Ports Malf AI rolling (and some other tipping refactors) (#21900)

* some thoughts

* I really forgot to commit all of this didn't I

* Rework vendor crits

* fixes some angle jank

* yeag

* Patches up most bugs with tilting things over

* Fixes up most of the AI logic

* rolling AI can now take teleporters, visual effect is now only seen by the AI

* better effects

* Remove a bunch of now useless code

* I keep forgetting this

* cleanup in aisle seven

* oops

* some more testing

* adminbus hours

* Fixes some buildmode stuff, does some more testing

* Add documentation

* Demo bugs

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* rework crit damage amount

* Adapt recent tg changes

* Fix some small bugs in testing, contra review 1

* contra review 2

* Fixes tipping with pacifism

* restore removed icons

* Fix some remote untipping

* restore the roll action

* finally address contra's review (sorry)

* remove debug tool

* Move untilt logic into component

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
This commit is contained in:
Luc
2023-10-31 20:24:52 +00:00
committed by GitHub
co-authored by Henri215
parent 49afcce327
commit 95d3a49929
23 changed files with 650 additions and 245 deletions
+3
View File
@@ -206,3 +206,6 @@
take_damage(power / 8000, BURN, ENERGY)
power -= power / 2000 //walls take a lot out of ya
. = ..()
/obj/structure/fall_and_crush(turf/target_turf, crush_damage, should_crit, crit_damage_factor, datum/tilt_crit/forced_crit, weaken_time, knockdown_time, ignore_gravity, should_rotate, angle, rightable, block_interactions)
. = ..(target_turf, crush_damage, should_crit, crit_damage_factor, forced_crit, weaken_time, knockdown_time, ignore_gravity, should_rotate, angle, rightable = TRUE, block_interactions_until_righted = FALSE)