## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.
All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑
---------
Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@ users.noreply.github.com>
* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level (#78803)
## About The Pull Request
Saw this in CI.

~~Quick fix for it--because turrets are not mobs trying to call this
proc on them will runtime. So let's give them their own implementation
of the proc.~~ Just kidding, let's refactor faction checking entirely
## Why It's Good For The Game
Fixes an issue with basic mob AI targeting and turrets.
## Changelog
🆑
fix: basic mobs will no longer runtime when trying to check the faction
of a porta turret
refactor: faction checking is now done at the atom/movable level
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level
* Modular updates
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* 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>
* made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids
## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai
## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
* made the bee a basic insect
* Merge conflict
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Food code sweepups + heart boxes have more chocolate variety (#72127)
- Chocolate boxes now contain bonbons (formerly tiny chocolates),
truffles, and peanut butter cups
- Slices of bread now taste like their respective breads instead of
tasting "indescribable"
- Fiesta skewers have food categories now
- Misc food file has had more split out of it into sweets.dm,
vegetables.dm, and packaged.dm
- Removed a bunch of redundant food_reagent code
- Changed the sugar in clown cakes' food_reagents to banana juice
- Increased the amount of vitamin in pound cakes (it's four whole cakes
and the amount of vitamin doesn't go up?)
* modular foods
* Fixes the first merge skew of 2023 (#72414)
https://github.com/tgstation/tgstation/pull/72232
skews with
https://github.com/tgstation/tgstation/pull/72127
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Basic Mobs can run away (#71963)
## About The Pull Request
That's right I'm still atomising #71421, some day I might even post
something related to carp.
This PR adds various behaviours to basic mobs allowing them to run away,
in a couple of variations.
Mice will flee from anyone who doesn't share their factions, at all
times (so they will scatter from most humans, but not regal rats).
Rabbits and Sheep will flee from anyone who has attacked them.
Pigs will run away from people who have attacked them, but only if
they're below half health.
https://user-images.githubusercontent.com/7483112/207127135-d1737f91-d3f7-468a-ac60-7c7ae5d6623d.mp4
Mice are still plenty catchable because they don't run _very far_ (or
very fast) but I think the chase will be good enrichment.
To achieve this I had to change the signal COMSIG_CARBON_HEALTH_UPDATE
into COMSIG_LIVING_HEALTH_UPDATE but frankly the latter seems more
sensible anyway.
## Why It's Good For The Game
More behaviours to use later when designing mobs, gradually gives mobs
more things to do rather than just sort of moving aimlessly around the
area you left them in.
It'll give people hunting rats in maintenance some exercise.
## Changelog
🆑
add: Mice will now run away from you, you have to catch them if you want
to eat them. Use those traps!
add: Rabbits, Sheep, and Pigs likewise won't just sit there and let you
pulverise them if they can see an escape route.
/🆑
* Basic Mobs can run away
* Modular!
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>