Quests, Ambush Refactor & Human NPC overhaul#5357
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dwasint wants to merge 85 commits intoMonkestation:mainfrom
Open
Quests, Ambush Refactor & Human NPC overhaul#5357dwasint wants to merge 85 commits intoMonkestation:mainfrom
dwasint wants to merge 85 commits intoMonkestation:mainfrom
Conversation
…ings based on an item attack, adds in craftable automatons
… limbs actually robotic with a bullshit fix to get them to render
…r behaviors that are deemed complmentary. npcs can feint and use stamina I'm low key evil.
Open
This was referenced Feb 26, 2026
| return ..() | ||
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| /datum/controller/subsystem/regionthreat/fire(resumed) | ||
| var/player_count = GLOB.player_list.len |
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Suggested change
| var/player_count = GLOB.player_list.len | |
| var/player_count = length(get_active_player_count(alive_check = TRUE)) |
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| for(var/T in threat_regions) | ||
| var/datum/threat_region/TR = T |
Collaborator
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Suggested change
| for(var/T in threat_regions) | |
| var/datum/threat_region/TR = T | |
| for(var/datum/threat_region/TR as anything in threat_regions) |
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| for(var/T in threat_regions) | ||
| var/datum/threat_region/TR = T |
Collaborator
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Suggested change
| for(var/T in threat_regions) | |
| var/datum/threat_region/TR = T | |
| for(var/datum/threat_region/TR as anything in threat_regions) |
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| for(var/T in threat_regions) | ||
| var/datum/threat_region/TR = T |
Collaborator
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Suggested change
| for(var/T in threat_regions) | |
| var/datum/threat_region/TR = T | |
| for(var/datum/threat_region/TR as anything in threat_regions) |
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| var/converted_type | ||
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| var/threat_region = "" // Key used to look up threat region this area belongs to |
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Tie this to an area typecache instead?
| @@ -0,0 +1,104 @@ | |||
| /obj/item/clothing/barding | |||
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Why is it clothing?
| /obj/structure/fluff/traveltile/proc/resolve_destination_area() | ||
| if(!aportalgoesto) | ||
| return | ||
| for(var/obj/structure/fluff/traveltile/other in GLOB.traveltiles) // or however you iterate portals |
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Suggested change
| for(var/obj/structure/fluff/traveltile/other in GLOB.traveltiles) // or however you iterate portals | |
| for(var/obj/structure/fluff/traveltile/other as anything in GLOB.traveltiles) // or however you iterate portals |
| grid_height = 32 | ||
| grid_width = 32 | ||
| dropshrink = 0.6 | ||
| var/obj/item/reagent_containers/food/snacks/food = null // The food item wrapped in the ration |
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| /mob/living/carbon/human/species/human/northern/highwayman | ||
| ai_controller = /datum/ai_controller/human_npc | ||
| faction = list("viking", "station") |
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Faction defines please?
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| /mob/living/carbon/human/species/human/northern/deranged_knight | ||
| ai_controller = /datum/ai_controller/human_npc | ||
| faction = list("dundead") |
This was referenced Feb 26, 2026
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About The Pull Request
This is like total difficulty spike across the board since human AI is DRASTICALLY more "resourceful"
ports: Azure-Peak/Azure-Peak#4206 & Azure-Peak/Azure-Peak#3507
with cleanup done around points I found weird.
New Human AI (still wip)
Why It's Good For The Game
Changelog
🆑
add: human npcs are more dynamic in their interaction
add: threat system to areas to scale ambush intensity, decreases as ambushes are spawned so FG can work
add: questing system
/:cl:
Pre-Merge Checklist