🆑

* Light-Eaten objects can no longer emit light after being turned off and then back on

* updatepaths

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-29 08:19:56 -04:00
SkyratBot
e7a1ec5ba2 [MIRROR] Cuts the number of apply_damage copypaste procs from 3(.5) to 1, fixing a few bugs along the way [MDB IGNORE] (#24619)
* Cuts the number of `apply_damage` copypaste procs from 3(.5) to 1, fixing a few bugs along the way

* Update _species.dm

* Update damage_procs.dm

* Modular adjustments

* Update mutant_species.dm

* Update mutant_species.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-27 18:22:32 -04:00
SkyratBot
fa5430714f [MIRROR] Shapechange health transfer tweaks [MDB IGNORE] (#24590)
* Shapechange health transfer tweaks

* Fix diffs

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-26 06:16:19 -04:00
SkyratBot
99da88db82 [MIRROR] Reworks the styling of the announcements and expands major announcements to also be colourable. [MDB IGNORE] (#24596)
* Reworks the styling of the announcements and expands major announcements to also be colourable.

* Skyrat edits

* Skyrat edits

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-25 22:22:52 -07:00
SkyratBot
05437fe376 [MIRROR] Basic Constructs: Juggernaut [MDB IGNORE] (#24547)
* Basic Constructs: Juggernaut (#79170)

## About The Pull Request

Converts juggernaut constructs to basic mobs. These guys are really
simple, so this is a pretty straightforward one.

The one notable thing about this PR is that I got annoyed that
projectile reflection code was copy-pasted in two different places (the
main one for things like the ablative trenchcoat, and right here on the
juggernaut). So, trenchcoat-style reflection is now a proc on
`/obj/projectile`, which is used in both places.

AI-controlled juggernauts are as simple as befits these big lugs, doing
nothing but slowly walking toward mobs and beating them to death with
their giant fists.
## Why It's Good For The Game

Removes another 5 simple animals.

Not too much else to say about this one, but it's easier to make
projectiles bounce off of things now if anyone wants to do that.
## Changelog
🆑
refactor: Juggernaut constructs now use the basic mob framework. Please
report any bugs.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Basic Constructs: Juggernaut

* Modular

* Map Reset

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-24 20:44:31 +00:00
SkyratBot
7fe20cf91c [MIRROR] [no gbp] knock heretics refuge shenanigans fix [MDB IGNORE] (#24554)
* [no gbp] knock heretics refuge shenanigans fix (#79157)

## About The Pull Request

may not enter refuge with the nuke disk and may not be cuffed in refuge
cuffing someone in refuge mansus grasps the person cuffing

i havent tested this because i am out of time as of time of writing so i
am PRing as draft until i test this
also claiming the issues

## Why It's Good For The Game

fixes #79133
fixes #79126

## Changelog
🆑
fix: you may not enter knock path caretakers last refuge with the nuke
disk
fix: you can no longer cuff knock heretics in refuge
/🆑

* [no gbp] knock heretics refuge shenanigans fix

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-10-24 14:51:24 -04:00
SkyratBot
c034314f1b [MIRROR] Basic skeletons [MDB IGNORE] (#24545)
* Basic skeletons (#79206)

## About The Pull Request

Turns skeletons (the simple animal version) into basic mobs. This was
another incredibly simple conversion, since skeletons don't really do
anything but walk at you and beat you to death.

Because I thought it was funny, though, skeletons will now seek out
cartons of milk and drink them. Real milk will heal them for a
significant amount, but soymilk, being false milk, will deal them
grievous injury instead! Skeletons beware... I didn't add any other
sorts of milk due to limited ability with existing AI behaviors to
identify milk containers (they actually only look for the carton items).

Other than that, I've done some flavor adjustment for skeletons' attacks
- their effects and sounds will now suit the weapon they're actually
holding - for example, skeleton templars now actually use their swords
instead of slashing you with their horrible fingers. Along with this I
gave the basic skeletons a normal slashing sound, instead of the weird,
impactless hallucination sound they used to use for some reason. I never
liked that sound.

Finally, I've reflavored the spear-wielding skeleton mobs to "undead
settlers", following the naming of the corpses dropped by snow legions
as of #76898, rather than being named after an offensive term for Inuit
people. These skeletons do, after all, appear in settlements on alien
worlds.

To enable the flavor of milk drinking, I expanded the `basic_eating`
component to allow drinking rather than eating flavor, with a different
sound and its own set of verbs. This deletes whatever they drink from,
but c'est la vie.
## Why It's Good For The Game

Ticks 6 more entries off the simple animal freeze. While skeletons are
still extremely simple, being largely-identical mobs that only exist to
beat you to death, being basic mobs should make them slightly better at
this job. Also, again, I think it's really funny that you can distract
skeleton mobs with milk, or even hurt them.
## Changelog
🆑
refactor: Hostile skeleton NPCs now use the basic mob framework. They're
a little smarter, and they also have a slightly improved set of attack
effects and sounds. They love to drink milk, but will be harmed greatly
if any heartless spaceman tricks them into drinking soymilk instead.
Please report any bugs.
/🆑

* Basic skeletons

* updatepaths

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-24 11:14:35 -07:00
SkyratBot
0e3b7d842b [MIRROR] Adds a Syndicate Monkey Agent beacon uplink item [MDB IGNORE] (#24550)
* Adds a Syndicate Monkey Agent beacon uplink item (#79012)

## About The Pull Request

Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper
monkey that must follow your orders.

Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.

Added a more modularlike subtype for antagonist spawners to reduce
future hardcoding.

Gave the syndicate turtleneck a monkey sprite, from SS14!

## Why It's Good For The Game

I want to see the clown driving security insane with 2-3 monkeys and an
incredible amount of pranking. Or an assistant killing everyone with his
monkey friends while wearing a monkey suit. Or a geneticist sending out
mutated monkeys to kill people. Or a scientist equipping his monkeys
with bombs or xenobiology equipment and sending them out to wreak havoc.

6 TC is only enough for two monkeys, but you can get a third if you
finish any kind of objective.

> Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.

We can't have the monkey mafia without guns, come on. The guns are weak
and only usable by monkeys. Additionally, they're restricted to
entertainment only.

Credit to SS14 for the monky turtleneck sprite.

## Changelog

🆑
add: Adds a Syndicate Monkey Agent beacon uplink item. It spawns a
dapper monkey that must follow your orders.
add: Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
refactor: Added a more modularlike subtype for antagonist spawners to
reduce future hardcoding.
sprite: Gave the syndicate turtleneck a monkey sprite, from SS14!
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Adds a Syndicate Monkey Agent beacon uplink item

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-10-24 10:11:25 -07:00
SkyratBot
6348fa7cf8 [MIRROR] Adds a subtle ghost poll [MDB IGNORE] (#24503)
* Adds a subtle ghost poll (#79105)

## About The Pull Request
This makes a new ghost poll system which doesn't give TGUI popups -
instead, users are prompted to follow the POI and one of the orbiters is
chosen. The old system remains in place, so you can still prompt if you
want to.

This gives two things:
1. A deadchat notification:

![image](https://github.com/tgstation/tgstation/assets/42397676/073fcfff-b1ed-47c3-bae0-4abf9c599144)
2. A screen alert:

![image](https://github.com/tgstation/tgstation/assets/42397676/92a4e566-614a-43ca-8680-3cb4ff86ced9)

## Why It's Good For The Game
As stated in #76507, popups are pretty annoying. This is halfway between
a screen alert with no time limit and an event with more important
pings. This is better because:
1. Less popup fatigue
2. You can SEE how many you're competing with
4. DRY
## Changelog
🆑
add: Adds a subtle ghost poll. This pings in dead chat and gives a
screen alert, but no TGUI popup. Orbit the point of interest to be
selected for the role.
refactor: A number of ghost spawns now feature this alert. Write an
issue report if anything breaks.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Adds a subtle ghost poll

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-10-21 18:23:55 -04:00
SkyratBot
c63f897521 [MIRROR] It is now possible to survive the Mansus [MDB IGNORE] (#24490)
* It is now possible to survive the Mansus  (#79131)

## About The Pull Request

Fixes #79113

There were a handful of bugs with the Mansus realm, this PR fixes them.

Firstly an most importantly, a refactor to damage handling touched the
"unholy determination" effect incorrectly (and I'm not even sure why?),
causing it to damage you instead of healing you most of the time. This
damage was not avoidable, so most people would be crit shortly after
entering the area and stay there.

Secondly, some of the heretic realms were unlit. A change to when
lazyloaded template atmosphere initialises means that the bonfires were
trying to light themselves with no air. Now they do this in
late_initialize instead, giving time for air to arrive.

Thirdly, the spooky hands were runtiming when passing through transit
tiles outside of the bounds of the heretic map. They shouldn't be
effected by shuttle drag anyway, so now they aren't.

Fourthly, I removed a row of empty space at the edge of the heretic map,
just because it annoyed me slightly.

Finally, while I was touching the heretic buff I made it heal you 1/4 as
much as it originally did. This is a balance change rather than a fix,
I'll atomise it out if it is controversial but I don't really expect it
to be.
In the future I would like to come back to these and make each realm
more specific to the path, because I think we could make these both more
exciting and more characterful.

## Why It's Good For The Game

Once it is working properly, the hand dodging minigame is actually
extremely forgiving, even if you don't move very much and get frequently
hit. This means some of those hits might actually add some tension.

## Changelog

🆑
fix: You should be revived properly when entering the mansus realm
following a heretic sacrifice
fix: The buff which is supposed to heal you in the mansus realm will now
do that instead of unavoidably damaging you
balance: The mansus realm's healing buff heals for 25% as much as it did
before it was broken
/🆑

* It is now possible to survive the Mansus

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-21 15:12:00 -04:00
SkyratBot
69ea3c81ad [MIRROR] Mafia can be played on your PDA [MDB IGNORE] (#24485)
* Mafia can be played on your PDA (#78576)

## About The Pull Request

Mafia is now friggin playable from the PDA, I also changed other stuff
too

- You can't use abilities on dead people if you're not supposed to (cant
kill the same person over and over)
- Changelings cant kill other Changelings
- Changelings can now only talk to eachother at night, rather than using
:j
- Everyone starts spawned in the center of the map, since people playing
on PDA can't move their characters. This is so everyone can hear PDA
users in person, as I don't want the chat log to be mandatory.

To do this, all messages you are meant to be able to see, is now logged
for you to see in your Mafia panel. This essentially means that people
playing through the PDA get a downgraded version of it, but I don't know
how much larger I want this UI to be.

Playing Mafia through the PDA will not tell you of other players ahead
of time when signing up (as it shows ckeys + pdas), but they can see the
names in-game. Unfortunately this means we'll have to remove your
customization coming with you, to prevent using it to tell who is dead
in round.

Things I am missing
- Program overlays on PDA/Laptop/Computer
- Icon for the app's header while a game is active

I'm not a spriter and can't make either of these

This is the new UI

![image](https://github.com/tgstation/tgstation/assets/53777086/7cf503d9-b2e2-4127-874a-acad6425d649)

I also fixed alert calls for PDAs and stuff

![image](https://github.com/tgstation/tgstation/assets/53777086/e09b2e5e-b9e7-43ae-9273-c168e9c8e642)

and removed the X at the top on computers since they had no battery

![image](https://github.com/tgstation/tgstation/assets/53777086/d3dd8307-805c-4aba-be5e-4c24a0bdcb91)

Looks a little better now hopefully 👍

## Why It's Good For The Game

- The current Arcade app sucks, and is a solo game. This is much more
entertaining and you can talk to others in it, which is swag as fuck.
- There's a larger potential playerbase for the Minigame making it more
likely to be played.
- Sets groundwork for a better version of
https://github.com/tgstation/tgstation/pull/75879
- Adds more suspense and teamwork in the minigame.

## Changelog

🆑 JohnFulpWillard, sprites by CoiledLamb
add: You can now play Mafia on your PDA.
balance: Mafia changelings can now only talk to eachother during the
night.
fix: Mafia abilities can't be repeatedly used on people.
/🆑

* Mafia can be played on your PDA

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-10-21 14:25:33 -04:00
SkyratBot
6e2fcee00b [MIRROR] Basic Constructs: Artificer [MDB IGNORE] (#24456)
* Basic Constructs: Artificer (#79015)

## About The Pull Request

Really getting into the meat of the constructs now. Artificers have
become basic mobs.

On the whole, this was a pretty rote conversion, with no significant
gameplay changes other than the switch to using healing hands rather
than a unique heal ability. The player experience as an artificer is
more or less identical.

The _interesting_ part comes with the AI for the seldom-used "hostile"
variant. Hostile artificers, being squishy and laughably weak, are now a
dedicated "medic" role for constructs. They will perform triage, always
seeking the most wounded construct (or shade!) to give healing to. They
will not attack at all, but they _will_ flee with great speed if
attacked and not busy healing. If they are healing another construct,
they will remain even if they are beaten to death.

I've added some more AI functionality that may come in handy in the
future, and done some refactoring to keep things from getting out of
hand:
- A planning subtree for finding targets that will always select the
most heavily wounded living target that the mob can see (or rather, the
one with the least health). Useful again for medical triage, or for
making a particularly cruel mob that always attacks whoever is easiest
to kill. I plan to use this for NPC wraith constructs when I convert
them.
- Targeting datums can now check a blackboard key to see if they should
only target wounded mobs. This is particularly useful for "medic" type
mobs such as this one.
- I've refactored the "minimum stat" behavior of targeting datums to be
stored in a blackboard key. This removes the need to have unique
subtypes for each different minimum stat we might want. Which... for the
most part, weren't even used, leading to proliferation of several
completely identical targeting datums in a bunch of different files.
Hopefully this change will make things cleaner.

