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Mirrors prs #75460 #76669 #76635 #78434 and #79303 from tg. #577
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…5460) ## About The Pull Request Updating the UI of the server communication viewing console and the pda message monitoring console. I have kept all the functions of previous versions of consoles. ### **Consoles before:** ![MessageBefore](https://github.com/tgstation/tgstation/assets/72273449/c5671a4a-8ace-4c90-a3ef-a58cec8bf228) ![TelecommsBefore](https://github.com/tgstation/tgstation/assets/72273449/85fc6bdc-7c12-424e-9677-b4c9f18153ed) ### **Console after:** ![MessageAfter](https://github.com/tgstation/tgstation/assets/72273449/d78e2ce8-a6d1-4882-8fca-49477add3003) ![TelecommsAfter](https://github.com/tgstation/tgstation/assets/72273449/a4ded23a-b1db-4dda-9e9d-1433a2ba7115) ## Why It's Good For The Game The interface has become more understandable, and most importantly beautiful (in my opinion), and has also become more canonical. ## Changelog :cl: FeudeyTF code: Updated the UI of the console for viewing message logs and console for view server communications /:cl: --------- Co-authored-by: unknown <[email protected]> Co-authored-by: Mothblocks <[email protected]>
… ability (#76875) ## About The Pull Request Youre supposed to pass datums, not types ## Why It's Good For The Game I like my features working ## Changelog :cl: fix: The malf AI emag ability now works /:cl:
…ipping, and the ability to roll around and crush anything in your path. (#76635) Title. Vendor tipping code is now on /atom/movable, and any movable can fall over like a vendor does. Things like crits have been moved to type-specific availability tables, their effects are now held in their own proc, are now random per crushed item, have probability weights, etc. In the process of making this PR I also had to fix another issue, where a bunch of take_damage() overrides had incorrect args, so that explains the take_damage changes I made. Tipping now also attacks any atoms on the target, given they use integrity. Adds 2 new malf modules. 1. REMOTE VENDOR TIPPING: A mid-cost and mid-supply module allows malf AIs to remotely tip a vendor in any of the 8 directions. After 0.5 seconds of delay and a visual indicator (along with other warnings), the vendor falls over. 1.1. In the process of making this I had to expand a arrow sprite to have orthogonal directions, which is why you may see the testing dmi being changed. 2. CORE ROLLING: A mid-cost but low-supply ability that allows the AI to roll around and crush anything it falls on, including mobs. This has a 5% chance to have a critical hit so it isnt THAT terrible - plus it's guaranteed to never stunlock. It's real utility lies in the fact the AI now has limited movement without borgs. Also, the psychological factor. As a bonus, vendor tipping now uses animate and transforms instead of replacing matrices. 1. Generifying vendor tipping code is just good, period. It's a very wacky and silly little piece of code that really doesn't need to be isolated to vendors exclusively. ANY big and heavy object can fall over and do a ton of damage. 1.1. Also, adding weights to critical hits is really good, because it lets things like the headgib finally be a lot less terrifying, as they're a lot less likely to happen. 2. Remote vendor tipping is a bit of a goofy ability that isn't really THAT practical but has a chance of catching someone unaware and doing some serious damage to that person alone. 2.1. Atop of this, vendor tipping isn't that loud of an action as say, blowing things up, or doing a plasma flood. Even overrides aren't this silent or a non-giveaway. A vendor falling on someone, though, is a mundane thing that happens a lot. This is a decent way to assassinate people before going loud (or at least, damage people) that isn't offered yet. 4. 3.1. For real though, AIs rolling around is just fucking hilarious. The ability to move isn't offered right now (which isn't that much of a bad things), but with sufficiently limited charges (or limits to how many times you can buy the ability), this can be a funny little t hing that lets the AI potentially hide somewhere on the sat (or just relatively close to the sat, such as engineering [it can't go through the teleporter with this but it can go through transit tubes]) without the need for borgs. 3.2. Also, it lets the AI sacrifically execute people by blowing up their brains.
… on a turf, also improves AI rolling code and usage (#78434) ## About The Pull Request Closes tgstation/tgstation#78416 A bit of a blanket fix, but I couldnt come up with a better solution. AI rolling now doesnt require you to click on a adjacent turf, instead it just moves you in the direction of where you clicked. AI rolling cooldown is now a var, as is the roll time.
…e times. (#79303) ## About The Pull Request - Removes the line that prevents multiple purchases of the Robotics Factory ability. - Adds a check to prevent the same message being given to the AI about being unable to shunt after the first use. - Sets Active to False at the end of the activation proc, to properly handle having multiple charges of the ability. ## Why It's Good For The Game The robotics factory is powerful, but has some pretty hard drawbacks. The main being a removal of the ability to shunt. But you also inevitably and permanently change the shift into being Crew vs Silicon. The robotics factory itself isn't super tanky, and it's not hard for it to be destroyed through any number of means (not to mention it requires a powered APC). Losing the factory doesn't undo any of the downsides, which can feel terrible if you get blindsighted. This give the AI a way to recover and continue after a factory loss. You'll still need another 100 points (which is ten APCs, hacked over the course of ten minutes). ## Changelog :cl: balance: Malf Ability "Robotics Factory" can now be purchased multiple times. /:cl:
This was referenced Nov 29, 2023
Closed
This was referenced Dec 3, 2023
Closed
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About The Pull Request
Ports
tgstation/tgstation#75460
tgstation/tgstation#76669
tgstation/tgstation#76635
tgstation/tgstation#78434
tgstation/tgstation#79303
credit to @FeudeyTF for #75460
credit to @nikothedude for #76669 #76635 #78434
credit to @zxaber for #79303
Why It's Good For The Game
Ports a lot of good tg prs.
Rotating ai is hysterical.
Changelog
🆑 FeudeyTF nikothedude zxaber
code: Updated the UI of the console for viewing message logs and console for view server communications
add: New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and existing feedback has been sanity checked and converted to balloon alerts.
add: New malf module: Remote vendor tipping. Allows you to remotely tip a vendor in any of the 8 directions. Goofy and okay for assassinations on unaware enemies!
add: New malf module: Core rolling. Allows you to roll around, crushing anything you fall on with a satisfying splat.
code: Vendor tipping is now a /atom/movable proc, allowing anything to fall over and crush you.
code: All take_damage() overrides now use the correct arguments
image: turf_analysis.dmi's red_arrow now has orthogonal directions
balance: Vendors now are far less likely to gib your head or make you parapalegic
balance: Vendors now respect armor when they crush you
fix: You can no longer break the game by AI rolling in a card or APC
qol: AI Roll now doesnt require you to click the exact turf to move you
qol: AI roll cooldown and roll time is now a variable, making it possible for AIs to become terrifying catamari damacy balls
balance: Malf Ability "Robotics Factory" can now be purchased multiple times.
/:cl: