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Bioscrambler improvements #1683
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Any chance we could also get the 'bioscrambler-chases-you' PR from TG? Might make people ignore them less. |
ooh i like that |
…twalks with traits and a new element. (#76376) This adds a new element for movables that grants turfs they're in traits, changes lava and the chasm component to check for traits instead, ditto for turf slowdown. It also implements another trait that prevents wet floor from slipping people, as well as some other changes (feel free to opine on them really): - Tables and conveyor belts now stop turf slowdown, much like catwalks, as I imagine people walking on them are not really touching the floor. (I'd include protection against lava too... until they melt, but that'd mean finding a way to have these objects burn in the first place, and lava code is still stupid despite a years old refactor I did) - Tables also stop slippery turfs from slipping (bananas, soaps etc. still apply). I wish there were a way to make some objects slippery by coating them in water vapor or splashing water/lube, but that's outside the scope of this PR. - Fixed an edge case in which a mob standing on a lava turf would be left permanently visually on fire if the lava is changed to another kind of turf. - Removed unused code from stone tiles. I'm going to include these traits in that global list for admin-added traits... tomorrow perhaps. 💤 Replacing some hard-coded mechanics with easier to use traits and an element, which I also need for the submerge element PR. :cl: refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring turf slowdowns on catwalks with traits. balance: much like catwalks, tables and conveyors also disable turf slowdowns. balance: slippery turfs won't slip you when walking on a table. fix: Fixed an edge case in which a mob standing on a lava turf would be left visually but permanently on fire if the lava is changed to another kind of turf. /:cl:
I heard reports that people just ignore the bioscrambler anomaly because basically you just don't go into that room any more and depending on where it spawned, that's no big deal. That won't do. Now the Bioscrambler will be attracted to the nearest sign of advanced thinking life (read: nearest humanoid mob controlled by a player) and will very slowly pursue them, travelling through walls and obstacles in order to do so. Also if it decides to target you, you will get a foreboding psychic warning like with the dark matteor, because I think it's funny for dire warnings to have multiple obscuring sources. The Bioscrambler can be blocked with containment fields if you want to make an overly-elaborate pen for it. To accomplish this I refactored containment fields a little bit to apply turf traits instead of making four different `locate()` checks for different objects. Those files smell bad. Oh also I moved the dullahan organs to the Bioscrambler blacklist because they runtimed while I was testing it (see also: my other incoming PRs) and I can't see any other reasonable way to fix it (they expect to be in an abstract body zone...) Anomalies are generally meant to be problems that you deal with or face some kind of consequence. Because the Bioscrambler isn't a timed anomaly with a dramatic detonation effect, being spawned in a poorly-trafficked area could simply mean that it isn't a problem to anyone. Now it will make sure that it is a problem for someone until someone gets rid of it. I thought this solution was funnier than making it do something zany if you leave it alone for 3 minutes. :cl: balance: The Bioscrambler will now actively attempt to get closer to living targets rather than chilling in a closet nobody goes into (unless you trap it in a containment field). balance: Because it can now travel through walls, the Bioscrambler will no longer transform you THROUGH walls. /:cl:
removing abductor organs is kinda stinky |
@KittyNoodle I actually left a few of the abductor organs in, which is why I didn't just add |
honey, i love you, you have amazing programming skills, but this has severely hindered my Charlie Station rounds, and there has been at least 3 following me around and it is TORTURE |
at least make it non-permanent if you're gonna make us not ignore it basically this PR makes them more destructive than even some of the other anomaly types also is it supposed to jumpscare you straight through walls with 0 counter or reaction time |
@flleeppyy can you not make an analyzer+signaler to neutralize it?
Monkestation2.0/monkestation/code/game/objects/effects/anomalies/anomalies_bioscrambler.dm Lines 1 to 2 in 72a3063
this pr should've blacklisted most of the round-ruining things that you could get from it
you should get the ominous nosebleed message in chat once it begins to target you? |
Im not sure. The ancient protolathe can make anything but not everything. I'll try the next time I get a chance |
Absolucy a nosebleed isn't enough to tell you "a bioscrambler is about to bust through the nearest wall" I had to codedive to figure out wtf it meant. Maybe something like "you feel a murderous intent" or something would work better to actually WARN you. On that note, anomalies are escaping from ruins onto the station as well as charlie, which results in some... questionable scenarios. |
Really, this has always been a problem with the bioscrambler. Maybe someone could port something like the SAD or, since we already have it, improve the cloner, to better provide ways to reverse stuff like the bioscrambler's effects? |
About The Pull Request
Adds some more organs to the bioscrambler blacklist, and prevents bioscramblers from giving you unremovable "abstract" organs, like the dullahan eyes.
Also prevents messing with anime implants, and allows them to give/change wings.
Ports tgstation/tgstation#76376 and tgstation/tgstation#82555
Why It's Good For The Game
Fixes some weird bugs like dullahan eyes, and bioscramblers are less likely to completely fuck up your round.
Also non-moths with moth wings are funny.
Changelog
🆑
fix: Bioscramblers can no longer give you buggy abstract organs, like dullahan eyes.
qol: Added some more things to the bioscrambler blacklist, such as psyker heads, fly tongues/stomachs, anime implants, and abductor glands.
add: Bioscramblers can now give you wings. Moffcats, here we come!
balance: The Bioscrambler will now actively attempt to get closer to living targets rather than chilling in a closet nobody goes into (unless you trap it in a containment field).
balance: Because it can now travel through walls, the Bioscrambler will no longer transform you THROUGH walls.
/:cl: