Files
Bubberstation/tools/UpdatePaths
SkyratBot 61c379045c [MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537)

adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-18 11:40:59 -04:00
..

UpdatePaths

How To Use:

Drag one of the scripts in the “Scripts” folder onto the .bat file “Update Paths” to open it with the .bat file (or use the Python script directly depending on your operating system). Let the script run to completion.

Use this tool before using MapMerge2 or opening the map in an map editor. This is because the map editor may discard any unknown paths not found in the /tg/station environment (or what it builds after parsing tgstation.dme).

Scriptmaking:

This tool updates paths in the game to new paths. For instance:

If you have a path labeled /obj/structure/door/airlock/science/closed/rd and wanted it to be /obj/structure/door/airlock/science/rd/closed, this tool would update it for you! This is extremely helpful if you want to be nice to people who have to resolve merge conflicts from the PRs that you make updating these areas.


How do I do it?

Simply create a .TXT file and type this on a line:

Tried and True - Part One

/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed{@OLD}

The path on the left is the old, the path on the right is the new. It is seperated by a ":" If you want to make multiple path changes in one script, simply add more changes on new lines.

Putting {@OLD} is important since otherwise, UpdatePaths will automatically discard the old variables attached to the old path. Adding {@OLD} to the right-hand side will ensure that every single variable from the old path will be applied to the new path.

You'll want to save your .TXT file with a name that is descriptive of what it does, as well as the associated PR Number to your PR. So, it would look like PRNUMBER_RD_AIRLOCK_REPATH.txt. Both of these are for book-keeping purposes, so that intent is clear to anyone who looks at the file. They can also easily reference the PR number that the script was made in to determine why it was made, and if it is still needed.


What does it look like?

Alright, so we've already made the script. So, let's say we have this example map key in the TGM Format.

Tried and True - Part Two

"a" = (
/obj/structure/door/airlock/science/closed/rd{
	dir = 4;
	name = "RD Airlock"
	},
/turf/open/floor/iron,
/area/science/rd),

Now, after you drag and drop your script onto the Update Paths.bat file, it will look like this:

"a" = (
/obj/structure/door/airlock/science/rd/closed{
	dir = 4;
	name = "RD Airlock"
	},
/turf/open/floor/iron,
/area/science/rd),

It worked! Great!


On Variable Editing

If you do not want any variable edits to carry over, you can simply skip adding the {@OLD} tag. This will make the script change the path, and discard all variables associated to the old path. So, continuing with the same example mentioned above, lets run the following script:

Discarding Old Variables

/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed

On this example map key:

"a" = (
/obj/structure/door/airlock/science/rd/closed{
	dir = 4;
	name = "RD Airlock"
	},
/turf/open/floor/iron,
/area/science/rd),

You will then result the following:

"a" = (
/obj/structure/door/airlock/science/closed/rd,
/turf/open/floor/iron,
/area/science/rd),

As expected, all variables were discarded. This is only really useful in certain edgecases, and you shouldn't do something like this trivially in case someone has lovably named a variable special since it'll just nuke it.

There are also a bunch of neat features you can use with UpdatePaths variable filtering, with it all documented here: https://github.com/tgstation/tgstation/blob/master/tools/UpdatePaths/__main__.py#L9. However, let's spin it all out for you here as well:

Deleting Entire Paths

Alright, you did a large refactor and you got rid of some shoddy paths. Great! So, let's make a script to delete that old path from all of our map files. Let's say we want to delete /mob/living/deez_nuts. We can do that by simply adding the following to our script:

/mob/living/deez_nuts : @DELETE

So, now when you have the following example map keys:

"a" = (
/turf/open/floor/carpet,
/area/meme_zone),
"b" = (
/mob/living/deez_nuts{
	goteem = 1;
	desc = "these jokes are still funny"
	},
/turf/open/floor/carpet,
/area/meme_zone),

And you run the script, you will get the following:

"a" = (
/turf/open/floor/carpet,
/area/meme_zone),

Presto, like it never existed. Note how both the "a" and "b" files were able to combine into the same dictionary key, since the "b" key was deleted entirely, and since "a" and 'b" now matched, UpdatePaths was able to just clean that up for you. It'll also update the map itself to reflect this as well. Now that is something your Search & Replace tool can't do!

