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tg parity part 2 #10

Merged
merged 422 commits into from
Apr 11, 2023
Merged

tg parity part 2 #10

merged 422 commits into from
Apr 11, 2023

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dwasint
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@dwasint dwasint commented Apr 11, 2023

About The Pull Request

Mapping March

Ckey to receive rewards: N/A

Why It's Good For The Game

Changelog

🆑
/:cl:

EOBGames and others added 30 commits April 1, 2023 20:16
## About The Pull Request
De-ICs the bluespace tag, instead presenting the same information in an
OOC format.

![image](https://user-images.githubusercontent.com/58124831/227378515-ccb9bfb3-bd30-4ceb-8c6c-fdc50132fb4b.png)
This does not alter the actual information shown (besides a slight
change to wording for the armor-piercing/block values, though the
thresholds are the same).

P.S. I don't know if this is tagged correctly- it doesn't seem to neatly
fit any category. (When are we getting the Tweak tag back?)
## Why It's Good For The Game
The bluespace tag has sorta been an oddity since it was introduced.
While the rationale behind its addition was sound- we want players to
have information without code-diving, but not necessarily anything too
concrete- the actual stuff surrounding that information has always felt
off. Why exactly are we finding items that have lain undisturbed on
lavaland for centuries that have a bluespace tag? What magical source of
information are they drawing from? Basically, in its attempt to make OOC
information IC-relevant, it creates more plot holes than it solves, and
ultimately it does so to no real benefit. Hence, I feel it's best that
we just stop trying to present this in an IC format.
## Changelog
:cl:
qol: Bluespace tags are gone. The information contained within is still
available in the same way, just in a more out-of-character format.
/:cl:
## About The Pull Request

Spontaneous regressions introduced by #74359
(1e58c18).
```txt
 - Z-Level 2 has 150 active turf(s).
 - Z-Level 3 has 150 active turf(s).
 - Z-Level trait Ice Ruins Underground has 300 active turf(s).
 - Z-Level trait Mining has 300 active turf(s).
 - Z-Level trait Station has 300 active turf(s).
 - End of active turf list.
 ```

![image](https://user-images.githubusercontent.com/34697715/229213138-5a6a7a4f-edec-47ab-8def-ee4e4bddfe61.png)

Basically the lavaland ruin sucks dogshit and I had to do a lot of stuff to account for everything failing. There was even a moment where we were adding something to `flags_1` instead of `turf_flags` and that was also really bad to figure out.

![image](https://user-images.githubusercontent.com/34697715/229213428-63bb1f6e-6f88-4604-a3c6-e08e20cbfa7a.png)

i also had to add orange genturfs because it was really getting bad with all of the assertions we had to keep making, especially since stuff like this could also show up:

![image](https://user-images.githubusercontent.com/34697715/229213562-4a145453-5f90-4d05-b8cc-5c1beec2b0dd.png)

That's the prison in the red box, those are active turfs because a chasm scraped it away.

Sorry if this is hard to follow but I promise you everything in this is essential. I wish we didn't have to rely on turf flags as much as we do but this is a fix PR, not a refactor.
## Why It's Good For The Game

Even one active turf on IceBox ate up _three_ seconds of SSair's initialization every single time it was really fucking bad.

We haven't had to deal with chasms for about two years so there's a lot of mapping assertions we made since they just weren't a thing, but now they're back so lets do it properly.
## Changelog
:cl:
fix: The prison on IceBox should no longer leak air as often.
/:cl:

I have compiled this map about 30 times until active turfs stopped fucking happening and now I am content. This likely doesn't fix _everything_ because some stuff can still be hidden to me, and we still have PRs that need to be merged to reduce the amount of noise we're getting on prod.
## About The Pull Request
Adds a new ruin: Anomaly Research Center!
Researcher Anna Molly disappeared along with 20 anomaly cores, where
could she have gone?


