05791861b7 New PVE Major Midround: Demonic Incursion (#29053)
* Initial commit. Event.

* Started converting mobs to basic mobs. Migo and Creature. Needs aggressiveness AI

* Makes CI happy

* Fixes some file names

* Ticks files

* Fixes file again

* Update code/modules/events/demon_incursion.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Announcement sound, spawn adjustments

* Reduced spread when portals multiply

* Elite spawns when portal count gets high

* Fixes missing comma

* Converted migo, blank, and most of hellhounds to basic mobs. Added new controllers and behaviors

* Fixes

* Linters!

* Faithless moved to basic mob

* LINTERS

* Makes skeletons basic mobs

* Fixes, Ranged Attacks, Ranged variants of nether mobs

* Handles portal expansion chance

* Linters

* Fixes mobs not breaking shit

* Fixes ranged attacks

* Fixes ranged attacks

* oops

* Another oops. No config changes are needed here

* Twenty percent chance that a nether mob is a grappler

* Dimensional tear fixes

* Adjusts awaken distance for hostile mobs, makes variable melee attack rate for basic mobs

* Variable initial spawns, variable spread rates.

* Whole lot of fixes from merge, hellhound completion

* Updated lavaland winter biodome

* Makes basic mobs able to hurt other mobs

* Makes spawners properly rally basic mobs to beat up the attacker

* Extra line

* Removed comment

* Makes hellhounds stop resting when attacked or when they find a new target

* Fixed initial portal spawn amounts

* Borgs now affected by basic mobs

* Nerfs portal spawn rate, nerfs portal integrity, nerfs portal max mobs

* Grapplers now teleport to missed turfs

* Removes duplicate notices

* Buff portals a small bit

* Makes nether portals no longer RR - the body is now recoverable from the blank it became

* Makes portals layer above mobs

* Removed excess ranged attack var

* Changes list for determining start count to rely on mobs with client instead of all clients

* Nerfs portal max mobs

* Portals can no longer spread to within 3 tiles of another portal except on initial event start

* Adjusts target portal count for big mobs

* Spawners now properly remove nest values of basic mobs

* Portals now glow an evil red. When portals are destroyed, 50% chance per mob to slay the mob

* add prowling and return to home behaviors

* cut this down

* be a tiny bit smarter

* Some code cleanup

* Removes hostile base type, removing excess code

* Gives /obj/ a basic mob attack handler. Fixes turrets

* Gives basic mobs a HUD

* Fixes skeleton death flag

* Adjusted initial spawns

* Incursion portals now slowly convert turfs, up to range 3 of them, to hellish flooring

* Increases reward per destroyed portal

* Makes the final portal of an incursion play a sound on destruction, couple portal fixes

* Fixes basic mob xenobiology interactions

* Non-shit portal sprites

* Adds hostile machine element, mobs now actively target turrets and emitters

* Properly gibs things when they should gib

* Linter fix

* Portals now layer under living mobs but over dead ones

* Adds blackbox checking for demon incursion portal counts

* Increases mob sight range slightly to account for widescreen, adds alt-color for grappler, delays incursion announcement a bit more

* Portals now are more likely to spread the less there are

* Incursion portals now repair themselves after not being damaged for some time

* Grilles now shock basic mobs

* Portals will now clean up basic mob corpses near them by gibbing them

* Portal spread chance is now exponential regression

* Portal mob spawns now linearly scale in time

* Fixes some skeleton oversights in ruin mapping

* Demon incursions no longer can spread to tiles in a space area, such as near brig plating

* Moves corpse cleanup to mobs via component

* Portals now drop bodies that are being eaten when they're destroyed.

* Addresses code review

* Docs some vars

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
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Paradise Station

Welcome to the main repository for the Paradise Station version of Space Station 13.

CI Render Nanomaps Average time to resolve an issue Percentage of issues still open

Compiles sometimes Made in BYOND Made with crayons

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Tip

Want to contribute for the first time but unsure where to start?
Join our Discord and check out the #coding_chat channel for helpful links and advice!
Alternatively, have a look at our community maintained Getting Started Guide

Useful Documents and Links

This reference site by the creators of BYOND details information on the DM language, the syntax used, functionality of native procs, and a lot more. This is always useful to have on hand when contributing.

This guide shows you how to leave code comments that comply with "autodocumentation", a system designed to make everyone's lives easier when reading or reviewing code!

All contributors are expected to read our Code of Conduct before they take part in our community.

Not sure how to take part and contribute? This guide gives an overview of how to make comments, pull requests, and open issues.

This guide also sets out our code standards that we expect all submitted code to adhere to.

This community maintained guide covers how to set yourself up for success when attempting to contribute to Paracode.

Important

Paradise does not provide precompiled binaries, requiring you to build from source to host a local server.
Building Paradise is quick and simple, all you need to install is BYOND.

A detailed policy document that governs how the Paradise Station Development Team functions, from the various roles that help keep things running to the process each PR goes through depending on the content.

TGUI is a user interface framework, built on InfernoJS, for all new player-facing UIs.

TGUI is very different to most other BYOND user interfaces as it is written entirely in JavaScript with some data passed to and from DreamMaker. If you are looking to get to grips with TGUI, this tutorial is a good starting point. Additional information can also be found here.

Mapping for Paradise station can be daunting to new contributors. Here's a comprehensive quick-start put together by a community member that takes you from A-Z.


LICENSES

Caution

If you wish to use our code in a closed source manner (i.e. not make it available to the public and/or those who connect to services you offer using this code) you must only use code prior to commit 1af3ddef2af85937251e24384c2173c4b6c3222b on 2015/01/05 22:04 GMT, which is licenced under GPLv3.

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AGPLv3 license

All code after and including commit 1af3ddef2af85937251e24384c2173c4b6c3222b on 2015/01/05 22:04 GMT is licensed under the GNU Affero General Public License version 3 unless otherwise specified within the folder or file.

GPLv3 license

All code prior to commit 1af3ddef2af85937251e24384c2173c4b6c3222b on 2015/01/05 22:04 GMT is licensed under the GPL General Public License version 3

MIT license

Some files are licenced under the MIT license, these files will clearly specify this licence at the head of each file.

Creative Commons 3.0 BY-NC-SA

Any files with the ancestor directories Paradise/icons/goonstation or Paradise/sound/goonstation are licensed under the Creative Commons 3.0 BY-NC-SA license.

Further files or folders may also fall under this licence, and any such instances will be specified within the folder or file.

Creative Commons 3.0 BY-SA

All other non-code assets, including icons and sound files, are licensed under the Creative Commons 3.0 BY-SA license, unless otherwise specified within the folder or file.

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