## About The Pull Request Converts Goliaths to the basic mob framework and gives them some new moves because I can't leave things well enough alone. I am planning on touching all the lavaland fauna and then maybe even the icebox ones if I haven't got bored. The Golaith is the first because it is iconic. https://www.youtube.com/watch?v=JNcKvMwT4-Q Here's me getting killed by one as a demonstration. Despite my poor performance I would contend that they aren't a _lot_ more dangerous, but they are a little more dangerous. The chief difference here is that they have two new attacks which they will only use in response to being attacked. If fired at from range, they will target the attacker with a line of tentacles (it doesn't track you, so is easily sidestepped). If attacked in melee, they will surround _themselves_ with tentacles, on a longer cooldown. Something else you may notice in this video: I discovered that basic mobs are actually _too smart_ to be Lavaland fauna. Typically (unlike their old form) a mob on our new AI system is smart enough to attack someone _the moment they come into range_ rather than only checking on predictable ticks, which would make using the Crusher an essentially unviable prospect. To counteract this, Goliaths now have a delayed attack component which gives you a visual warning and short duration to get out of range before they swing at you. I will probably put this on all mining fauna that get reworked, it wouldn't be a terrible thing to put on other mobs to be honest. Other changes: The goliath stun is now a status effect with _buckles_ you to the tentacle as if grabbed, as well as its previous effects. While this seems purely worse, any nearby helpers can now help-click on you to instantly remove the debuff. Experiencing the effect of a Lobstrosity Rush Gland makes you immune to being grabbed by tentacles and an implanted one will automatically trigger and free you if you are hit, and the explosive effect of Brimdust also causes the tentacle to retract (although you'd need to take damage for this to happen). Using the tools of the land, you can make these creatures less threatening. The ability for a Goliath to chain-apply the ability has now also been reduced, it won't refresh its duration if you are hit when already buckled. When not occupied hounding miners, Goliaths will intermittently dig up the asteroid sand and eat any worms that this produces. I also made some new sprites for riding a Goliath because they've been broken since the Lavaland mob update and also kind of were ugly before then anyway:  Other code changes: - I made an element which only lets an attached object move every x seconds. This is because Goliaths are far too slow to use the speed system (the glide just looks bugged as hell) but one thing I am invested in when converting these is to make sure that they share the same behaviour when player or AI controlled. This is disabled while you're riding them because it was interminably slow. - The Goliath tentacle trail uses a supertype object now shared with the Meteor Heart which did something kind of similar. ## Why It's Good For The Game It begins the process of moving one of our larger subsets of NPCs onto the newer framework for NPC behaviour. It adds a little bit more life to an iconic but slightly uninteresting foe which mostly just walked at you slowly. This PR contains a few components I expect to apply more widely to other mobs in the future. ## Changelog 🆑 refactor: Goliaths now use the Basic Mob framework, please report any unusual behaviour. add: Goliaths learned a couple of new attacks which they will use in self-defence. balance: Help-clicking a miner grabbed by Goliath tentacles will immediately free them, as will the effect of several items you can scavenge from around Lavaland. image: New sprites for the Goliath saddle. /🆑
Procedural Mapping
With Regards To RemieRichards
Coder Informative Readme
mapGenerator:
Desc: a mapGenerator is a master datum that collects and syncs all mapGeneratorModules in its modules list.
defineRegion(var/turf/Start, turf/End, replace = 0)
Example: defineRegion(locate(1,1,1),locate(5,5,5),0)
Desc: Sets the bounds of the mapGenerator's "map".
defineCircularRegion(var/turf/Start, turf/End, replace = 0)
Example: defineCircularRegion(locate(1,1,1),locate(5,5,5),0)
Desc: Sets the mapGenerator's "map" as a circle, with center in the middle of Start and End's X,Y,Z coordinates.
undefineRegion()
Example: undefineRegion()
Desc: Empties the map generator list.
checkRegion(var/turf/Start, turf/End)
Example: checkRegion(locate(1,1,1), locate(5,5,5))
Desc: Checks if a rectangle between Start's coords and End's coords is valid.
Existing Calls: mapGenerator/defineRegion(), mapGenerator/defineCircularRegion()
generate()
Example: generate()
Desc: Orders all mapGeneratorModules in the modules list to generate().
generateOneTurf(var/turf/T)
Example: generateOneTurf(locate(1,1,1))
Desc: Orders all mapGeneratorModules in the modules list to place(T) on this turf.
initialiseModules()
Example: initialiseModules()
Desc: Replaces all typepaths in the modules list with actual /datum/map_generator/Module types.
Existing Calls: mapGenerator/New()
syncModules()
Example: syncModules()
Desc: Sets the Mother variable on all mapGeneratorModules in the modules list to this mapGenerator.
Existing Calls: initialiseModules(),generate(),generateOneTurf()
mapGeneratorModule
Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists which it will generate on turfs in it's mother's map based on cluster variables.
sync(var/datum/map_generator/mum)
Example: sync(a_mapGenerator_as_a_variable)
Desc: Sets the Mother variable to the mum argument.
Existing Calls: mapGenerator/syncModules()
generate()
Example: generate()
Desc: Calls place(T) on all turfs in it's mother's map
Existing Calls: mapGenerator/generate()
place(var/turf/T)
Example: place(locate(1,1,1))
Desc: Run this mapGeneratorModule's effects on this turf (Spawning atoms, Changing turfs).
Existing Calls: mapGenerator/generate(), mapGenerator/generateOneTurf()
checkPlaceAtom(var/turf/T)
Example: checkPlace(locate(1,1,1))
Desc: Checks if the turf is valid for placing atoms.
Existing Calls: place()
Mapper Friendly Readme
Simple Workflow:
- Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
- I chose to split Turfs and Atoms off into separate modules, but this is NOT required.
- A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
- Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
- The order of the typepaths in the modules list is the order they will happen in, this is important for clusterCheckFlags.
- Take notes of the Bottom Left and Top Right turfs of your rectangular "map"'s coordinates
- X, Y, AND Z. Yes, you can create 3D "maps" by having differing Z coordinates
-
Create the mapGenerator type you created
-
Call
yourMapGeneratorType.defineRegion(locate(X,Y,Z), locate(X,Y,Z))
- The above X/Y/Zs are the coordinates of the start and end turfs, the locate() simply finds the turf for the code
- Call
yourMapGeneratorType.generate(), this will cause all the modules in the generator to build within the map bounds
Option Suggestions:
- Have separate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
- If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities.
- You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts.
Using the Modules list
Simply think of it like each module is a layer in a graphics editing program!
To help you do this templates such as /mapGeneratorModule/bottomLayer have been provided with appropriate default settings.
These are located near the bottom of mapGeneratorModule.dm. You would order your list left to right, top to bottom. For example: modules = list(bottomLayer,nextLayer,nextNextLayer), etc.
Variable Breakdown (For Mappers):
mapGenerator
- map - INTERNAL, do not touch
- modules - A list of typepaths of mapGeneratorModules
mapGeneratorModule
-
mother - INTERNAL, do not touch
-
spawnableAtoms - A list of typepaths and their probability to spawn, eg:
spawnableAtoms = list(/obj/structure/flora/tree/pine = 30) -
spawnableTurfs - A list of typepaths and their probability to spawn, eg:
spawnableTurfs = list(/turf/unsimulated/floor/grass = 100) -
clusterMax - The max range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax
-
clusterMin - The min range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax
-
clusterCheckFlags - A Bitfield that controls how the cluster checks work, All based on clusterMin and clusterMax guides
-
allowAtomsOnSpace - A Boolean for if we allow atoms to spawn on space tiles
clusterCheckFlags flags:
CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible
CLUSTER_CHECK_DIFFERENT_TURFS 2 //Don't let turfs of DIFFERENT types cluster
CLUSTER_CHECK_DIFFERENT_ATOMS 4 //Don't let atoms of DIFFERENT types cluster
CLUSTER_CHECK_SAME_TURFS 8 //Don't let turfs of the SAME type cluster
CLUSTER_CHECK_SAME_ATOMS 16 //Don't let atoms of the SAME type cluster
CLUSTER_CHECK_SAMES 24 //Don't let any of the same type cluster
CLUSTER_CHECK_DIFFERENTS 6 //Don't let any different types cluster
CLUSTER_CHECK_ALL_TURFS 10 //Don't let ANY turfs cluster same and different types
CLUSTER_CHECK_ALL_ATOMS 20 //Don't let ANY atoms cluster same and different types
CLUSTER_CHECK_ALL 30 //Don't let anything cluster, like, at all