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* 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>
Datum Component System (DCS)
Concept
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.
See this thread for an introduction to the system as a whole.