## About The Pull Request Being sacrificed by a Heretic no longer applies an incurable brain trauma that gives you a phobia of Heretic-associated items. Instead it does the following things: - Removes 2-4 of your organs and leaves them behind on the sacrificial circle, replacing them with "corrupt" organs with negative effects. - Gives you an unremovable "curse" debuff which will cause you to immediately cough a random organ out of your chest if you attack or are attack by the person who sacrificed you, **if they are wearing a Focus at the time.** Corrupt Organs can be removed via surgery, although doing so is dangerous. A removed corrupt organ will often either immediately explode for a small (but not insignificant) amount of burn damage to everyone nearby, or it will animate itself as a haunted object and be a general nuisance until subdued. A patient dosed with Holy Water can always have their organs removed without consequence. Chugging Holy Water will also suppress most of the negative effects of your corrupt organs. The effects of Corrupt Organs are as follows: - **Eyes:** All Heretics **and also a selection of additional random people** are completely invisible to you. You can still see their runtext (or "hear") them, but they otherwise cannot be seen. And as you can't see them you also cannot click on them. - **Tongue:** When you speak, your language will sometimes be replaced by "Shadowspeak", understood only by Curators and Nightmares. This is less of an impediment during Halloween because of the friendly Shadowpeople. - **Liver:** When you drink something, it will add extra reagents to your sip from a pool largely composed of alcohol and hallucinogens. - **Stomach:** Your hunger will deplete significantly faster if you do not regularly ingest blood. (Fun fact: Did you know that a drinking glass full of blood automatically relabels itself "tomato juice"?) - **Heart:** You will continue to be intermittently tormented by frightening hands. - **Lungs:** You will intermittently cough out dangerous or unpleasant gases. - **Appendix:** Very infrequently you will vomit out several hostile worms. Most of these effects aren't present while you're dodging the spooky hands in the Mansus realm. Plasmamen never have their lungs replaced because they'd immediately start choking on their internals and that is annoying. Ethereals _do_ have their hearts replaced so may be surprised to find that they don't respawn when killed if they don't get a new one. I would haved called them Cursed Organs but the Cursed Heart already exists. ## Why It's Good For The Game Nobody enjoys the Heretic phobia from any angle. Phobias suck to deal with in general. and while being scared of all Heretic stuff from that point on is mildly flavourful it's not very interesting. This alternative hopefully provides a more interesting answer (which should provide more storytelling and interaction with other people) to the problems that the original change intended to address: Making sure that nonlethal sacrifices still feel significantly bad enough that you're not going to volunteer, and as an extra layer of protection to ensure that someone you sacrificed functionally ceases to be a threat to you. ## Changelog 🆑 del: Being sacrified by a Heretic no longer gives you an incurable phobia. add: Being sacrificed by a Heretic will drop 2-4 of your organs on the ground and replace them with "corrupt organs" with negative effects which can be suppressed with Holy Water. add: Players who have been sacrificed by Heretics will experience additional and rapidly lethal consequences for attempting to fight someone who previously sacrificed them, as long as that person is wearing a focus. /🆑
AI controllers
Introduction
Our AI controller system is an attempt at making it possible to create modularized AI that stores its behavior in datums, while keeping state and decision making in a controller. This allows a more versatile way of creating AI that doesn't rely on OOP as much, and doesn't clutter up the Life() code in Mobs.
AI Controllers
A datum that can be added to any atom in the game. Similarly to components, they might only support a given subtype (e.g. /mob/living), but the idea is that theoretically, you could apply a specific AI controller to a big a group of different types as possible and it would still work.
These datums handle both the normal movement of mobs, but also their decision making, deciding which actions they will take based on the checks you put into their SelectBehaviors proc.
If behaviors are selected, and the AI is in range, it will try to perform them. It runs all the behaviors it currently has in parallel; allowing for it to for example screech at someone while trying to attack them. As long as it has behaviors running, it will not try to generate new plans, making it not waste CPU when it already has an active goal.
They also hold data for any of the actions they might need to use, such as cooldowns, whether or not they're currently fighting, etcetera this is stored in the blackboard, more information on that below.
Blackboard
The blackboard is an associated list keyed with strings and with values of whatever you want. These store information the mob has such as "Am I attacking someone", "Do I have a weapon". By using an associated list like this, no data needs to be stored on the actions themselves, and you could make actions that work on multiple ai controllers if you so pleased by making the key to use a variable.
AI Behavior
AI behaviors are the actions an AI can take. These can range from "Do an emote" to "Attack this target until he is dead". They are singletons and should contain nothing but static data. Any dynamic data should be stored in the blackboard, to allow different controllers to use the same behaviors.
Guides:
Making Your AI: Quickly runs through how to make an ai controller for anything with a step by step development of one.