Files
Bubberstation/code/modules
Timberpoes f12cc4ff0a Mulebots are no longer bugged into horrific, merciless machines of gore and destruction. (#57378)
About The Pull Request

In https://github.com/tgstation/tgstation/pull/57010/files#diff-08a9c12575e75bb692c000da3f7eea30c0340da26171c5c788fd2b17afef92b5 Floyd did an undocumented change to Mulebot behaviour.

He moved crushing from the /human/Crossed level to mulebot/Cross.

The problem is:
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Cross (and Crossed) are called when some other object Crosses us, not when we Cross some other object.

This meant that... Well... Walking into a mulebot was deadly. Buckling to a mulebot was deadly.
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And being buckled to a mulebot that ended up moving was deadly multiplied by the number of times the mulebot moved.
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Also why can you push mulebots when things are buckled to it? That seems like an oversight.

I added new signals to the atom/movable/...Cross... series of procs that are sent from the thing crossing our AM. The thing crossing our AM can then listen for that signal on itself, and it now knows when it's crossing something! BOOM! CRUSH TIME!

I've also added a check to /mob/living/proc/PushAM to prevent pushing an AM buckled to a thing when you wouldn't be able to pull them. This check also takes into account if you'd just have the raw movement force to push the thing they're buckled to as well. This should put a stop to being able to push mulebots around when they have mobs buckled to them.

Also, you can swap places with active Mulebots. This is probably not intended. I've added TRAIT_NOMOBSWAP to them.

The end result? Mulebots that just work.


And don't worry, you can still crawl under them.

Why It's Good For The Game

Feex.
Changelog

🆑
fix: Mulebots no longer murder people just because that person dared to bump into them.
/🆑
2021-03-20 11:50:34 +13:00
..
2021-03-18 13:18:57 +00:00
2021-03-17 05:51:53 -07:00
2021-03-18 13:18:57 +00:00
2021-03-17 05:51:53 -07:00
2021-03-18 13:18:57 +00:00
2021-03-17 05:51:53 -07:00