mirror of
https://github.com/Skyrat-SS13/Skyrat-tg.git
synced 2026-07-15 01:43:46 +01:00
master
175 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
||
|
|
4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
|
|
f77fcc6907 |
[MIRROR] Canonise passive carp (#29510)
* Canonise passive carp (#85939) ## About The Pull Request The other day someone posted a story on the tgstation forums about being spawned as a sentient "passive carp" from slime gold cores and then biting someone to death which mildly annoyed me because "passive carp" is a mob which exists purely for a shuttle event, to make them less dangerous when passing through the area. And _also_ because once sapient the passive carp was, of course, not passive at all. If it was a passive carp they wouldn't have had to appeal a note, because they wouldn't have been able to bite that guy. There were two solutions for this. The obvious one is "remove this mob from the gold slime core pool". The one I chose instead was "give this mob more divergent behaviour". Now instead of "passive carp" it is called a "false carp", which is a carp-like creature that is incapable of harming humans (it has the pacifist trait and does no damage). It is spawned from the _friendly_ gold core reaction instead of the hostile one. It will be chill until someone attacks it or it sees someone attack another false carp, then all of them will run away from that person. Additionally I fixed a bug where its teeth reappeared in some animation states. And another bug where crab AI just didn't work. ## Why It's Good For The Game If you see a mob called "passive carp" it should do what it says in the name. ## Changelog 🆑 balance: Pacifist carp can now be spawned from the friendly gold core reaction, and no longer appear from the hostile one. fix: The teeth of toothless carp will not occasionally reappear fix: Crabs will now run from attackers larger than them and attack things smaller than them, as intended. /🆑 * Canonise passive carp --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
828d807464 |
Canonise passive carp (#85939)
## About The Pull Request The other day someone posted a story on the tgstation forums about being spawned as a sentient "passive carp" from slime gold cores and then biting someone to death which mildly annoyed me because "passive carp" is a mob which exists purely for a shuttle event, to make them less dangerous when passing through the area. And _also_ because once sapient the passive carp was, of course, not passive at all. If it was a passive carp they wouldn't have had to appeal a note, because they wouldn't have been able to bite that guy. There were two solutions for this. The obvious one is "remove this mob from the gold slime core pool". The one I chose instead was "give this mob more divergent behaviour". Now instead of "passive carp" it is called a "false carp", which is a carp-like creature that is incapable of harming humans (it has the pacifist trait and does no damage). It is spawned from the _friendly_ gold core reaction instead of the hostile one. It will be chill until someone attacks it or it sees someone attack another false carp, then all of them will run away from that person. Additionally I fixed a bug where its teeth reappeared in some animation states. And another bug where crab AI just didn't work. ## Why It's Good For The Game If you see a mob called "passive carp" it should do what it says in the name. ## Changelog 🆑 balance: Pacifist carp can now be spawned from the friendly gold core reaction, and no longer appear from the hostile one. fix: The teeth of toothless carp will not occasionally reappear fix: Crabs will now run from attackers larger than them and attack things smaller than them, as intended. /🆑 |
||
|
|
19ea5e9da2 |
[MIRROR] fixes wolf ai getting stuck (#29295)
* fixes wolf ai getting stuck (#85654) ## About The Pull Request wolf AI tend to get stuck processing this behavior infinitely ## Why It's Good For The Game fixes wolf ai getting stuck sometimes ## Changelog 🆑 fix: wolf AI will no longer get stuck /🆑 * fixes wolf ai getting stuck --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
be240083a4 |
fixes wolf ai getting stuck (#85654)
## About The Pull Request wolf AI tend to get stuck processing this behavior infinitely ## Why It's Good For The Game fixes wolf ai getting stuck sometimes ## Changelog 🆑 fix: wolf AI will no longer get stuck /🆑 |
||
|
|
b0d7b16eed |
[MIRROR] [NO GBP] Lil' fix to fishing hat PR. (#29148)
* [NO GBP] Lil' fix to fishing hat PR. * Update flee_target.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
4266de5ffb |
Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog 🆑 add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /🆑 |
||
|
|
d4bd72800d |
[NO GBP] Lil' fix to fishing hat PR. (#85459)
## About The Pull Request I didn't remove or change a few copypasted lines. @Jacquerel. ## Why It's Good For The Game They won't flee otherwise. ## Changelog N/A |
||
|
|
2535df375d |
Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog 🆑 add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /🆑 |
||
|
|
eb9f43d7ba |
[MIRROR] [NO GBP] Fixes hoverboard being able to be used in space. (#28697)
* [NO GBP] Fixes hoverboard being able to be used in space. (#84533) ## About The Pull Request Apparently I've left out that `isopenspaceturf(A)` returns false on normal (not multi-z) space turfs because they're of a different path. This should fix the fact you can use hoverboards as a substitute jetpacks, which wasn't intended. You can still use them in space if there's lattice/catwalk underneath, or another kind of turf on the z-level below however. ## Why It's Good For The Game Unintended bit from the skateboard buff PR I had made months ago. ## Changelog 🆑 fix: Hoverboards properly dysfunction in space without any kind of support underneath them. /🆑 * [NO GBP] Fixes hoverboard being able to be used in space. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
32aa798d36 |
[NO GBP] Fixes hoverboard being able to be used in space. (#84533)
## About The Pull Request Apparently I've left out that `isopenspaceturf(A)` returns false on normal (not multi-z) space turfs because they're of a different path. This should fix the fact you can use hoverboards as a substitute jetpacks, which wasn't intended. You can still use them in space if there's lattice/catwalk underneath, or another kind of turf on the z-level below however. ## Why It's Good For The Game Unintended bit from the skateboard buff PR I had made months ago. ## Changelog 🆑 fix: Hoverboards properly dysfunction in space without any kind of support underneath them. /🆑 |
||
|
|
630b3705b6 |
[MIRROR] minor raptor tweaks (#27845)
* minor raptor tweaks (#83407) ## About The Pull Request i think i made these a bit too strong, this hopefully balances them out a bit. they were initially accidentally given alot of armor against ranged attacks, this is now removed. also ive reduced their base hp by a bit. im open to other suggestions and feedback ## Why It's Good For The Game they were stronger than i intended. this keeps their usefulness for battling tendrils, or ore vents but also prevents using them to cheese several megafauna ## Changelog 🆑 balance: you can now polymorph into raptors balance: raptors overall have less health and no longer have armor against ranged attacks /🆑 * minor raptor tweaks --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
6da03cfb66 |
minor raptor tweaks (#83407)
## About The Pull Request i think i made these a bit too strong, this hopefully balances them out a bit. they were initially accidentally given alot of armor against ranged attacks, this is now removed. also ive reduced their base hp by a bit. im open to other suggestions and feedback ## Why It's Good For The Game they were stronger than i intended. this keeps their usefulness for battling tendrils, or ore vents but also prevents using them to cheese several megafauna ## Changelog 🆑 balance: you can now polymorph into raptors balance: raptors overall have less health and no longer have armor against ranged attacks /🆑 |
||
|
|
ffd24e42a3 |
[MIRROR] [no gbp] raptors with the playful trait now play with their owners (#27766)
* [no gbp] raptors with the playful trait now play with their owners (#83294) ## About The Pull Request i forgot to add this behavior to playful raptors, currently this trait does nothing. raptors will now play with their owners and tease them if they are nearby ## Why It's Good For The Game adds more personality to raptors with the playful trait. also this behavior can now be given to any other tameable mobs ## Changelog 🆑 fix: playful raptors now correctly play with owners /🆑 * [no gbp] raptors with the playful trait now play with their owners --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
2f3978773e |
[no gbp] raptors with the playful trait now play with their owners (#83294)
## About The Pull Request i forgot to add this behavior to playful raptors, currently this trait does nothing. raptors will now play with their owners and tease them if they are nearby ## Why It's Good For The Game adds more personality to raptors with the playful trait. also this behavior can now be given to any other tameable mobs ## Changelog 🆑 fix: playful raptors now correctly play with owners /🆑 |
||
|
|
61c379045c |
[MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537) adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
||
|
|
761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
||
|
|
649f2f9eaa |
fixes a few problems in ai targetting (#82998)
## About The Pull Request fixes #82964 , fixes #82866 ## Why It's Good For The Game fixes several problems with ai targetting. this pr resolves civil war that was brewing between several mobs. also fixes a major problem where mobs would only search for targets and not perform any other behaviors. also fixes a small problem where mobs would constantly stop and start while chasing targets ## Changelog 🆑 fix: mobs in the same faction will no longer be at odds against one another fix: mobs can now perform behaviors alongside searching for targets fix: mobs will no longer be starting and stopping when chasing targets /🆑 |
||
|
|
dc202e7642 |
fixes a few problems in ai targetting (#82998)
## About The Pull Request fixes #82964 , fixes #82866 ## Why It's Good For The Game fixes several problems with ai targetting. this pr resolves civil war that was brewing between several mobs. also fixes a major problem where mobs would only search for targets and not perform any other behaviors. also fixes a small problem where mobs would constantly stop and start while chasing targets ## Changelog 🆑 fix: mobs in the same faction will no longer be at odds against one another fix: mobs can now perform behaviors alongside searching for targets fix: mobs will no longer be starting and stopping when chasing targets /🆑 |
||
|
|
55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
|
||
|
|
f27d66020f |
fixes brimdemon AI (and some other mobs) (#82831)
## About The Pull Request i noticed brimdemons werent attacking when i tried investigating the problem i saw it extends to other mobs ## Why It's Good For The Game brimdemons, as well as other mobs, will behave normally ## Changelog 🆑 fix: brimdemons (and other mobs) will act normally /🆑 |
||
|
|
1e78db8471 | Refactors how basic ais do their success/failures (#82643) | ||
|
|
2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit |
||
|
|
b20c982404 |
Converts slimes to basic mobs (#82176)