![image](https://user-images.githubusercontent.com/7501474/228217881-6b510347-d37f-4713-841c-e2280b92f69c.png)

<details>
  <summary>Pictures</summary>

(a bit outdated but not that much)

![image](https://user-images.githubusercontent.com/7501474/226172256-1d29257e-0914-48da-b199-8ecb3d0b8d99.png)

![image](https://user-images.githubusercontent.com/7501474/226172318-f98d7402-0b3e-4797-b788-2085bfc6ac46.png)

![image](https://user-images.githubusercontent.com/7501474/226172341-b70ae4d6-c1e2-4cf7-8667-c64ac99252cf.png)

![image](https://user-images.githubusercontent.com/7501474/226172364-c7b4c78f-4ddd-4ded-8ca2-92cb74e05d86.png)

![image](https://user-images.githubusercontent.com/7501474/226172378-8cf579b3-c081-436b-8121-ac6e080d7af0.png)

![image](https://user-images.githubusercontent.com/7501474/226172387-ef67e32f-adb1-4d68-8e6a-a0beb7f0435d.png)

![image](https://user-images.githubusercontent.com/7501474/226172406-d735ce68-2bd6-4218-acc3-7efa0acdca06.png)

![image](https://user-images.githubusercontent.com/7501474/226172413-03c9bff7-2d96-4f51-be3a-ea738f92c04f.png)

![image](https://user-images.githubusercontent.com/7501474/226172448-ea19ced1-6f34-4cc4-ac98-6dbfd1481847.png)

![image](https://user-images.githubusercontent.com/7501474/226172454-a8df6a4d-7a14-4942-ab71-9baa03a948fd.png)
</details>

<details>
  <summary>Loot and hazards</summary>

**Loot**

- (1) Raw anomaly core
- NO ANOMALY CORES
- Empty anomaly armor, empty bag of holding
- Bunch of anomaly neutralizers
- 5u of wittel (guarded by anomaly)
- (5) New anomaly releaser, use on an anomaly core to release and
stabilize the anomaly, removing the decay timer

**Hazards**
Area is guarded with "hollow" anomalies, stable and coreless (flux,
bluespace, hallucination, delimber)
They cannot be signalled, but the anomaly neutralizes will make them go
away

BEEEG ANOMALIE: Spawns with a contained supermassive anomaly. There's
four possible big anomalies that can spawn:
- Mega Bluespace: Has a longer reach and can teleport further. On touch,
teleports you all over space for 10 seconds
- Mega gravity: Distorts the area around it, as strong as the rare
gravity anomaly, but with extreme moveforce
- Mega Pyro: Creates more plasma, turns the tile it's on into lava,
dusts on touch
- Mega Flux: Extra damage, dusts on touch, shoots lightning
  
</details>

### Mapping March
Ckey to receive rewards: timegreen

## Why It's Good For The Game
I think we're overdue for an anomaly ruin. The ruin has some unique loot
that could be really fun, but not devastating, to play around with on
the station. The mega-anomaly is also pretty cool.

## Changelog
:cl:
add: Researcher Anna Nomally has disappeared into space, carrying 20
anomaly cores. What could she be up to?
/:cl:

---------

Co-authored-by: Sealed101 <[email protected]>
## About The Pull Request

Fixes #74376
Fixes #69714
This fixes a spelling error which prevented traitors from spawning the
gear they were being given.
Additionally it adds a check for z level 0 in `is_station_level` because
during my testing it was sometimes picking up a dummy mob in presumably
the CI test area and runtiming? This prevented the meteor from spawning
at all.

## Why It's Good For The Game

Makes event work.

## Changelog

:cl:
fix: Traitors should be able to summon their satellite hacking supply
kit.
fix: Dark Matteor shouldn't crash on spawn and fail to arrive.
/:cl:
## About The Pull Request
Fixes tgstation/tgstation#58843

Fixes the issue of only static being shown when closing the telescreen
while looking at a camera, then reopening the telescreen and selecting
the camera. Removes the static properly when reopening the telescreen,
instead of skipping it.
## Why It's Good For The Game

For most telescreens it wasn't too big of an issue, since it would just
mean reloading it by switching to a working camera, then back to the
desired camera. However, for telescreens connected to networks with only
one camera this isn't possible, meaning the telescreens become unusable
after closing it.
## Changelog
:cl:
fix: fixes telescreens showing static when reopening a camera
/:cl:
## About The Pull Request

What it says on the tin. I came across this bug while doing some
testing. The bald quirk gave me a natural wig and it had a broken icon
because the icon path was different from the default one. Makes wigs far
more downstream friendly.

## Why It's Good For the Game

This is my hair

<details>
<summary>I don't wear wigs</summary>
  

![image](https://user-images.githubusercontent.com/13398309/229259716-c8a179d2-1193-4065-b6ff-94d2bc846792.png)

</details>

## Changelog


:cl:
fix: the 'natural wig' item will no longer show a broken icon when it
mimics a hairstyle whose icon path something other than the default
'icons/mob/species/human/human_face.dmi'
/:cl:
## About The Pull Request

There was an errant newscaster in the asteroid walls near the dorms in
Tramstation. This removes it.

## Changelog

:cl:
fix: Removes errant newscaster in the dorm maints of Tramstation.
/:cl:
## About The Pull Request

Adds cameras to each of the five emergency shuttles, which are linked to
the consoles in the bridge of each, as well as adding a telescreen to
the KiloStation shuttle to view the new cameras.
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game

The emergency shuttles for the five stations all had consoles to view
cameras (other than KiloStation), but no cameras of their own, and were
not properly linked to any other camera network. Now the shuttles have
their own camera network that can be accessed properly from the shuttle
console.
## Changelog
:cl:
add: Added security cameras to the five "default" shuttles
add: Added camera telescreen to KiloStation Emergency Shuttle
/:cl:
## About The Pull Request

This fixes a minor oversight I had on my last PR that altered
`PlaySound.dm` Where it shows the admins character name instead of CKEY
like it was before I updated it. This wasn't intentional to show the
character name instead of CKEY.

## Why It's Good For The Game

Fixes a a unintended bug to return the name of the shown admin back to
how it was previously as being their CKEY rather than character name

<details>
<summary>Screenshots/Videos</summary>


![dreamseeker_szXvINGPN6](https://user-images.githubusercontent.com/2568378/229268382-8f57d039-50e3-4132-8f56-447ae117beb1.png)

</details>


## Changelog

:cl:
fix: Play Internet Sound will no longer show an admins Character name
and returns back to showing CKEY as previously
/:cl:
## About The Pull Request

Updates the maid outfit minorly tweaks the colors, makes it not make me
sad whenever I look at it.

![maid
spin](https://user-images.githubusercontent.com/81479835/229311807-aa16dd19-fbbe-421d-b58d-920f5827ba5c.gif)
## Why It's Good For The Game

I was a wee babby spriter back then. I am a slightly better spriter now
and I want to fix my old stuff.
## Changelog
:cl:
imageadd: The maid costume has gotten it's colors slightly tweaked,
should look nicer.
/:cl:
This system forgot that the list it was working with stored mention
strings (which contain uids) anyways, not uids.
:cl:
fix: The notify restart verb in the ooc tab should now actually work.
/:cl:
## About The Pull Request

IT DOESN'T WORK, OPACITY IS NOT DIRECTIONAL, IT JUST LOOKS FUCKING
STUPID

WHY DO WE USE THIS 48 TIMES WHY ARE YOU PEOPLE LIKE THIS

## Why It's Good For The Game


![image](https://user-images.githubusercontent.com/58055496/229333339-78f1c4d8-51e2-4370-a9a9-b9ecf045a7c4.png)


## Changelog
:cl:
fix: Directional frosted/tinted windows will no longer fuck up vision
/:cl:
This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

Co-authored-by: tgstation-server <[email protected]>
## About The Pull Request

Ever wondered where the tourist robots of the restaurant come from?
Well, this ruin will provide more questions then answers!

More seriously, this is the ruins of an outpost for an NTgrub, more
specifically, the branch that sends robots in thematic clothes to space
stations, to gather thematic meals for their customers. Its essentially
a ghost restaurant that "ghost writes" the food they sell, by using
unwitting subcontractors. Do all of the tourists robots work like this?
A mystery!

There is no real loot here, aside from silly hats, random food and
random bedsheets. You can at least, charge some batteries, and top off
your air tank. And of course, there is a holodisk, which lets you see
the final minutes of the crew, before they sent a robot somewhere they
really shouldn't have had.


![image](https://user-images.githubusercontent.com/2676196/227038717-de79cf0a-ca36-457e-885c-93e0f837ef8e.png)

### Mapping March

Ckey to receive rewards: Plizzard
though I don't plan on caching it in

## Why It's Good For The Game

Its nice to have more ruins.

## Changelog

:cl:
add: adds the ruins of a restaurant robot portal hub
/:cl:
comfyorange and others added 27 commits April 10, 2023 11:34
…e to wait for GC (#74604)

The check queue is 5 minutes long because that's the longest a client
can hold onto a reference. Without clients, we can drastically decrease
the time we have to wait. This lowers the time down to 10 seconds
(though everything right now deletes in 5).

This will represent a 5 minute decrease in CI across the board, freeing
up runners.

Makes a few changes to stuff that was being held for more than 10
seconds.
- `VARSET_CALLBACK` now works through weakrefs, to allow for pAIs to
have their holochassis init timers.
- Nar'Sie cleans herself up in GLOB.cult_narsie if she's deleted.
- "Spooky portals" no longer hold onto a reference for 2 minutes.
- `poll_candidates` short circuits to an empty list if there are no
candidates, to avoid several 30 second+ long timers

Originally this was going to be a more clever hack from @MrsTonedOne
about short circuiting if everything deletes before the wait, but we
realized that basically nothing actually holds onto references for that
long without clients, and that nothing really should anyway
## About The Pull Request

like the title says, this PR allows miners to attach their funny little
proto-kinetic accelerator to their hard-earned modsuit

## Why It's Good For The Game

this is probably an oversight, but if not, it's a really weird design
choice. if you can attach a crusher to it, there's no reason you
wouldn't be able to attach a PKA. a very dumb inconvenience imo

## Changelog

:cl:
balance: PKAs can now be attached to mining MODsuits.
/:cl:
… various other fixes/improvements (#74576)

## About The Pull Request

This ended up turning into a bit of a junk drawer of a PR I'll admit,
but there's really not a whole lot to it.

There are three parts:

### Part I - Inhand sprites for light tubes.

Adds inhand sprites for light tubes. No more cardboard tube placeholder.
This is self explanatory-they have unique sprites for all 3 states
(normal, broken, and burnt out). The broken version has sharpness now.

Also refactored light_items.dm a bit, it was using a bespoke proc called
`update` to do icon updates. Now it has been _updated_ to use
`update_appearance` instead.


![dreamseeker_6WC8vJMiBW](https://user-images.githubusercontent.com/13398309/230615134-31c51e94-cee5-4eef-ba63-c348a3b2debc.gif)

### Part II - Latex Balloons

Latex balloons, a very old piece of code that was full of typos, has had
some life breathed back into it. It is a fun little item, and I saw no
reason to let it rot. It can now be crafted using a latex glove and some
cable. Also, you can pop them using anything sharp... such as a broken
light tube! Aha!

We've come full circle.


![image](https://user-images.githubusercontent.com/13398309/230617764-3a304fd2-05d0-4b2f-b420-056a93c0dce3.png)

### Part III - update_inhand_icon proc

A new atom helper function, `/atom/proc/update_inhand_icon(mob/target =
loc)`

I was struggling to find an existing proc that could update inhand icons
of a mob that was holding any given atom, without necessarily having a
ref to the mob yet.

So I ended up writing one that did that, and finding the spots in the
code which were using a similar way of doing it (that is in fact how I
stumbled upon the latex balloon item).

...........But then Iearned of the
`/datum/element/update_icon_updates_onmob` component and ended up using
that instead. There are still some very niche cases where you might not
be able to use the component where the proc would come in handy however
e.g. in transforming.dm--and if anything, I think it could serve as a
good spot to leave a comment informing would be users of
`update_icon_updates_on_mob` as an alternative.

For that reason especially I thought it worth keeping. 

## Why It's Good For The Game

New inhand sprites, and a fun little craftable balloon. What's not to
like?

## Changelog

:cl:
add: latex balloons can now be crafted using a latex glove and some
cable. You can fill them with air using a tank. They also have a new
sound effect.
imageadd: light tubes have a new inhand sprite
fix: broken light tubes now actually have sharpness to them as they are
basically spikes of glass.
refactor: refactored latex balloon code
/:cl:
## About The Pull Request
Mind you I am very tired while making this and it's purely a thought
project (... unless?)

Otherwise, title. No gameplay changes
## Why It's Good For The Game
Typescript is just universally better. Even if the types are wrong, we
still can get some sort of idea what the author was going for, and
autocompletion
## Changelog
:cl:
refactor: Tgui's state manager is in typescript now, huzzah
/:cl:

---------

Co-authored-by: Jeremiah <[email protected]>
… proper subtypes, also creates the /south spawner for consistency (#74517)

## About The Pull Request
Title.

## Why It's Good For The Game
1. This nukes a lot of silly var edits, and cleans up maps
2. The south spawner *isn't* really needed, but having it is nice for
consistency and clarity
3. Sometime ago I forget which map but one of them had var edited
directional subtypes and that made me cry

## Changelog

:cl: Jolly
fix: Maps internally had the code for the "directional" windows altered
a bit. If you see stacked window panes or things look incorrectly,
please file a bug report as that isn't intentional!!
/:cl:
…#74352)

## About The Pull Request
So with the lovely work of my partner Alchemyandmagic, I present new
bespoke and soulless roboticist jumpsuit and skirt resprites, along with
a new more mechanic-esque roboticist boilersuit as an alternate costume
for the job

![Roboticist_Jfront](https://user-images.githubusercontent.com/122066083/228681372-0e4f5f8d-c29d-41ec-b106-f960a1020b27.png)

![Roboticist_jskf](https://user-images.githubusercontent.com/122066083/228681386-7530cdc8-9325-4701-9251-345960a69fa8.png)

![boilersuit_front](https://user-images.githubusercontent.com/122066083/228681402-a001f6ff-8c71-4419-ac8f-41de64ee54c2.png)

![Boilerskirt_front](https://user-images.githubusercontent.com/122066083/228681414-23d92d43-7ac7-49cf-a58e-58d3bc986165.png)

![Roboticist_inhands](https://user-images.githubusercontent.com/122066083/228681426-b7049856-2c3c-40ed-b004-72502cb8cde7.png)
## Why It's Good For The Game
Visual upgrades are generally good and the roboticist jumpsuit was
poorly shaded and out of date with the current direction the artstyle of
ss13 is heading, as for the new outfit, roboticist and research in
general is one of the jobs with very very few alternate costumes for
player customization, and some may wish for their roboticists to have a
more mechanic-like aesthetic
## Changelog
:cl:
imageadd: Nanotransen has made uniform changes to the robotics lab,
modernizing their wardrobe.
/:cl:

---------

Co-authored-by: John Willard <[email protected]>
## About The Pull Request

This PR refactors navigational beacons. In detail, this PR does the
following:

**General Interactions**

- You can now print boards. They are unlocked at Basic Robotics
Research, and can be printed both at engineering and robotics.
- The constructed machine requires no stock parts. When constructed, the
floor tile pops up, so you can actually interact with the device from
the get go.
- Made interacting with it more standardized, you no longer have to
screwdriver it to access the interface, instead you just click on it.
- Screwdrivering is instead part of the regular screwdriver -> crowbar
deconstruct process. However, you have to unlock the maintenance hatch
through the UI first.
- You can now use wallets too, to unlock the control interface, using
the GetID() proc.
- Interacting with tools uses balloon alerts where its possible.

**UI Interactions**

- New tgUI interface!
- Previously, you could put in anything as codes, and there was no guide
in game about what codes and values were valid. This has been replaced
by buttons with pop up text boxes, checkboxes and dropdowns.
- You can also reset the code values to roundstart values, or to blanks,
if the beacon had none.
- InterfaceLockNoticeBox component allows the silicons to unlock the
controls

**Other backend changes**

- Autodocs vars and procs in the navigational beacon file.
- Added defines for the various nav beacon codes.
- The freq var on beacons and the beacon_frequency var on robots did
absolutely nothing, so I have removed them, along with the map varedits,
and the frequency define. Maybe in the future one can readd them, to
make bots that only patrol specific areas (though you can still do that
with good next patrol location tagging).
- Mulebots were using the navbeacon's direction itself to figure out the
direction they have to put down crates, instead of the direction tag.
Now the tag actually works, allowing me to remove a bunch of varedits. I
did keep the beacon's direction as a fallback, in case no direction tag
is set, which should be South always.
- I audited and touched up the directions tags that were not in line
with the previous beacon directions (which caused things such as the
mule trapping themselves behind the crate.
- Sadly, making it use the default screwdriver construction means it is
no longer transparent in maps editors 😔


![image](https://user-images.githubusercontent.com/2676196/230599815-5265033a-d85f-4645-a73c-60e3f2c7eee8.png)

## Why It's Good For The Game

Closes #38064 . More items being constructable is more fun, and its
better if you can use an item without checking the map about how it is
supposed to work.

## Changelog

:cl:
refactor: Refactored navigational beacons, making them constructable,
deconstructable, and generally easier to use
/:cl:
## About The Pull Request

The material_container component now also grants whatever it is added to
a simple screentip of "Insert" on items that it can accept, if it is a
material container that can accept held items.

## Why It's Good For The Game

Now when a traitor feeds their 13 TC revolver into the autolathe they
will see a screentip for a few blissful seconds before pressing left
click anyway and sending an ahelp begging for their revolver back.

## Changelog

:cl:
qol: material components (such as autolathes) have contextual screentips
if you can put an item inside of it
/:cl:
## About The Pull Request
Sergeant Araneus, the pet from HoS, sometimes spawns from gold slimes.
## Why It's Good For The Game
I don't think this was intentional since it is a pet.
## Changelog
:cl:
fix: Sergeant Araneus cannot spawn from gold slimes anymore.
/:cl:
## About The Pull Request

Waystation ruin was missing baseturfs since I had zero idea what it was
when I made it. this PR fixes that. also fixes missing baseturf in the
outlet ruin after I found it during testings

## Why It's Good For The Game
FIX GOOD!!!!!!!!!!! ME LIKE GBP!!!!
## Changelog
:cl:
fix: asteroid-based space ruins (waystation, the outlet) now has
asteroids below their plating!
/:cl:
recolors the wirebrush, makes the wires thinner.
@dwasint
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dwasint commented Apr 11, 2023

welp codeowners will always fail and it seems to compile gonna merge and if this causes issues later on well so be it

@dwasint dwasint merged commit 6b68222 into Monkestation:master Apr 11, 2023
dwasint pushed a commit to dwasint/Monkestation2.0 that referenced this pull request Aug 22, 2023
…nent (#77539)

Hey there,

I've personally fallen for this stupid thing twice (in #77503 and #75627
(d357516)), so I decided to spend a few
hours to crack out a unit test to ensure that I (and no one else) falls
for this stupid thing again.

Let me know if there's a smarter way to code something like this, but I
couldn't figure out a better way to accomodate the current framework and
be as agnostic to certain oddities as possible.
Catches stuff like this:

```txt
[2023-08-11 21:10:04.019]     FAILURE #1: The mob Garden Gnome does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #2: The mob the morph does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #3: The mob the guard spiderling (946) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#4: The mob the ambush spiderling (255) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#5: The mob the scout spiderling (375) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#6: The mob the flesh spiderling (337) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#7: The mob the hunter spiderling (869) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#8: The mob the nurse spiderling (629) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#9: The mob the tangle spiderling (19) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#10: The mob the broodmother spiderling (855) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#11: The mob the viper spiderling (519) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#12: The mob the tarantula spiderling (963) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE Monkestation#13: The mob the spiderling (100) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
```

(ignore the part about gnomes and morphs, this was an earlier version of
the unit test. everything else was relevant and is fixed)
:cl:
fix: Growing spiders will now retaliate against you like they were
always meant to.
/:cl:
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