Multiple Path Output

UpdatePaths has the powerful ability to output multiple paths from a single input path. Let's say that you have a snowflake turf (/turf/open/floor/iron/i_like_spawning_mobs) with some behavior that you atomize out into some spawner /obj/mob_spawner that can work on every single turf. So, let's script that out.

/turf/open/floor/iron/i_like_spawning_mobs : /obj/mob_spawner, /turf/open/floor/iron

So, now when you have the following example map keys:

"a" = (
/turf/open/floor/iron/i_like_spawning_mobs,
/area/station/kitchen),

Running the script will mutate this into:

"a" = (
/obj/mob_spawner,
/turf/open/floor/iron,
/area/station/kitchen),

Remember that this is a kind of silly example, but this is one of the things that UpdatePaths was built to do- help coders fix shitty code without having to bug out over how maps don't compile.

Subtype Handling

This is one of UpdatePaths' more recent features. It allows you to specify a generic base path that you've done a major refactor on, and then easily specify the gamut of subtypes you want to swap it to. Let's say you have a /obj/item/weapon/big_chungus base path that you want to refactor to /obj/item/big_chungus. However, you also have subtypes like /obj/item/weapon/big_chungus/funny, /obj/item/weapon/big_chungus/really_large, etc. You can do that by simply adding the following to your script:

/obj/item/weapon/big_chungus/@SUBTYPES : /obj/item/big_chungus/@SUBTYPES{@OLD}

So, let's assume we have the following map file:

"a" = (
/obj/item/weapon/big_chungus,
/obj/item/weapon/big_chungus/funny{
	name = "funny big chungus"
	},
/obj/item/weapon/big_chungus/really_large{
	name = "really large big chungus"
	},
/turf/open/floor/iron,
/area/station/maintainence/fore/greater),

Running the script will update this into:

"a" = (
/obj/item/big_chungus,
/obj/item/big_chungus/funny{
	name = "funny big chungus"
	},
/obj/item/big_chungus/really_large{
	name = "really large big chungus"
	},
/turf/open/floor/iron,
/area/station/maintainence/fore/greater),

Note how since you kept in {@OLD}, it was able to retain the re-named variables of the subtypes.

Old Path Variable Filtering

Alright, there's a few subsections here. This is how you are able to filter out old paths to ensure you target something precise. Let's just go through them one by one.

Property Filtration (feat. @SKIP)

Method: Open Mind To All Possibilities

Alright, you saw something cool in a map that you wanted to expand upon codeside. So, you make the new path /mob/living/basic/mouse/tom with all sorts of nice behavior. However, you don't want to just replace all of the old /mob/living/basic/mouse paths with the new one, you want to only replace the ones that have a name variable of "Tom". You can do that by simply adding the following to your script:

/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD;name=@SKIP}

In this test example, you already set the name of the Mob to "Tom", so you don't need to worry about that, so first you'll insert @OLD, because you want to retain all the other variables, and then add @SKIP in order to skip adding that variable to the new path. Its important that '@OLD' goes before '@SKIP', otherwise the script won't see the variables to skip and will just keep all of them anyway. So, let's assume we have the following map file:

"a" = (
/mob/living/basic/mouse{
	name = "Tom";
	desc = "A mouse named Tom";
	pixel_x = 12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = -12
	},
/turf/open/floor/iron,
/area/station/prison),

Running the script will update this into:

"a" = (
/mob/living/basic/mouse/tom{
	desc = "A mouse named Tom";
	pixel_x = 12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = -12
	},
/turf/open/floor/iron,
/area/station/prison),

Notice how since you @SKIP'd the name, it doesn't need to re-apply itself, and since you added (the global) @OLD, it was able to keep the desc and pixel_x variable. Also, cute little mouse named Tina goes unfazed through this change.


Method: I Don't Care About Soulful Var-Edits

That's cool, but let's say you have this same example, but let's say that you don't want to carry over the desc variable either (because you did that code-side). In fact, you don't want to carry over any variables beyond the pixel_x. You can choose to only copy over one variable with the following script entry:

/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{pixel_x = @OLD}

The following is also supported, but it's not recommended since it's harder to read because it doesn't really mesh with the TGM format:

/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD:pixel_x}

So, let's assume we have the following map file:

"a" = (
/mob/living/basic/mouse{
	name = "Tom";
	desc = "A mouse named Tom";
	pixel_x = -12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = 12
	},
/turf/open/floor/iron,
/area/station/prison),

You would then get the following output:

"a" = (
/mob/living/basic/mouse/tom{
	pixel_x = -12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = 12
	},
/turf/open/floor/iron,
/area/station/prison),

As you would have wished, only the pixel_x variable copied through. This is pretty constraining and might not match up to certain needs of the repository (or other repositories), so recommend using the first example when possible.

Method: Keep All The Soul!

Okay, let's say that you want to change all instances of /obj/structure/sink that have dir=2 to dir=1 for a laugh. However, there's an issue. You see, 2 is SOUTH in DM directions, (1 is NORTH), and code-side, /obj/structure/sink has dir = 2 by default and doesn't show up in the map editor. You would have to do something like this:

/obj/structure/sink{@UNSET} : /obj/structure/sink{dir=1}

@UNSET will only apply to the change to paths that do not have any variable edits. So, let's assume we have the following map file:

"a" = (
/obj/structure/sink,
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
	dir = 8
	name = "Money Hole"
	},
/turf/open/floor/iron,
/area/station/bathroom),

You would then get the following output:

"a" = (
/obj/structure/sink{
	dir = 1
	},
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
	dir = 8
	name = "Money Hole"
	},
/turf/open/floor/iron,
/area/station/bathroom),

Note how we keep the "Money Hole" intact, while still managing to extrapolate the dir variable to 1 on the sink that had absolutely no variables set on it. This is useful for when you want to change a variable that is not shown in the map editor, but you want to keep the rest of the variables intact.

Methods: Any Value Fits All and Naming Conventions

But what if you just want to rename the variable maxHealth to good_boy_points for all instances of /mob/living/github_user? Using the @ANY parameter after a variable name, you can capture any instance that has it edited in a map. While, to set the value of the newly named good_boy_points to that of the old maxHealth, we can use @OLD:maxHealth, put after the name of the new variable to achieve that. The result'll be something like this:

/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{good_boy_points=@OLD:maxHealth}

Though, If you read about the previous methods, you'd know that without the @OLD parameter (the one without colon), every other variable edit will also be discarded, so it's important to add that BEFORE any other parament, as well as maxHealth=@SKIP following that since we're renaming that variable. So, take two:

/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{@OLD; maxHealth=@SKIP; good_boy_points=@OLD:maxHealth}

Perfect, so now let's assume the following map:

"a" = (
/mob/living/basic/mouse{
	maxHealth = 15
	},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
	name = "ShizCalev";
	desc= "Has more good boy points than a megafauna has health.";
	maxHealth = 2083
	},
/turf/open/floor/iron,
/area/github),

You would then get the following output:

"a" = (
/mob/living/basic/mouse{
	maxHealth = 15
	},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
	name = "ShizCalev";
	desc= "Has more good boy points than a megafauna has health.";
	good_boy_points = 2083
	},
/turf/open/floor/iron,
/area/github),

As an addendum, you don't have to use both @ANY and @OLD:prop_name together. I'm merely providing a single example for the both of them and their most practical usage.

Blend it all together

All of the examples provided within are not mutually exclusive! They can be mixed-and-matched in several ways (old scripts might have a few good examples of these), and the only limit here is your imagination. You can do some very powerful things with UpdatePaths, with your scripts lasting for years to come.

Why should I care?

UpdatePaths is an incredible valuable tool to the following populations:

  • Mappers who have mapping PRs that take a long time to create, and that will need to be updated as progression goes on. Having an UpdatePaths file makes it much more simple to get them to compile their map properly, and not lose paths.
  • Downstreams who have additional maps to the ones we have. You obviously can't Search & Replace fix for a whole downstream, but you can give them the ammunition (UpdatePaths script) for them to quickly and easily resolve that problem.
  • You! As you've seen, you can do a lot of clever and powerful tools that respect the TGM format, from Old Path Filtering to Multiple Path Output- and you can do it all with a simple text file! Otherwise, you would be stuck in absolute RegEx hell, and still end up missing on several potential edge cases. UpdatePaths is built on the same framework that builds the TGM format, so it's incredibly reliable in finding and replacing paths.