## About The Pull Request After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. ## Why It's Good For The Game - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 ## Changelog 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 |
||
|
|
2ed6af479c |
[MIRROR] [NO GBP] Fixes even more AI related CI runtimes [MDB IGNORE] (#25682)
* [NO GBP] Fixes even more AI related CI runtimes (#80262) ## About The Pull Request Consider this a continuation of https://github.com/tgstation/tgstation/pull/80202  ~~It seems I missed a few.~~ Edit: Modified per request to handle this more broadly. If a pawn gets `qdel`'d, the ai controller should be set to off and get removed from the list of active controllers, and all their actions should be canceled. Also adds some qdeleted checks to `finish_action()`, which can still run after the pawn gets qdeleted as part of the `CancelActions()` chain. ## Why It's Good For The Game Less spurious CI failures. ## Changelog Nothing player facing really. * [NO GBP] Fixes even more AI related CI runtimes * Update _ai_controller.dm --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
4a989723e1 |
[NO GBP] Fixes even more AI related CI runtimes (#80262)
## About The Pull Request Consider this a continuation of https://github.com/tgstation/tgstation/pull/80202  ~~It seems I missed a few.~~ Edit: Modified per request to handle this more broadly. If a pawn gets `qdel`'d, the ai controller should be set to off and get removed from the list of active controllers, and all their actions should be canceled. Also adds some qdeleted checks to `finish_action()`, which can still run after the pawn gets qdeleted as part of the `CancelActions()` chain. ## Why It's Good For The Game Less spurious CI failures. ## Changelog Nothing player facing really. |
||
|
|
c2520730a5 |
[MIRROR] Fixes a bunch of AI related CI runtimes [MDB IGNORE] (#25552)
* Fixes a bunch of AI related CI runtimes (#80202) ## About The Pull Request <details><summary>A bunch of the numerous CI issues </summary>   </details> You can view the full list of them here https://github.com/Skyrat-SS13/Skyrat-tg/actions/runs/7148986054/job/19470671408. What seems to be happening is, the `ai_controller` `fire()`s, and at some point the the `pawn` var has become null from qdeletion. Many of the `SelectBehaviors()` procs make use of that var, and then try to access it without any safeties whatsoever. I believe it is mainly happening because of long `do_after()`s and other procs that sleep. This PR just adds those safeties. I probably didn't get them all, but this should fix the ones I have seen in CI. There may be a better solution to cover all future cases of this but I will wait on feedback to proceed. See below comments: --- I don't know if you would rather this to always be checked at the controller level instead (or in `able_to_plan()` perhaps?) but I could do that if it's wanted. I wasn't sure if there were certain things that depended on `SelectBehaviors()` running for cleanup so I opted against that. On that note, shouldn't we just be qdeleting the `ai_controller` when the pawn gets qdeleted? Is that not already happening? And if not, is there a reason for it? That would probably be the best way to handle it... ## Why It's Good For The Game I would like to stop seeing so many random CI failures, wouldn't you? ## Changelog 🆑 fix: fixes some AI runtimes that were caused by the pawn becoming null /🆑 * Fixes a bunch of AI related CI runtimes --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
18047d74fe |
Fixes a bunch of AI related CI runtimes (#80202)
## About The Pull Request <details><summary>A bunch of the numerous CI issues </summary>   </details> You can view the full list of them here https://github.com/Skyrat-SS13/Skyrat-tg/actions/runs/7148986054/job/19470671408. What seems to be happening is, the `ai_controller` `fire()`s, and at some point the the `pawn` var has become null from qdeletion. Many of the `SelectBehaviors()` procs make use of that var, and then try to access it without any safeties whatsoever. I believe it is mainly happening because of long `do_after()`s and other procs that sleep. This PR just adds those safeties. I probably didn't get them all, but this should fix the ones I have seen in CI. There may be a better solution to cover all future cases of this but I will wait on feedback to proceed. See below comments: --- I don't know if you would rather this to always be checked at the controller level instead (or in `able_to_plan()` perhaps?) but I could do that if it's wanted. I wasn't sure if there were certain things that depended on `SelectBehaviors()` running for cleanup so I opted against that. On that note, shouldn't we just be qdeleting the `ai_controller` when the pawn gets qdeleted? Is that not already happening? And if not, is there a reason for it? That would probably be the best way to handle it... ## Why It's Good For The Game I would like to stop seeing so many random CI failures, wouldn't you? ## Changelog 🆑 fix: fixes some AI runtimes that were caused by the pawn becoming null /🆑 |
||
|
|
7dd661f342 |
[MIRROR] basic cats and mini kitchen helpers [MDB IGNORE] (#25330)
* basic cats and mini kitchen helpers (#79800) ## About The Pull Request this pr transforms cats into basic pets! cats now have some new behavior. they can carry fish and hunted mice in their mouths to deliver it to kittens, and kittens will eat them.   if a kitten sees you holding food, it will point at you and meow loudly until u give it the food. becareful when putting male cats near each other, there is a small chance they get into a heated argument and meow loudly at each other until one of them flees. also added a new small cat house for cats. cats will use these homes if u build one near them (using 5 wood planks)  Chefs can craft the cake cat and breadcat. these are useful cats because they can help the chef around in the kitchen. they will turn stoves and grills off when food is ready, so they dont burn. and the cake cat will help the chef decorate his donuts ## Why It's Good For The Game refactors cats into basic mobs and gives them a deeper ai ## Changelog 🆑 refactor: cats are now basic pets. please report any bugs. add: the cake cat and bread cat can now help the chef around in the kitchen /🆑 * basic cats and mini kitchen helpers * Modular --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
ce6f2724cd |
basic cats and mini kitchen helpers (#79800)
## About The Pull Request this pr transforms cats into basic pets! cats now have some new behavior. they can carry fish and hunted mice in their mouths to deliver it to kittens, and kittens will eat them.   if a kitten sees you holding food, it will point at you and meow loudly until u give it the food. becareful when putting male cats near each other, there is a small chance they get into a heated argument and meow loudly at each other until one of them flees. also added a new small cat house for cats. cats will use these homes if u build one near them (using 5 wood planks)  Chefs can craft the cake cat and breadcat. these are useful cats because they can help the chef around in the kitchen. they will turn stoves and grills off when food is ready, so they dont burn. and the cake cat will help the chef decorate his donuts ## Why It's Good For The Game refactors cats into basic mobs and gives them a deeper ai ## Changelog 🆑 refactor: cats are now basic pets. please report any bugs. add: the cake cat and bread cat can now help the chef around in the kitchen /🆑 |
||
|
|
2f4010c992 |
[MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)
* Removes final remnants of 'targetted' (#79626) ## About The Pull Request Finishing what https://github.com/tgstation/tgstation/pull/79513/ started, removes 'targetted' typo from code. Also updates the basic mob guide with the new updated var names. ## Why It's Good For The Game Typos bad. Accurate guides good. ## Changelog 🆑 code: gets rid of the rest of the instances of 'targetted' typo from code /🆑 * Removes final remnants of 'targetted' --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
e1b958c41f |
Removes final remnants of 'targetted' (#79626)
## About The Pull Request Finishing what https://github.com/tgstation/tgstation/pull/79513/ started, removes 'targetted' typo from code. Also updates the basic mob guide with the new updated var names. ## Why It's Good For The Game Typos bad. Accurate guides good. ## Changelog 🆑 code: gets rid of the rest of the instances of 'targetted' typo from code /🆑 |
||
|
|
bbd547ec95 |
[MIRROR] Targeting Datums Renamed (and global) [MDB IGNORE] (#24885)
* Targeting Datums Renamed (and global) (#79513)
## About The Pull Request
[Implements the backend required to make targeting datums
global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e)
It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?
[Implements
GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0)
Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)
Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)
I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.
## Why It's Good For The Game
Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Targeting Datums Renamed (and global)
* Update dogs.dm
* Modular
* Modular
* Modular
* Merge skew?
* Revert "Merge skew?"
This reverts commit
|
||
|
|
9696dd1a1d |
Targeting Datums Renamed (and global) (#79513)
## About The Pull Request [Implements the backend required to make targeting datums global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e) It's inconsistent with the rest of basic ai for these to have a high degree of state, plus like, such a waste yaknow? [Implements GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0) Regexes used: new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1) Renamed all instances of targetting to targeting (also targetting datum -> targeting strategy) I've used GET_TARGETING_STRATEGY at the source where the keys are actually used, rather then in the listing. This works out just fine. ## Why It's Good For The Game Not a misspelled name through the whole codebase, very slightly less memory load for basically no downside (slight cpu cost maybe but not a significant one. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
a4c123c212 |
[MIRROR] new wizard ability and basic leaper refactor [MDB IGNORE] (#24805)
* new wizard ability and basic leaper refactor * Update riding_mob.dm * Modular --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
42c8e1adf9 |
new wizard ability and basic leaper refactor (#79237)
## About The Pull Request refactors leapers into basic mobs and adds a new ability for wizards. for 2 points wizards can buy their own leaper pet. they will get a contract which lets them pick their pet's name and color  after they sign the contract they will get a frog statue which is used to contain the leaper. players can use this statue to release or recall the leaper into the statue. when its in the statue it will slowly regain health or even revive from the dead, but if it gets gibbed then the statue will be useless. also adds a new ai behavior for leapers which lets them go swim in water (and splash around) for a period of time. i gave this behavior to frogs and crabs too when riding the leaper, the players will get access to all its abilities, it now has new abilities, it can create frog minions that suicide bomb the enemies and it can also create a shower of poisonous structures. https://github.com/tgstation/tgstation/assets/138636438/931aa7b4-09f0-493f-bdb6-f3bdd0915b22 also when riding the leaper, players can point at walls near it so it will destroy it. alternatively players can give commands to their leapers to use abilities and to follow them if they are not riding it. wizards cant be force dismounted from their frogs, and only wizards can ride the frogs. this also removes leapers from cytology as they now are much more dangerous and have a new home ## Why It's Good For The Game refactors leapers into basic mobs, and gives more gameplay opportunities for wizards ## Changelog 🆑 refactor: leapers have been refactored into basic mobs please report any bugs add: wizards can now summon a leaper pet removal: removes leapers from cytology /🆑 |
||
|
|
e501a5c02e |
[MIRROR] Converts traders to basic mobs [MDB IGNORE] (#24673)
* Converts traders to basic mobs (#79187) ## About The Pull Request This PR converts the two trader mobs into basic mobs, these being the basic debug trader that buys ectoplasm and sells ghost burgers, and Mr Bones, who buys empty milk cartons and bones, and sells bone relate paraphernalia. Traders now use dynamic appearance generation. The old sprites still exist as hallucinations, and as shop signs. Trader UI is now summoned via `COMSIG_ATOM_ATTACK_HAND`, which properly cancels the attack chain, so there is no longer need to put it on Interact. I kept most of the original behaviour, but moved them off into a component. I have also cached all the images generated for the radials, I hope I have not overengineered it. I have also created a new datum, which stores the trader's wares, needs, and speech patterns. Admins can put the component along with the trader data on any living mobs with an AI controller, turning them into traders. Keep in mind that most AI has random idle movement, meaning they have a chance to walk off, closing your trader radial.  The trader AI consists of the following, first, when a trader sees someone, they will deploy their shop, if one does not already exists. The shop consists of a chair, and a holographic sign. If you attack them, they will chase you with their weapons, and then return to their chair when victorious. If the chair is somehow destroyed, they will create a new shop when they see a new potential customer.  Mr Bones uses a variant of the AI, where they will run at you, and deploy their shop when they reach you. I call this the jumpscare variant. Below you can see me getting actually jumpscared because Mr Bones has stepped on a yelling frog when I opened the maintenance door.  I have also made an element that toggles an ai controlled combat mode when it gains a target, and when it loses it. I am using it to make Traders unable to trade while they are trying to kill a robber. To aid this, I a have made `/datum/ai_controller/proc/sig_remove_from_blackboard` send the `COMSIG_AI_BLACKBOARD_KEY_CLEARED` signal, in case the trader kills a mob that deletes itself on death. This means I could remove a signup `/datum/component/appearance_on_aggro` was doing towards Qdeleting. Below you can see Mr Bones shooting me with candy corn.   Traders actually only shoot you until you are conscious, so I survived here in crit. Most mobs don't have crit state, so they just die, so I am sticking by this voice line. Thank you @ CoiledLamb for help with the sale sign! ## Why It's Good For The Game Two more mobs off the list. The AI and Componentized behaviours allows us to set up new kind of traders. ## Changelog 🆑 refactor: Traders are basic mobs now. Please alert us of any strange behaviours! code: If there is only one option, radial lists will autopick it. This behaviour can be turned off via a new argument. /🆑 * Converts traders to basic mobs --------- Co-authored-by: Profakos <profakos@gmail.com> |
||
|
|
bc18450afe |
Converts traders to basic mobs (#79187)
## About The Pull Request This PR converts the two trader mobs into basic mobs, these being the basic debug trader that buys ectoplasm and sells ghost burgers, and Mr Bones, who buys empty milk cartons and bones, and sells bone relate paraphernalia. Traders now use dynamic appearance generation. The old sprites still exist as hallucinations, and as shop signs. Trader UI is now summoned via `COMSIG_ATOM_ATTACK_HAND`, which properly cancels the attack chain, so there is no longer need to put it on Interact. I kept most of the original behaviour, but moved them off into a component. I have also cached all the images generated for the radials, I hope I have not overengineered it. I have also created a new datum, which stores the trader's wares, needs, and speech patterns. Admins can put the component along with the trader data on any living mobs with an AI controller, turning them into traders. Keep in mind that most AI has random idle movement, meaning they have a chance to walk off, closing your trader radial.  The trader AI consists of the following, first, when a trader sees someone, they will deploy their shop, if one does not already exists. The shop consists of a chair, and a holographic sign. If you attack them, they will chase you with their weapons, and then return to their chair when victorious. If the chair is somehow destroyed, they will create a new shop when they see a new potential customer.  Mr Bones uses a variant of the AI, where they will run at you, and deploy their shop when they reach you. I call this the jumpscare variant. Below you can see me getting actually jumpscared because Mr Bones has stepped on a yelling frog when I opened the maintenance door.  I have also made an element that toggles an ai controlled combat mode when it gains a target, and when it loses it. I am using it to make Traders unable to trade while they are trying to kill a robber. To aid this, I a have made `/datum/ai_controller/proc/sig_remove_from_blackboard` send the `COMSIG_AI_BLACKBOARD_KEY_CLEARED` signal, in case the trader kills a mob that deletes itself on death. This means I could remove a signup `/datum/component/appearance_on_aggro` was doing towards Qdeleting. Below you can see Mr Bones shooting me with candy corn.   Traders actually only shoot you until you are conscious, so I survived here in crit. Most mobs don't have crit state, so they just die, so I am sticking by this voice line. Thank you @CoiledLamb for help with the sale sign! ## Why It's Good For The Game Two more mobs off the list. The AI and Componentized behaviours allows us to set up new kind of traders. ## Changelog 🆑 refactor: Traders are basic mobs now. Please alert us of any strange behaviours! code: If there is only one option, radial lists will autopick it. This behaviour can be turned off via a new argument. /🆑 |
||
|
|
c056f4dac9 |
[MIRROR] Nanotrasen basic mobs. [MDB IGNORE] (#24573)
* Nanotrasen basic mobs. (#78917) ## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 * Nanotrasen basic mobs. * Modular --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
b65f729901 |
Nanotrasen basic mobs. (#78917)
## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 |
||
|
|
6e2fcee00b |
[MIRROR] Basic Constructs: Artificer [MDB IGNORE] (#24456)
* Basic Constructs: Artificer (#79015) ## About The Pull Request Really getting into the meat of the constructs now. Artificers have become basic mobs. On the whole, this was a pretty rote conversion, with no significant gameplay changes other than the switch to using healing hands rather than a unique heal ability. The player experience as an artificer is more or less identical. The _interesting_ part comes with the AI for the seldom-used "hostile" variant. Hostile artificers, being squishy and laughably weak, are now a dedicated "medic" role for constructs. They will perform triage, always seeking the most wounded construct (or shade!) to give healing to. They will not attack at all, but they _will_ flee with great speed if attacked and not busy healing. If they are healing another construct, they will remain even if they are beaten to death. I've added some more AI functionality that may come in handy in the future, and done some refactoring to keep things from getting out of hand: - A planning subtree for finding targets that will always select the most heavily wounded living target that the mob can see (or rather, the one with the least health). Useful again for medical triage, or for making a particularly cruel mob that always attacks whoever is easiest to kill. I plan to use this for NPC wraith constructs when I convert them. - Targeting datums can now check a blackboard key to see if they should only target wounded mobs. This is particularly useful for "medic" type mobs such as this one. - I've refactored the "minimum stat" behavior of targeting datums to be stored in a blackboard key. This removes the need to have unique subtypes for each different minimum stat we might want. Which... for the most part, weren't even used, leading to proliferation of several completely identical targeting datums in a bunch of different files. Hopefully this change will make things cleaner. In addition, this PR fixes a pair of bugs from #78807 that I didn't catch: - Healing constructs can now actually heal shades. Turns out I forgot to add the correct biotype. - Healing hands, when set to print the target's remaining health, no longer does so as a visible message. The one thing I didn't do that I kind of wanted to is make NPC artificers heal themselves when wounded and not busy doing something else, but it ended up being kind of annoying to make a mob willingly target itself. NPC artificers never had this behavior before, so I consider it okay, but maybe I'll circle back to it later. ## Why It's Good For The Game Another basic conversion, another 5 items off the checklist. Very little should change in-game, though I think the new NPC AI could make for interesting challenges in ruins or bitrunning or something. ## Changelog 🆑 refactor: Artificer constructs have been converted to the basic mob framework. This should change very little about them, but please report any bugs. NPC artificers are now smarter, and will focus on healing nearby wounded constructs - if you see them, take them out first! /🆑 * Basic Constructs: Artificer * Modular * Modular paths * Modular paths --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
0c17553a96 |
Basic Constructs: Artificer (#79015)
## About The Pull Request Really getting into the meat of the constructs now. Artificers have become basic mobs. On the whole, this was a pretty rote conversion, with no significant gameplay changes other than the switch to using healing hands rather than a unique heal ability. The player experience as an artificer is more or less identical. The _interesting_ part comes with the AI for the seldom-used "hostile" variant. Hostile artificers, being squishy and laughably weak, are now a dedicated "medic" role for constructs. They will perform triage, always seeking the most wounded construct (or shade!) to give healing to. They will not attack at all, but they _will_ flee with great speed if attacked and not busy healing. If they are healing another construct, they will remain even if they are beaten to death. I've added some more AI functionality that may come in handy in the future, and done some refactoring to keep things from getting out of hand: - A planning subtree for finding targets that will always select the most heavily wounded living target that the mob can see (or rather, the one with the least health). Useful again for medical triage, or for making a particularly cruel mob that always attacks whoever is easiest to kill. I plan to use this for NPC wraith constructs when I convert them. - Targeting