In addition, this PR fixes a pair of bugs from #78807 that I didn't
catch:
- Healing constructs can now actually heal shades. Turns out I forgot to
add the correct biotype.
- Healing hands, when set to print the target's remaining health, no
longer does so as a visible message.

The one thing I didn't do that I kind of wanted to is make NPC
artificers heal themselves when wounded and not busy doing something
else, but it ended up being kind of annoying to make a mob willingly
target itself. NPC artificers never had this behavior before, so I
consider it okay, but maybe I'll circle back to it later.
## Why It's Good For The Game

Another basic conversion, another 5 items off the checklist. Very little
should change in-game, though I think the new NPC AI could make for
interesting challenges in ruins or bitrunning or something.
## Changelog
🆑
refactor: Artificer constructs have been converted to the basic mob
framework. This should change very little about them, but please report
any bugs. NPC artificers are now smarter, and will focus on healing
nearby wounded constructs - if you see them, take them out first!
/🆑

* Basic Constructs: Artificer

* Modular

* Modular paths

* Modular paths

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-20 02:54:31 -04:00
SkyratBot
78ad768229 [MIRROR] Removes progression from midround and latejoin traitor, renames reputation to threat level [MDB IGNORE] (#24374)
* Removes progression from midround and latejoin traitor, renames reputation to threat level (#79020)

## About The Pull Request
Reputation has been renamed to 'Threat Level' to more accurately
represent what it means.
Midround and latejoin traitors no longer have access to secondary
objectives, the ones which give TC and objectives.

## Why It's Good For The Game
Midround antagonists, like traitor, shouldn't really have the
progression system that is meant for roundstart. Final objectives in
particular are only suited for traitors who have worked towards it from
the start.
Reputation wasn't really a good name for the player-facing progression
system of traitors as you'd passively gain progression which didn't make
since if it was supposed to be your reputation.

## Changelog
🆑
balance: Removed secondary objectives from midround and latejoin
traitors.
grammar: Renamed reputation to threat level.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Removes progression from midround and latejoin traitor, renames reputation to threat level

* Lone infiltrator was using this exact path

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-20 00:53:48 -04:00
SkyratBot
b6da56408e [MIRROR] A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc [MDB IGNORE] (#24430)
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024)

## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe.

1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑

* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc

* Modular changes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-19 22:18:41 -04:00
SkyratBot
8d6c531124 [MIRROR] Adds 'Bloody Spreader' component that bloodies everything it touches [MDB IGNORE] (#24436)
* Adds 'Bloody Spreader' component that bloodies everything it touches

* Update meat.dm

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-19 17:20:20 -04:00
SkyratBot
a26912050d [MIRROR] Heretic summon name fixes [MDB IGNORE] (#24432)
* Heretic summon name fixes (#79055)

## About The Pull Request

Fixes #79049.

The ghost poll for heretic summons used the `real_name` field to display
the mob's name. However, for some reason, a couple of the heretic
summons have jokey nicknames as their real names ("Ashy" for ash
walkers, "Rusty" for rust walkers). I've opted to take the simple option
of making the ghost text just use the `name` field instead - it's used
for the admin logs around summoning, so it should be fine for the poll
too.

Also, I've capitalized "Fire Shark" and set its real name to also be
"Fire Shark". For consistency.

Finally, I've made heretic summon names not proper nouns, so examining
them will display "That's a Rust Walker" rather than "That's Rust
Walker". The Lord of the Night did not receive this treatment due to
being a unique thing.
## Why It's Good For The Game

It's good when ghosts know what they're actually signing up to be.

Most heretic summons aren't unique entities, so it makes sense for them
to not be proper nouns.
## Changelog
🆑
fix: Heretic summons should now display the correct name when polling
ghosts to play as them.
/🆑

* Heretic summon name fixes

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-10-19 03:36:16 -04:00
SkyratBot
17a7b8f2fb [MIRROR] Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) [MDB IGNORE] (#24406)
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)

## About The Pull Request

[Implements a setter for starlight
variables](af34f06b41)

I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.

This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.

Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)

[Reworks how starlight overlays
work](9da4bc38e2)

Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.

This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.

It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear

[Removes parallax starlight
coloring.](5f701a1b13)

I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.

[Adds some visual effects to narsie being
summoned](a423cfcb2b)

As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.

It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game

Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff

Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.

This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog

🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑

* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)

* Update space.dm

* Update shuttles.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-18 01:23:18 -04:00
SkyratBot
6e677a2bbd [MIRROR] Invisibility refactor [MDB IGNORE] (#24405)
* Invisibility refactor (#78908)

This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.

🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑

* Invisibility refactor

---------

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2023-10-18 00:36:09 -04:00
SkyratBot
7cf7be4b7b [MIRROR] Tram v6/Transport Subsystem [MDB IGNORE] (#24399)
* Tram v6/Transport Subsystem

* Update icon_smoothing.dm

* Update utility.dm

* defines/icon

* Update airlock.dm

* Update door.dm

* Update airlock.dm

* Update airlock.dm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-17 15:16:46 -07:00
SkyratBot
22943b9449 [MIRROR] Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs [MDB IGNORE] (#24356)
* Refactors `UnarmedAttack` so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs

* Update chameleon.dm

* Update _species.dm

* Modular

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-16 12:37:49 -04:00
SkyratBot
2be190fba4 [MIRROR] Bladists can now use silver *or* titanium while creating their blades [MDB IGNORE] (#24342)
* Bladists can now use silver *or* titanium while creating their blades (#78701)

## About The Pull Request

Blade Heretics can now use silver *or* titanium while creating their
blades.

## Why It's Good For The Game

Silver quite literally *only* exists on surgery tables. Being a blade
heretic with shit miners/roundstart means one of several things.

1. Wait for miners to come back with enough silver (They might never
come back or they might have not gotten any silver)

2. Go to lavaland to dig your own silver (Extremely time-consuming on
the antagonist role that has most downtime, death knell for latejoin
heretics)

All that is not even to mention that for some reason it takes two sheets
rather than one, and surgery tables give one silver when scavenged.

This all combined makes obtaining blades super annoying as the BLADE
path.

Now we can farm titanium off shuttles if the miners are jacking off or
dead, or if we joined 9 minutes to roundend.

## Changelog

🆑
qol: Bladists can now use silver *or* titanium while creating their
blades
/🆑

* Bladists can now use silver *or* titanium while creating their blades

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-10-14 21:07:29 -04:00
SkyratBot
af9ed1ee04 [MIRROR] Basic Space Dragon [MDB IGNORE] (#24340)
* Basic Space Dragon (#78979)

* Basic Space Dragon

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-14 19:35:25 -04:00
SkyratBot
05fed1ce8f [MIRROR] Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas [MDB IGNORE] (#24316)
* Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas (#78957)

## About The Pull Request

You can return to your old body after playing CTF or being summoned as a
manifest rune cult ghost. This is done by slapping the temporary_body
component onto cult rune summons and CTF bodies. This also extends to
Medisim Shuttle knights.

This also blocks suicides from being performed in CTF areas. Ghosting
and "manually" suiciding is, of course, still an option.
## Why It's Good For The Game

There's no reason these two cases should lock you out of being revived.
They both also dust bodies on death or after their job is done, making
them a perfect fit for this component.

Blocking suicides ensures that all bodies are properly "cleaned up" by
the death dusting process. Gun suicides, for instance, would remove the
brain from the body and bypass cleanup. This not only prevents the user
from being returned to their old body, but likely has other unforeseen
problems that leaving a body behind might cause.
## Changelog
🆑 Rhials
qol: You can now return to your old body after being summoned by a
manifest rune.
qol: You can now return to your old body after dying in CTF.
qol: You can now return to your old body after dying in the Medisim
Shuttle battle area.
qol: You can no longer suicide in CTF areas, for integrity purposes.
/🆑

* Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2023-10-13 16:32:49 +00:00
SkyratBot
b2ccdeab8b [MIRROR] Basic Mob Gorillas [MDB IGNORE] (#24284)
* Basic Mob Gorillas (#78918)

## About The Pull Request

Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.

IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.

When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.

I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),

And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.

## Why It's Good For The Game

https://www.youtube.com/watch?v=npuuTBlEb1U

## Changelog

🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑

* Basic Mob Gorillas

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-11 21:27:23 -04:00
SkyratBot
ac45950aae [MIRROR] Flesh Spiders Regenerate + QoL [MDB IGNORE] (#24276)
* Flesh Spiders Regenerate + QoL (#78704)

## About The Pull Request

Replaces the Healing Touch component on Changeling-spawned Flesh Spiders
with the Regenerator component, as the comment helpfully suggests.
Flesh Spiders can no longer touch themselves to heal, instead they
automatically begin regenerating their health if they go four seconds
without taking damage. It takes 6 seconds to fully regenerate, so 10
seconds to fully heal from the edge of death (less if you're not that
injured).

![image](https://github.com/tgstation/tgstation/assets/7483112/37faca55-35fe-48dc-a3ed-03f4b79860bd)

Also I changed the sprite for flesh spider eggs to a different one we
already had rather than regular spider eggs tinted red, just because I
felt like it.
Would be cool to give the spiders their own sprite some time, but that's
for another PR.

![image](https://github.com/tgstation/tgstation/assets/7483112/8ec286c4-46dc-4aec-aa98-cb4e4e432690)
_Additionally_ the flavour text for flesh spiders was kind of messed up
by being shoved into the objectives box and claiming that it was a
directive from a spider queen you don't have, so I gave them their own
slightly different antag datum to compensate.
It also actually mentions how you heal yourself, which previously was
down to trial and error or codediving.

In the course of doing this I decided to just... move flesh spiders to
their own type path. It _sort of_ made sense for them to be part of the
giant spider typepath, but they keep being modified by changes targetted
at "balancing the Giant Spiders antagonist" which this mob isn't related
to and doesn't have any reason to follow. The fact that a mob has
similar stats to another one isn't automatically a reason to share a
typepath, and now that I have looked a little at this mob I'm sort of
interested in branching it further away from "it's a spider mob but
spawned a different way" in the future.

Finally, this spider egg cluster and the midwife one would prompt ghosts
with a radial menu with a single option on it... that's a bit pointless,
so we'll bypass that menu if there is only one possible outcome.

## Why It's Good For The Game

Currently Flesh Spiders heal by clicking on themselves and standing
still for two seconds, restoring 50% of their HP. This means they can
fully regenerate over 4 seconds unless you stun them, and with 90 HP
you're not _that_ likely to kill one during the channel time.
This just feels like an odd way for the creature to operate,
regenerating instead gives it a hit-and-run strategy and adds more use
to their webs (maybe we should give them meatier or bloody webs at some
point? Might be cool).
Also clicking yourself to heal is just unintuitive and I suspect several
players just didn't realise they could do it in the first place.

## Changelog

🆑
balance: Flesh Spiders heal automatically over time if they go a short
time without taking damage, instead of healing large chunks by clicking
themselves and waiting two seconds.
qol: Spider egg clusters which only hatch into one kind of spider don't
ask you to select that one type from a radial menu with one option on
it.
qol: As a Flesh Spider, the game now tells you how you can heal
yourself.
/🆑

* Flesh Spiders Regenerate + QoL

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-11 12:08:55 -04:00
SkyratBot
7c131810ee [MIRROR] Adds several new sound effects for the blood cult [MDB IGNORE] (#24272)
* Adds several new sound effects for the blood cult (#78714)

## About The Pull Request

A remake of this: https://github.com/tgstation/tgstation/pull/64770.
Adds a new sound effect for when the cult gains its red eyes, for when
their halos appear, and a global sound effect for when the cult begins
to draw a Nar-Sie rune.

https://github.com/tgstation/tgstation/assets/44502667/f9d478a0-5fc6-4c8c-aa1a-16b7f4e86203

https://github.com/tgstation/tgstation/assets/44502667/4dd40ec6-f501-405d-a8ed-f7214f6a6613

https://github.com/tgstation/tgstation/assets/44502667/6ee8962e-fdbb-41a8-8962-cc19cb0ea1b7

I should probably also note that in the process of folder organization,
I moved the blood cult's old antag gain sound effect and renamed it. I
hope it doesn't cause any issues...
## Why It's Good For The Game

All these occasions do not have a sound effect unique to them yet. I
think they deserve it.
## Changelog
🆑
sound: the blood cult's rise to power is now accompanied by several new
sound effects
/🆑

* Adds several new sound effects for the blood cult

---------

Co-authored-by: ViktorKoL <44502667+ViktorKoL@users.noreply.github.com>
2023-10-11 10:43:07 -04:00
SkyratBot
171be6187a [MIRROR] Replaces the changeling spacesuit with a passive ability [MDB IGNORE] (#24236)
* Replaces the changeling spacesuit with a passive ability (#78763)

## About The Pull Request

Fixes #74168

I was going to make changes to the changeling spacesuit so that it works
on Icebox but then I thought, why not _not_ do that.
This isn't a commonly picked adaption so why don't we make it a little
better.

What's more spooky, hearing a knock on the window and seeing a fat suit
outside? Or this?

![image](https://github.com/tgstation/tgstation/assets/7483112/b87dec0c-5e98-45a5-8f83-f7a2967c743f)

Picking Void Adaption will now make you immune to low temperature and
pressure (but not high temperature and pressure) and you will stop
breathing. If you enter an area with low temperature or pressure then
your chemical regeneration rate will decrease until you leave that area.
Because it doesn't put a suit on you, it now also works during Lesser
Form.

While testing this I noticed that we weren't calling `Grant` on passive
changeling abilities for some reason, I replaced that with the
already-written interface for making "an action which doesn't give you a
button".

If people really _really_ miss the fat suit I guess I'll rework that
instead, but I think I like this more.

## Why It's Good For The Game

Makes a niche-pick ability more useful and easier to use.
Meteor Changelings who land on Icebox now don't roll a dice to see if
they get instantly knocked out by the atmosphere there.

## Changelog

🆑
balance: The Changeling Space Suit has been replaced by a new ability
which makes you passively spaceproof without replacing your clothing.
admin: Editing the atmos sensitivity variables on a basic mob during the
game will now actually do something.
/🆑

* Replaces the changeling spacesuit with a passive ability

* Fix screenshot test

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-10 23:59:07 +00:00
SkyratBot
41f7419c56 [MIRROR] sting_action SHOULD_CALL_PARENT, fixes various stings not blackbox logging [MDB IGNORE] (#24090)
* `sting_action` `SHOULD_CALL_PARENT`, fixes various stings not blackbox logging

* Update tiny_prick.dm

* Update horror_form.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-10 19:55:28 -04:00
SkyratBot
d1ad36b12c [MIRROR] Fix outdated research connections from the Lionhunter's Rifle and Rust Charge [MDB IGNORE] (#24262)
* Fix outdated research connections from the Lionhunter's Rifle and Rust Charge (#78880)

## About The Pull Request

So I've been diving into the code for heretic research tree, and I think
that, thematically, my mind was broken a little by the mess I've seen.
So here's something I think should not be the way it is: I found out
that [this old PR](https://github.com/tgstation/tgstation/pull/76720),
while changing correctly what research the lionhunter rifle and rust
charge are unlocked by, did _not_ change what knowledge is in turn
unlocked by these nodes. So the rifle would still unlock the final tier
of knowledge and allow you to skip a bit of the tree if researched after
the earlier tier, whereas the charge did not unlock anything and so
couldn't be used to transfer paths.
## Why It's Good For The Game

Pretty sure this behavior was not intended. Heretic tree is already a
bit convoluted and I think the connections should make sense.
## Changelog
🆑
fix: fixed some faulty research connections in between heretic's blade
and rust paths.
/🆑

* Fix outdated research connections from the Lionhunter's Rifle and Rust Charge

---------

Co-authored-by: ViktorKoL <44502667+ViktorKoL@users.noreply.github.com>
2023-10-10 18:51:29 -04:00
SkyratBot
290abd3e36 [MIRROR] [no gbp] Disable summon AI during summoning [MDB IGNORE] (#24254)
* [no gbp] Disable summon AI during summoning (#78891)

## About The Pull Request

Disables AI on heretic minions while they are being summoned, because
they're not supposed to exist yet.
This fixes a bug where flesh stalkers would immediately transform into
mice and run away.

## Changelog

🆑
fix: Heretic mobs will not be summoned with AI enabled, and won't turn
into small animals instead of summoning a flesh stalker.
/🆑

* [no gbp] Disable summon AI during summoning

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-10 17:04:56 -04:00
SkyratBot
44a6948416 [MIRROR] Borg modules can no longer be sold by pirates [MDB IGNORE] (#24243)
* Borg modules can no longer be sold by pirates (#78873)

## About The Pull Request

The pirate cargo pad and console worked by recursively getting all the
contents of all atoms located on the pad. Incidentally, this resulted in
borg modules and radios being sold if the borg happened to be on the
pad. This PR just makes the pads ignore cyborgs and anything located in
a cyborg (or in a thing in a cyborg, and so on). Fixes #47941.
## Why It's Good For The Game

Borg modules probably shouldn't be sold, since they need a module reset
to replace. Borg radios _definitely_ shouldn't be sold, as IIRC not even
a reset will replace them.
## Changelog
🆑
fix: Borg modules can no longer be sold by pirates.
/🆑

* Borg modules can no longer be sold by pirates

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
2023-10-10 11:05:15 -07:00
SkyratBot
6da5503e2d [MIRROR] Refactors Revenants into Basic Mobs [MDB IGNORE] (#24233)
* Refactors Revenants into Basic Mobs

* Update revenant_abilities.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-09 20:39:03 -04:00
SkyratBot
0c9149bf35 [MIRROR] Refactor gib code to use bitflags and have documentation [MDB IGNORE] (#24143)
* Refactor gib code to use bitflags and have documentation

* Modular updates

* Modular updates

* Modular updates

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-09 15:00:17 -04:00
SkyratBot
8be9f8fa67 [MIRROR] Fixes void cloak not making suit store slot items unstrippable [MDB IGNORE] (#24213)
* Fixes void cloak not making suit store slot items unstrippable (#78841)

Signal handlers have a fixed first argument.

* Fixes void cloak not making suit store slot items unstrippable

---------

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2023-10-09 07:50:29 -04:00
SkyratBot
284ca55439 [MIRROR] Prevent a runtime in malf AI's overload machine ability when it runs out of uses [MDB IGNORE] (#24221)
* Prevent a runtime in malf AI's overload machine ability when it runs out of uses (#78829)

shifts the uses adjustment after unsetting the ability from the AI's
click to prevent a runtime

here `owner` would be `null` and scream cats because the ability would
delete itself when running out of uses, thus deleting the owner and
whatnot. i mean i guess we could just replace `owner` with `on_who`
maybe but eh

5e21011aab/code/datums/actions/innate_action.dm (L69-L76)

runtime
```
[2023-04-01 08:10:00.141] runtime error: Cannot read null.client
 - proc name: unset ranged ability (/datum/action/innate/proc/unset_ranged_ability)
 -   source file: innate_action.dm,72
 -   usr: W.A.R.D.E.N. (/mob/living/silicon/ai)
 -   src: Overload Machine (/datum/action/innate/ai/ranged/overload_machine)
 -   usr.loc: the floor (33,138,2) (/turf/open/floor/circuit/green)
 -   call stack:
 - Overload Machine (/datum/action/innate/ai/ranged/overload_machine): unset ranged ability(W.A.R.D.E.N. (/mob/living/silicon/ai), "<span class=\'danger\'>Overcha...")
 - Overload Machine (/datum/action/innate/ai/ranged/overload_machine): do ability(W.A.R.D.E.N. (/mob/living/silicon/ai), the chem dispenser (/obj/machinery/chem_dispenser))
 - Overload Machine (/datum/action/innate/ai/ranged/overload_machine): InterceptClickOn(W.A.R.D.E.N. (/mob/living/silicon/ai), "icon-x=17;icon-y=19;left=1;but...", the chem dispenser (/obj/machinery/chem_dispenser))
 - W.A.R.D.E.N. (/mob/living/silicon/ai): check click intercept("icon-x=17;icon-y=19;left=1;but...", the chem dispenser (/obj/machinery/chem_dispenser))
 - W.A.R.D.E.N. (/mob/living/silicon/ai): ClickOn(the chem dispenser (/obj/machinery/chem_dispenser), "icon-x=17;icon-y=19;left=1;but...")
 - the chem dispenser (/obj/machinery/chem_dispenser): Click(the shuttle floor (155,97,2) (/turf/open/floor/mineral/plastitanium), "mapwindow.map", "icon-x=17;icon-y=19;left=1;but...")
 - the chem dispenser (/obj/machinery/chem_dispenser):  Click(the shuttle floor (155,97,2) (/turf/open/floor/mineral/plastitanium), "mapwindow.map", "icon-x=17;icon-y=19;left=1;but...")
 - /datum/callback/verb_callback (/datum/callback/verb_callback): Invoke()
 - world: push usr(W.A.R.D.E.N. (/mob/living/silicon/ai), /datum/callback/verb_callback (/datum/callback/verb_callback))
 - /datum/callback/verb_callback (/datum/callback/verb_callback): InvokeAsync()
 - Input (/datum/controller/subsystem/verb_manager/input): run verb queue()
 - Input (/datum/controller/subsystem/verb_manager/input): fire(0)
 - Input (/datum/controller/subsystem/verb_manager/input): fire(0)
 - Input (/datum/controller/subsystem/verb_manager/input): fire(0)
 - Input (/datum/controller/subsystem/verb_manager/input): ignite(0)
 - Master (/datum/controller/master): RunQueue()
 - Master (/datum/controller/master): Loop(2)
 - Master (/datum/controller/master): StartProcessing(0)
```

* Prevent a runtime in malf AI's overload machine ability when it runs out of uses

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-10-09 07:39:06 -04:00
SkyratBot
f6577ec049 [MIRROR] Refactors Sloths into Basic Mobs [MDB IGNORE] (#24171)
* Refactors Sloths into Basic Mobs (#78752)

## About The Pull Request

Hey there,

This just refactors sloths to the basic mob framework. Nothing new
should be added beyond them seeming a bit more sluggish and being a bit
smarter about the fights they pick/running away.
## Why It's Good For The Game

Three more subtypes off the list, we are now sub-200 simple animals left
to refactor. If people want to play catch with their sloth it should be
much easier to fit that in now.
## Changelog
🆑
refactor: Sloths are now basic mobs, however their overall sluggish
behavior shouldn't have changed much- let us know if anything is broken.
/🆑

* Refactors Sloths into Basic Mobs

* Modular path

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-07 23:23:36 +00:00
SkyratBot
08f914ed28 [MIRROR] Basic Heretic Mobs: The Rest of Them [MDB IGNORE] (#24155)
* Basic Heretic Mobs: The Rest of Them

* Update tgstation.dme

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-07 19:13:32 -04:00