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Event Spawn: Synthetic K9 Rescue Teams #6490

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merged 50 commits into from
Oct 17, 2024

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blackdragonTOW
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@blackdragonTOW blackdragonTOW commented Jun 17, 2024

About the pull request

Adding a full gameplay loop of the Synthetic K9s that have been historically run by Admins, except as a full fledged Species and Job set that way it's much easier to set up, requires no oversight (the process was originally a 20 minute set up and then needed to be baby sat every time the K9 would be damaged).

The gameplay loop is this:

  1. For the event a Squad Corpsman with RP potential is identified
  2. We 'Create Human' a K9 Synthetic and ckey attach an eligible player
  3. We spawn in the K9 Synthetic Requisitions Vendor
  4. The K9 selects the customization and gear options as expected for anyone gearing up
  5. The K9 hands off the Handler kit to the Corpsman (identical to the Sniper Spotter process)
  6. The K9 and newly appointed "K9 Handler" now perform Corpsman duties except with a dedicated helper

Features for this include:

  • Unique TacMap icons for K9 and K9 Handler.
  • Unique MarineHUD icons for K9 and K9 Handler.
  • Emotes for the K9 for bark and growl.
  • Carrypacks for medical supplies, basic cargo, and an MP vest
  • Boosted senses for the K9 unit, with a Scent Tracker to track down friend and foe, darkvision, and Binocular Vision to see distant
  • Self-input names/gender assignment

Additional Improvements include:

  • NO_OVERLAYS flag for future species/situations where we want no gear overlays to appear
  • Fixing species being blacklisted on all emotes when we want to only blacklist them on base emotes (warcry, golfclap, etc)

Sound Notes:

  • All sounds normalized to -6db
  • Royalty free source: pixabay.com

Sprite Notes:
K9 sprite based on the coyote from mojave sun

Explain why it's good for the game

This gives the K9 Synth rescue team a full gameplay loop, good player engagement, helps bolster RP while also making an event that isn't goofy or silly.

Testing Photographs and Procedure

Screenshots & Videos

Capture
k9

Changelog

🆑
add: Added Synthetic K9 Rescue Teams
fix: Monkeys no longer have access to marine emotes AND now have access to their own emotes but were blocked from.
code: Added a NO_OVERLAYS flag for species should we ever want a species to not use onmob overlays.
refactor: Altered emote whitelisting and blacklisting so that species that were blacklisted out of the basic emotes will able to be whitelisted for other emotes
soundadd: added dog sounds for Synthetic K9 Rescue Teams
imageadd: added icons for Synthetic K9 Rescue Teams
/:cl:

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jun 17, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot added Sprites Remove the soul from the game. Sound Blast 5 minutes of bass boosted music to our players Feature Feature coder badge Fix Fix one bug, make ten more Code Improvement Make the code longer Refactor Make the code harder to read labels Jun 17, 2024
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ALSO THIS IS MY FIRST SERIOUS FULL FEATURE EVER. I APPOLOGIZE FOR ANY SHIT CODE OR PAINFUL STRESS CAUSED TO MAINTAINERS FOR VIEWING MY HAMFISTED CODE ATTEMPT.

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No comment on dogs being human subtypes

code/datums/paygrades/factions/uscm/marine.dm Outdated Show resolved Hide resolved
code/game/machinery/vending/vendor_types/crew/k9_synth.dm Outdated Show resolved Hide resolved
code/game/objects/items/cosmetics.dm Outdated Show resolved Hide resolved
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code/modules/mob/living/carbon/human/species/synth_k9.dm Outdated Show resolved Hide resolved
code/modules/mob/living/carbon/human/species/synth_k9.dm Outdated Show resolved Hide resolved
code/modules/mob/living/carbon/human/species/synth_k9.dm Outdated Show resolved Hide resolved
code/modules/mob/living/carbon/human/species/synth_k9.dm Outdated Show resolved Hide resolved
Comment on lines 751 to 759
if (istype(species, /datum/species/monkey)) //Point towards burning sprites for monkeys
fire_sprite_sheet = 'icons/mob/humans/onmob/OnFire.dmi'
fire_sprite_prefix = "monkey"
else if (istype(species, /datum/species/synthetic/synth_k9)) //Point towards burning sprites for k9_synths
fire_sprite_sheet = 'icons/mob/humans/onmob/OnFire.dmi'
fire_sprite_prefix = "k9"
else //Default to human shaped fire sprites
fire_sprite_sheet = 'icons/mob/humans/onmob/OnFire.dmi'
fire_sprite_prefix = "Standing"
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These should be species vars

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Aug 23, 2024
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Conflicts have been resolved. A maintainer will review the pull request shortly.

@blackdragonTOW blackdragonTOW marked this pull request as ready for review August 23, 2024 20:14
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@harryob harryob left a comment

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just a few more nits

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@harryob harryob marked this pull request as draft August 24, 2024 09:49
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@harryob harryob added this pull request to the merge queue Oct 17, 2024
Merged via the queue into cmss13-devs:master with commit 8d2ee27 Oct 17, 2024
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cmss13-ci bot added a commit that referenced this pull request Oct 17, 2024
@harryob harryob mentioned this pull request Oct 27, 2024
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Code Improvement Make the code longer Feature Feature coder badge Fix Fix one bug, make ten more Refactor Make the code harder to read Sound Blast 5 minutes of bass boosted music to our players Sprites Approved confirmed no stray pixels Sprites Remove the soul from the game. Stale Exempt PR can't go stale
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8 participants