datums can now check a blackboard key to see if they should only target wounded mobs. This is particularly useful for "medic" type mobs such as this one. - I've refactored the "minimum stat" behavior of targeting datums to be stored in a blackboard key. This removes the need to have unique subtypes for each different minimum stat we might want. Which... for the most part, weren't even used, leading to proliferation of several completely identical targeting datums in a bunch of different files. Hopefully this change will make things cleaner. In addition, this PR fixes a pair of bugs from #78807 that I didn't catch: - Healing constructs can now actually heal shades. Turns out I forgot to add the correct biotype. - Healing hands, when set to print the target's remaining health, no longer does so as a visible message. The one thing I didn't do that I kind of wanted to is make NPC artificers heal themselves when wounded and not busy doing something else, but it ended up being kind of annoying to make a mob willingly target itself. NPC artificers never had this behavior before, so I consider it okay, but maybe I'll circle back to it later. ## Why It's Good For The Game Another basic conversion, another 5 items off the checklist. Very little should change in-game, though I think the new NPC AI could make for interesting challenges in ruins or bitrunning or something. ## Changelog 🆑 refactor: Artificer constructs have been converted to the basic mob framework. This should change very little about them, but please report any bugs. NPC artificers are now smarter, and will focus on healing nearby wounded constructs - if you see them, take them out first! /🆑 |
||
|
|
0d5a0c0bb9 |
[MIRROR] Goats will randomly attack you [MDB IGNORE] (#24312)
* Goats will randomly attack you (#78930) ## About The Pull Request We accidentally lost this behaviour when we converted goats to basic mobs. _Formerly_ (and now again) goats had a 0.5% chance per second to simply decide to attack you for no reason at all. While attacking you they also have a 10% chance per second to get bored of doing that and stop. Additionally, we were outputting a fluff message every time you attacked a goat which would spam chat if you were trying to fist fight each other. I added a 20 second cooldown onto it. As is often the case, implementing this led me down a bit of a rabbit hole. We were previously bypassing faction checks via a mixture of flags on AI behaviours and blackboard keys. I have moved this _entirely_ to the blackboard now, rather than making targetting subtypes just to skip faction checks. This entails having one blackboard key which is "by default do we care about factions?" and another which is "are we currently ignoring factions for some other reason?" Retaliatory AI will generally enable the second flag, so you can get pissed off at someone you would usually not mind hanging out with if they start something with you. Certain mobs which want to hunt other mobs but not be hunted in return just ignore factions entirely all the time and use the former. The upshot of this is that the default behaviour for expected default retaliatory AI shouldn't require you to set any specific kind of targetting datum and will Just Work. In a similar vein because I was touching largely the same mobs I made the "flee when injured" component apply its "don't flee because not injured" flag instantly upon application rather than needing to manually set it in the blackboard definition, so that also Just Works. ## Changelog 🆑 fix: Pete's anger management training has worn off, and he will once again sometimes pick a fight with you for absolutely no reason. qol: Attacking a goat will not spam messages so frequently. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Goats will randomly attack you --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@ san7890.com> |
||
|
|
41699c260e |
Goats will randomly attack you (#78930)
## About The Pull Request We accidentally lost this behaviour when we converted goats to basic mobs. _Formerly_ (and now again) goats had a 0.5% chance per second to simply decide to attack you for no reason at all. While attacking you they also have a 10% chance per second to get bored of doing that and stop. Additionally, we were outputting a fluff message every time you attacked a goat which would spam chat if you were trying to fist fight each other. I added a 20 second cooldown onto it. As is often the case, implementing this led me down a bit of a rabbit hole. We were previously bypassing faction checks via a mixture of flags on AI behaviours and blackboard keys. I have moved this _entirely_ to the blackboard now, rather than making targetting subtypes just to skip faction checks. This entails having one blackboard key which is "by default do we care about factions?" and another which is "are we currently ignoring factions for some other reason?" Retaliatory AI will generally enable the second flag, so you can get pissed off at someone you would usually not mind hanging out with if they start something with you. Certain mobs which want to hunt other mobs but not be hunted in return just ignore factions entirely all the time and use the former. The upshot of this is that the default behaviour for expected default retaliatory AI shouldn't require you to set any specific kind of targetting datum and will Just Work. In a similar vein because I was touching largely the same mobs I made the "flee when injured" component apply its "don't flee because not injured" flag instantly upon application rather than needing to manually set it in the blackboard definition, so that also Just Works. ## Changelog 🆑 fix: Pete's anger management training has worn off, and he will once again sometimes pick a fight with you for absolutely no reason. qol: Attacking a goat will not spam messages so frequently. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
b2ccdeab8b |
[MIRROR] Basic Mob Gorillas [MDB IGNORE] (#24284)
* Basic Mob Gorillas (#78918) ## About The Pull Request Now we can make basic mobs with hands easily so I did, they don't actually use their hands for anything with AI. In the future we can come back and share the monkey AI where they pick up items to hit people with, but frankly few weapons are more deadly than a gorilla's fists. IIRC I didn't really change their behaviour much, this is mostly just a straight conversion. Main difference is that they will prioritise eating nearby bananas and fruit salads over punching people. When I make these conversions nowadays I need to decide between "does this attack at the speed that it did as an NPC mob or the speed it did as a player?" I am arbitrarily deciding that gorillas are usually not players and electing for the former, but tell me if you disagree. I also made "show basic inhand sprites" into a component shared by Gorillas, Drones, and Dextrous Guardians (all also now available to become basic, once I get around to it), And I added an AI behaviour to run a basic emote. This is similar but different to "random speech", which kind of sucks and needs rewriting anyway. Gorillas don't speak, only ooga. ## Why It's Good For The Game https://www.youtube.com/watch?v=npuuTBlEb1U ## Changelog 🆑 refactor: Gorillas now use the basic mob framework. Please report any unusual side effects. /🆑 * Basic Mob Gorillas * Modular paths --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
504e6acfa3 |
Basic Mob Gorillas (#78918)
## About The Pull Request Now we can make basic mobs with hands easily so I did, they don't actually use their hands for anything with AI. In the future we can come back and share the monkey AI where they pick up items to hit people with, but frankly few weapons are more deadly than a gorilla's fists. IIRC I didn't really change their behaviour much, this is mostly just a straight conversion. Main difference is that they will prioritise eating nearby bananas and fruit salads over punching people. When I make these conversions nowadays I need to decide between "does this attack at the speed that it did as an NPC mob or the speed it did as a player?" I am arbitrarily deciding that gorillas are usually not players and electing for the former, but tell me if you disagree. I also made "show basic inhand sprites" into a component shared by Gorillas, Drones, and Dextrous Guardians (all also now available to become basic, once I get around to it), And I added an AI behaviour to run a basic emote. This is similar but different to "random speech", which kind of sucks and needs rewriting anyway. Gorillas don't speak, only ooga. ## Why It's Good For The Game https://www.youtube.com/watch?v=npuuTBlEb1U ## Changelog 🆑 refactor: Gorillas now use the basic mob framework. Please report any unusual side effects. /🆑 |
||
|
|
3869212f81 |
[MIRROR] Mook village and basic mook refactor [MDB IGNORE] (#24269)
Mook village and basic mook refactor Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
0f5d14e68b |
Mook village and basic mook refactor (#78789)
## About The Pull Request refactors mooks into basic mooks and re-adds them to the game ## Why It's Good For The Game this refactors mooks into basic mobs and re adds them to the game. mooks are now a part of lavaland. they come as a part of a random ruin which consist of a entire village of friendly mooks. Mooks will aid players but they will still attack ashwalkers because of some troubled history between them.  mooks are a very diseased specie. nanotrasen discovered a small tribe of mooks and cut a deal with their tribal chief to aid ss13 miners in exchange for medical supplies. tribal chief in his decked out home  male mooks go out and mine and haul ore off back to their village. they will deposit ores into a stand which is managed by another mook. they will all return to their village to rest once a lavastorm comes.  players can use this stand to withdraw any ore they like  female mooks will stay behind in the village to guard it from ashwalkers. they will also heal male mooks when they come back from a long day of work. the tribal chief is a bum and chooses not to go out and mine. he will stay behind in the village and issue commands to his people rather than work the village also has its own bard! he follows player visitors and plays nice music for them while they are in the village (although he is not very talented).  he is still a warrior at heart tho so he will be smashing his guitar over ashwalker skull  ## Changelog 🆑 refactor: mooks are now basic mobs. please report any bugs feature: added mook village to lavaland ruins! /🆑 |
||
|
|
fd1d9e4ee8 |
[MIRROR] Fixes fleeing behaviour [MDB IGNORE] (#24223)
* Fixes fleeing behaviour (#78821) ## About The Pull Request This PR does three things: - Fixes fleeing, I broke it in a recent PR so mobs would walk to a location then sort of stand there doing nothing. This is due to using `>=` instead of `>`. - Makes lobstrosities stop running and charge at you more responsively (when they detect they can charge). - Inverts the `BB_BASIC_MOB_FLEEING` blackboard key to `BB_BASIC_MOB_STOP_FLEEING` so that the default behaviour is "to perform the behaviour that you put on the mob" instead of to not do that. ## Why It's Good For The Game Makes commonly used behaviour work properly. Removes footgun we hand to ai developers. ## Changelog 🆑 fix: Cowardly mobs will consistently run away from you instead of getting tired and just sort of standing there after an initial burst of movement. /🆑 * Fixes fleeing behaviour --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |