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[PORT] Fixes rescue chasm fishing (+ some qol) #2440
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## About The Pull Request The default spawnables from chasms are spawned on top of the chasm rather than on the user's turf, and that can be an issue. ## Why It's Good For The Game This will fix #77982. ## Changelog :cl: fix: fixed fishing skeleton mob spawners that immediately crumble back into the void of whatever chasm you fished them from. /:cl:
… again (#78418) ## About The Pull Request Fixes Skyrat-SS13/Skyrat-tg#23763 Somewhere along tgstation/tgstation#77739 and the following fishing PR's this feature got overlooked and broken. The args for `dispense_reward()` and `find_chasm_contents()` needed to be updated as they were just wrong. This sets them straight and adds an additional fishing unit test for the rescue hook to hopefully prevent this edge case from being overlooked. ## Why It's Good For The Game Rescue hooks work again, hooray. ## Changelog :cl: fix: rescue hooks will once again drop the mob next to the fisherman instead of just displaying a balloon alert and doing nothing /:cl: --------- Co-authored-by: Ghom <[email protected]>
Chasms prevent teleportation Fixes #80101 Being able to teleport people into chasms using beacons as an anchor is bad. It has very little counterplay besides fishing out the beacon, changing the teleport target (assuming it's not hidden), or killing someone holding a handtele. The alternate idea for this PR was to see if the chasm added some sort of trait to the things falling in it and make it so the teleporter would ignore things with that trait, but it seems like chasms don't do that. :cl: Tattle balance: you can no longer teleport into chasms /:cl: --------- Co-authored-by: tattle <[email protected]>
Fixes #79255 Fixes #79272 Fixes #79313 Fixes #79328 As it turns out, "basic avoidance" and "dumb" AI pathfinding were both broken with regards to dangerous turfs, as was "random walk" idle behavior. Now, these three things will properly avoid turfs that could kill the mob. The global typecache of dangerous turfs has been removed, in favor of a turf-level proc, `can_cross_safely`, which returns TRUE or FALSE based on whether a movable atom can cross the turf without being harmed. This obviously defaults to TRUE, and is overridden for the four dangerous turf types: - **Space** can be safely crossed only with TRAIT_SPACEWALK. While space does not directly cause harm, being sent drifting away is not desirable behavior. - **Chasms** and **open space** can be safely crossed with TRAIT_MOVE_FLYING. - **Lava** can be safely crossed with TRAIT_MOVE_FLYING or TRAIT_LAVA_IMMUNE. If an AI's pathfinding would take it through a dangerous turf, or if it tries to randomly step onto one, the movement will be cancelled. Basic mobs have all been ignoring dangerous terrain this whole time. This means that mobs on Lavaland could walk right into chasms, mobs on multi-Z stations could be tricked into falling into pits, and so on. In the case of idle movement, no checks were happening whatsoever, causing similar problems without players ever being involved. Notably, skeleton mobs on certain away missions were randomly wandering into lava, causing one of our many random CI failures of the last week. They won't do that anymore. All told, this should make AI behavior a little more believable, by giving basic mobs literally any sense whatsoever of self-preservation. :cl: fix: Basic mobs will no longer randomly walk into terrain that harms or kills them. /:cl: --------- Co-authored-by: Jacquerel <[email protected]>
…ook (#83781) ## About The Pull Request Title, warns you if you have anormal hook and gives you a heads up it might work otherwise. ## Why It's Good For The Game Everyone knows 'fish in chasm to get body', but not many people know 'you can ONLY use the rescue hook to get body'. This clarifies that! It reduces misinformation and confusion. ## Changelog :cl: qol: Adds a chat message for fishing in a chasm with a normal and rescue hook, to clarify that only rescue hooks can drag up corpses. /:cl:
Absolucy
changed the title
Fixes rescue chasm fishing (+ some qol)
[PORT] Fixes rescue chasm fishing (+ some qol)
Jun 27, 2024
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About The Pull Request
Ports:
Changelog
🆑
fix: (Ghommie) Fixed fishing skeleton mob spawners that immediately crumble back into the void of whatever chasm you fished them from.
fix: (vinylspiders) Rescue hooks will once again drop the mob next to the fisherman instead of just displaying a balloon alert and doing nothing.
balance: (Tattle) You can no longer teleport into chasms.
fix: (lizardqueenlexi) Basic mobs will no longer randomly walk into terrain that harms or kills them.
qol: (carlarctg) Adds a chat message for fishing in a chasm with a normal and rescue hook, to clarify that only rescue hooks can drag up corpses.
/:cl: