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Spritening 2 #294

Merged
merged 22 commits into from
Aug 26, 2023
Merged

Spritening 2 #294

merged 22 commits into from
Aug 26, 2023

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dwasint
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@dwasint dwasint commented Aug 24, 2023

About The Pull Request

tgstation/tgstation#77076
tgstation/tgstation#76531
tgstation/tgstation#77109
DaedalusDock/daedalusdock#16
DaedalusDock/daedalusdock#41

Why It's Good For The Game

Changelog

🆑 Kapu1178, Goonstation (The sounds)
sound: Mobs now emit a quiet chime on say().
sound: Hearing the AI speak via radio plays a fitting chime.
code: Adjusted how Runechat appears.
/🆑

dwasint and others added 17 commits August 23, 2023 20:40
A not-so-long time ago I drunkenly coded #71488 which did not work as
intended.

I return now, in a state of reflective sobriety, to rectify that.

The clown car will now not only crash like it should, but will also
cause (additional) head injuries to some occupants and kill the deer on
impact.

Content warnings: **Animal death, vehicle collision, blood, DUI.**

https://github.com/tgstation/tgstation/assets/28870487/4889f452-7e49-4512-8cdd-e4e2a4d6b394

Fixes the product of a silly PR that never actually worked. Also gives
it a bit more TLC in the event that this joke actually plays out on a
live server.
:cl:
fix: Clown cars now properly collide with deer.
sound: Violent, slightly glassy car impact sound.
/:cl:
…784)

deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.

one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes

i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
:cl:
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/:cl:

---------

Co-authored-by: Mothblocks <[email protected]>
A not-so-long time ago I drunkenly coded #71488 which did not work as
intended.

I return now, in a state of reflective sobriety, to rectify that.

The clown car will now not only crash like it should, but will also
cause (additional) head injuries to some occupants and kill the deer on
impact.

Content warnings: **Animal death, vehicle collision, blood, DUI.**

https://github.com/tgstation/tgstation/assets/28870487/4889f452-7e49-4512-8cdd-e4e2a4d6b394

Fixes the product of a silly PR that never actually worked. Also gives
it a bit more TLC in the event that this joke actually plays out on a
live server.
:cl:
fix: Clown cars now properly collide with deer.
sound: Violent, slightly glassy car impact sound.
/:cl:
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)

Another simple to basic mob refactor.

:cl:
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/:cl:
… and wheelchair sounds. (#75732)

More or less a triviality, currently footstep/wheelchai sounds are
played even when the mob is moved by a conveyor belt, or riding the
tram. This PR puts an end to that.

To clarify, this doesn't stop these sounds from being played if you're
walking/running/rolling along or against a belt, or inside the tram.

But more than that, I made this PR because, afaik, we don't have a good
way to tell if a given movement proc chain was caused by a move loop or
not, and I need one for something I'm working on. This is more of an
implementation and reason for this PR to be made.

Tested, no issue. Waiting for a review, specially from @LemonInTheDark,
since they're the mind behind the movement loop code. Hopefully I'm
right saying what I said.

This fixes a consistency issue (if it can be called such) and the lack
of a simple way to tell if a movable is being moved by a move loop
outside of its own code.

:cl:
fix: Being moved around by conveyor belt or tram no longer play
footsteps and wheelchair sounds.
/:cl:
@dwasint dwasint merged commit 082438a into Monkestation:master Aug 26, 2023
16 of 17 checks passed
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4 participants