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thousand yard stare #580

Merged
merged 128 commits into from
Nov 20, 2023
Merged

thousand yard stare #580

merged 128 commits into from
Nov 20, 2023

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dwasint
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@dwasint dwasint commented Nov 19, 2023

About The Pull Request

Why It's Good For The Game

Changelog

🆑
/:cl:

Lufferly and others added 30 commits November 18, 2023 21:29
## About The Pull Request

Fixes: #76815
The shells the basic syndicate mobs were dropping were not actually
unspent, but they were not updating their description. They do that now.

## Why It's Good For The Game

small bugfix

## Changelog

:cl: Seven
fix: Syndicate ranged mobs (and probably other basic mobs) properly
update their shell's description to show they are spent.
/:cl:
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands

makes the non sapiant minebots more useful

:cl:
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/:cl:
## About The Pull Request
if the victim is outside the shooting distance the mob will go through
an endless cycle of finding the target and deleting the target instead
of chasing them

## Why It's Good For The Game
fix basic ranged mobs not chasing the targets

## Changelog
:cl:
fix: basic ranged mobs will now chase victims
/:cl:
## About The Pull Request

Title.

## Why It's Good For The Game

Fixes #78089
Simple mobs drop their meats when gibbed but basic mobs don't which is
weird and inconsistent.

## Changelog

:cl:
fix: fixed basic mobs not dropping their butcher results when gibbed
/:cl:
## About The Pull Request
the burst attacks wasnt working because a cooldown in the ranged
component qwas added recently. this now moves the burst attacks option
to the component itself so even sapiant player mobs can use these burst
ranged attacks

## Why It's Good For The Game
fix basic mobs ranged burst attacks

## Changelog
:cl:
fix: basic mobs can now use ranged burst attacks
/:cl:
this is a mob that was removed from the game since years ago. this pr
refactors them and readds them to the game. seedlings now can have
different colored petals!

![petalcolors](https://github.com/tgstation/tgstation/assets/138636438/7c657c49-9186-4563-a93f-eba35e335ce9)

to obtain this monster, botany can now grow them out of 'seedling' seeds
that they can find in the exotic seeds crate. this mob loves to help all
plants and when its grown out of the seed, it will help the botanists
look after their plants. it can water plants (if it finds a bucket),
remove weeds and remove dead plants. they will also use their solarbeam
ability to provide small healing to damaged plants. it will try to
refill its bucket with water if there is a water source near by. it will
also follow the orders of whoever harvested it.

![plantbotany](https://github.com/tgstation/tgstation/assets/138636438/4cde0613-0869-4fea-8851-2e6f4680d9d7)

traitors can buy a seed from the uplink that grows an evil version of
the seedlings, they can command them to attack people and use abilities
and to cause chaos on the station.

refacotrs the seedlings into basic mobs

:cl:
refactor: seedlings have been refactored into basic mobs please report
any bugs
add: seedlings now can have different colored petals and can look after
botanys plants
add: seedlings are re-added to the game! they grow out of seedling seeds
obtainable from exotic seed crates or traitor uplink
/:cl:
basic mobs retaliate targeting would try to target players that they
cant attack anymore,

fixes basic mobs retaliate targeting would try to target players that
they cant attack anymore,

:cl:
fix: basic mobs retaliate targetting now selects targets they can attack
/:cl:
Fixes #71330

The brimdemon was basically already perfect (well, it has a novel means
of attacking) so I didn't get too fancy with this one, it's _largely_
just a straightforward conversion.
Following this change it's a little slower to back off, but better at
lining up with people in order to blast them. Additionally, its beam is
now a mob ability so you can give it to other mobs if you so desire.

Because I can't help doing a _little_ tinkering, Brimdemons now explode
2.5 seconds after they die, after a brief warning animation.

Simple mobs must die

:cl:
add: Brimdemon corpses release an explosion shortly after death, just to
keep you on your toes.
refactor: Brimdemons now use the basic mob framework which (should)
improve their pathfinding somewhat. Please bug report any unusual
behaviour.
admin: The brimdemon's beam ability can be given to any mob, for your
Binding of Isaac event
/:cl:
this is a mostly 1 to 1 port of simpleanimal clowns to basicmob clowns
this means they have 1 more brain cell
and they waddle

https://github.com/tgstation/tgstation/assets/70376633/0c5f01c7-fea2-4d8c-9fc1-764c1557e1b8

![image](https://github.com/tgstation/tgstation/assets/70376633/f92c85ea-33f2-4cf3-858f-103c0958ff97)

:cl:
refactor: clowns are basicmobs now
/:cl:

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
basic mobs can check for friends in the way before firing a attack. if
they find someone in the way they will try to adjust their position so
their friends dont get hit by the projectiles


## Why It's Good For The Game
nice optional feature people can put on the monsters they create

## Changelog
:cl:
add: added ranged attack friendly fire checks for basic mobs. minebots
and hivebots will now try to avoid shooting their friends
/:cl:
I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.

I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.

This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.

Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.

:cl:
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/:cl:

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
ice demons are now basic mobs. they still have their behavior where they
can teleport around the player, run away from him and shoot him. they
now also have a new ability they will only use when they are on their
last legs, they will spawn weak and slow afterimage clones of
theirselves to attack the player. damaging these clones will also damage
the original ice demons. ice demons can also now be very easily
countered as they are very afraid of fires. they will run away from you
if they see u holding a lit torch/flare/welding tool and while running
away they will freeze the floors around them to try to slip u to stop u
from chasing them. ice demons now also get a new unique trophy! this
trophy will summon 2 friendly spirits that will help you kill ur target,
but these spirits will dissappear after a very short while.

https://github.com/tgstation/tgstation/assets/138636438/6a48fb15-f447-441a-91c6-48ca120dc22c

🆑
refactor: ice demons have been refactored into basic mbos. please report
any bugs
add: ice demons now have a unique trophy
/🆑
https://user-images.githubusercontent.com/66640614/233747544-aac153b9-a100-486c-9a7a-4a436b8303b8.mov

Cows, pigs, and sheep make noise when their AI makes them speak.
~~Also House Flipper Farm DLC came out but that's incidental.~~

It's funny, also more sound effects are fun. Gives basic mob creators
more customizability.

:cl: Tattle
qol: basicmobs can now make sounds when their speech is triggered
qol: pigs will now make sounds and emote on their own
sound: cows, pigs, and sheep have new sound effects!
/:cl:

---------

Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
… letting `content_barfer` mobs spit things out (#78093)

Title; also makes bileworm devour message have a warning span.
~~it's a bit cheeky but i didn't want to add a deletion signal to the
content_barfer's signal list, and the wabbajack signal here kinda makes
sense?~~

Fixes #76791

🆑
fix: fixed bileworm evolution deleting anything they devoured; they will
now eject their contents upon evolution to vileworms
/🆑
I like for things that mobs do to be consistent regardless of whether
they are controlled by a player or by the AI.
One big offender of this is the melee behaviour cooldown. Basic mobs
piloted by AI have arbitrary melee attack cooldowns which are not
reflected when they are controlled by players who can generally attack
much faster (but in _two_ instances, slower).
To remedy this I added `melee_attack_cooldown` as a var on
`living/basic` (sinful) and the ai now uses NextMove to not click too
often, meaning that players can only bite things as often as the AI can
and also that if you VV the cooldown it can speed the AI up (or slow it
down) as well as a player.
This also gets rid of a lot of subtypes of that datum, as we mostly made
them to change the cooldown.

I also hunted down a few places where there was behaviour placed inside
an AI behaviour which wasn't easily replicable by a player piloting the
same mob, preferably a player should be able to do everything that the
AI can.
Fixing this was largely a simple case of moving code from
`ai_behaviour/melee_attack/perform` to `basic/mob_subtype/melee_attack`
and also adding an element for one thing shared by three different mobs.

Strictly speaking I didn't need the element that much because a player
is perfectly capable of clicking on something they attack to drag it,
but it's nice for it to be automatic?

If you see a mob do something then you should also be able to do it.
Mobs shouldn't have significantly different capabilities when controlled
by a player (aside from usually being smarter).

:cl:
balance: Player-controlled basic mobs attack as fast as those mobs can
when controlled by the AI
balance: Player-controlled Faithless can paralyse people they attack,
like the AI does
balance: Player-controlled Star Gazers (if an admin felt like making
one) apply the star mark on attack and deal damage to everything around
them, like the AI does
/:cl:
The code for factory blobs and blob structures is kinda messy and ridden
with some unreacheable code and unused variables. My plan here is stop
factory blobs from hard-deleting because of uncleared references, but I
took a little liberty to cut some old code that looks more of a
hindrance than anything.

This should fix #74845.

No tangible change for the player.
I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.

I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.

This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.

Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.

:cl:
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/:cl:

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
fixes the regal rat not running away from whoever attacked him. also
adds a new pet command behavior which makes the king's minions drop
whatever they are doing and defend their king from whoever has attacked
him.

the rats now behave right

:cl:
fix: regal rats now run away from whoever attacked them
add: new pet behavior which makes pets defend their owners if they got
attacked
/:cl:
## About The Pull Request

when i said "report any unexpected behaviour" i didnt mean in the manuel
discord round end channel, i dont read that shit
excepting that I did this time

anyway some asshole (me) added a new var to basic mobs that you need to
keep track of when converting them and I forgot
these guys are essentially exclusively player-controlled so previously
just had the normal click CD
I gave them that again

## Changelog

:cl:
fix: Blob Zombies and Blobbernauts have had their attack speed restored
to its original value
/:cl:
Short n' simple, just refactors these nasty buggers to be basic mobs.
Dirt-cheap AI for an admin-only spawn.

Smarter AI, less wack code, better implementation of certain aspects,
etc.

Also fixed a bug where these guys could be causing runtimes since they
would qdel mobs with a client by just adding a quick ghostize (the mob
will have had `death()` called on it already by that point so nothing
should realistically change anyways)
:cl:
refactor: Supermatter Spiders have been refactored into basic mobs, on
the extremely off chance you spot one and also notice any weird bugs
regarding it, please report it.
/:cl:
Might as well start on these now, should be easy enough.
The Raw Prophet actually comes with a couple of new components.

The `wheel` element is sort of like the `waddling` element in that you
give it to any movable atom to have it move like a raw prophet.

![dreamseeker_3qacWEKYQQ](https://github.com/tgstation/tgstation/assets/7483112/d5e1b0b9-79f7-4272-9c88-a21fee049e5f)
Whee!

The focused attacker component can be attached to any mob or item and
causes it to escalate its damage every time you attack the same target.
I'll be honest I consistently forget that the Raw Prophet does this.

The ones in the Ruin have the blinding gaze attack inherited from
Watchers instead of the point-target Blind spell in order to ensure that
you can actually "dodge" it.
I tried to make it jaunt if it got stuck but ran into too many problems.
Another time.

I do this to relax now.

:cl:
refactor: Raw Prophets now use the basic mob framework. Please report
any unusual behaviour.
/:cl:
Fixes #68614

Converts the Flesh Worm (Armsy) into a Basic Mob.
Most of its behaviour has been moved into a component which we can use
to make arbitrary mobs into linked lists of mobs.
To accomplish this I added a signal which is sent when you call any
`adjustXLoss` proc, let me know if my implementation is "calling the
same signal from several places" by a backdoor, I wanted to avoid
registering to 6 signals but I'll change it if I must.

While I was here I killed the unused "lesser" variant because we stopped
using it. Resultingly, Ascended Armsy doesn't need to distinguish itself
by inflating the sprite, so it doesn't. This means that now flesh worms
are using their sprites as intended to be displayed, but if people
really miss all of its segments being poorly scaled by the byond engine
then I guess I can restore it.

![dreamseeker_p8vOpZGXII](https://github.com/tgstation/tgstation/assets/7483112/3389d3a9-16cd-4e1e-938e-dfa18d0da0af)

:cl:
refactor: Flesh Worms are now basic mobs. Please report any unexpected
behaviour.
sprite: Flesh Worms are a little bit slimmer.
/:cl:
…irectly teleporting them back, increases default range to max range (#77030)

Tries to keep pAIs in range of their owner by moving them closer when
the owner moves, rather than jarringly teleporting every time the owner
gets out of range. Does this by calculating the closest path a nearby
tile and forcefully moving you there. Still a bit janky at times but is
better than teleporting directly onto the owner 100% of the time I feel.
Also prevents you from moving out of range, rather than forcefully
teleporting you back.

Increases the default pAI range to the maximum (9 tiles)

New leashing makes being a leashed pAI significantly less jarring and
obvious. Ideally we would also have a visible max range too.

Default pAI range was pretty small in my testing and I think it's not
unreasonable to think a lot of people won't bother changing it. That
they are leashed at all is the important part.

:cl:
qol: pAIs now try to stay within range of their owner, and teleport back
only when necessary
qol: Default max pAI range has been changed to the maximum range you can
choose (9 tiles)
/:cl:

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
…(#78124)

Heavily refactors wounds AGAIN.

The primary thing this PR does is completely change how wounds are
generated and added - while the normal "hit a guy til they bleed" stuff
works about the same, asking for a specific type of wound, say, like how
vending machines try to apply a compound fracture sometimes, isnt going
to work if we ever get any non-organic wounds, which the previous
refactor allowed.

With this PR, however...
* You can now ask for a specific type of wound via
get_corresponding_wound_type(), which takes wound types, a limb, wound
series, etc. and will try to give you a wound fitting those
specifications - but also, a wound that can be applied to a limb.
* This will allow for a vending machine to apply a compound fracture to
a human, but a collapsed superstructure (assuming my synth wounds go in)
to a robot

There are now new "series types" and "wound specific types" that allow
us to designate what series are "mainline" and randomly generatable, and
what are "alternate types" and must be generated manually - you can see
the documentation in wounds.dm.

The behavior of limping and interaction delays has been abstracted to
datum/wound from bone wounds to allow just, general ease of development

Pregen data now allows for series-specific wound penalties. Example: You
could set a burn wound's series wound penalty to 40, which would make
wound progression in the burn category easier - but it would not make it
any easier to get a slashing wound. As it stands wound penalties are for
wounds globally

Scar files are now picked in a "priority" list, where the wound checks
to see if the limb has a biostate before moving down in said list.
Example: Wounds will check for flesh first, if it finds it - it will use
the flesh scar list. Failing that, they then check bone - if it uses
that, it will use the bone scar list. This allows for significantly more
modular scars that dont even need much proc editing when a new wound
type is added

Misc changes: most initial() usage has been replaced by singleton
datums, wound_type is now wound_types and thus wounds can accept
multiple wound types, wounds can now accept multiple tool behaviors for
treatment, wounds now have a picking weight so we can make certain
wounds rarer flatly,

This PR also allows for wounds to override lower severity wounds on
generation, allowing eswords to jump to avulsions - but in spirit of
refactoring, this has been disabled by default (see pregen data's
competition_mode var).

Code quality is good!

Also, all the changes above allow wounds to be a MUCH more modular
system, which is one of its biggest problems right now - everything is
kinda hardcoded and static, making creative work within wounds harder to
do.

:cl:
refactor: Refactored wounds yet again
fix: Wounds are now picked from the most severe down again, meaning
eswords can jump to avulsions
fix: Scar descs are now properly applied
/:cl:
…ly refactors wounds (#77813)

**_THIS PR UPDATES THE SCAR VERSION - ALL EXISTING SCARS WILL BE
WIPED_**

Expands the wound system functionality to support any type of limb at
all.

To do this, wounds have been significantly refactored. For starters,
wounds now use limb biotype instead of wound type for determining what
they can be applied to. They also use singleton instances for most "can
we apply this" checks instead if copy pasted initial().

Wounds now use a "wound series" instead of wound_type for determining
the, well, series. Previously, all WOUND_BLUNT wounds were considered
bone wounds, making it impossible to have multiple WOUND_BLUNT wounds at
once. Now, its based on wound series - bone wounds are of the blunt bone
wound series, and use the typical logic.
One change that results from this is the ability for everything with a
jointed limb to get a dislocation. Yes, this includes things like
prosthetics.

On the note of external and internal biotypes: Exterior are bones,
Interior is flesh. Interior protects exterior from slash until its
mangled, at which point it either exposes exterior to slash or allows
dismemberment if theres no exterior.
Basically - it acts the exact same way, except its not hardcoded, and
its more modular.

A lot, lot more changes were made - I cant name them all, but if youre
interested, you can read up. Wounds have more procs, more
modularization, and less hardcoding.

Sadly, scars have been updated in such a way so that the wound version
must be updated. Scars will be deleted.

As it stands, half the limbs in the game can't be dismembered. This
changes that, allowing every single limb to be dismembered.

The two dismemberment critera are now:

1. If able to get mangled flesh or bone, it can be dismembered once it
gets mangled flesh and bone (or JUST flesh if it only has a internal
biostate, vice vers afor bone if external only)
2. If it cant be dismembered by the above, it will have a chance to
dismember when at or above 80% of its total max damage

Finally, code being better is usually a good thing.

:cl:
balance: Prosthetics and slimepeople can now have limbs dismembered
balance: Slimepeople can now receive slash wounds, but cannot bleed
balance: Most limbs can now be dislocated
refactor: Scar backend reworked, scars will be wiped as they update to
the new format
/:cl:
dwasint and others added 7 commits November 19, 2023 16:23
Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.

IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.

When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.

I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),

And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.

https://www.youtube.com/watch?v=npuuTBlEb1U

🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
Tend Wounds seems to be intentionally written such that you would be
able to perform it on arbitrary mobs, however this had two problems.
- Most mobs can't rest and it requires a resting position, meaning the
surgery can only be initiated on cats and mothroaches.
- The code which picks up surgery steps existed on Carbon not Living, so
after the game tells you that you've started doing surgery on Runtime,
clicking on her with a scalpel will cause you to stab her to death. I
noticed this after a tragic kitten incident.

I have fixed both of these issues by moving surgery catching onto Living
instead of Carbon, and having the resting check only run if you are
capable of resting.

You still can't operate on Beepsky because he is made of metal.

It can actually quite hard to heal pets who were harmed by accident,
this allows people to roleplay as veterinarians.

:cl:
fix: You can now correctly Tend Wounds on most non-human animals.
add: You can now Remove Implants from non-human animals, just in case
Ian swallowed a macrobomb.
/:cl:
dwasint and others added 13 commits November 19, 2023 20:09
[Implements the backend required to make targeting datums
global](tgstation/tgstation@6901ead)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](tgstation/tgstation@d79c291)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
…r (#79736)

## About The Pull Request

Ports icemoon wolves over to the basic mob framework with a bit of extra
stuff:

- Wolves call for help when attacked within a decently large radius.
Because you know, pack animals.
- Wolves can now be tamed with a slab of meat
- When tamed, wolves can be ridden like goliath mounts. Ride wolf, life
good. Pretend you're playing ARK and start shivering to death in thatch
huts for that High Roleplay experience.
- Tamed wolves have access to a bunch of pet commands (following, point
fetching, point attacking, play dead, etc) and will also defend their
owners vehemently if they're attacked.

You can probably tame multiple if you wanted to.

## Why It's Good For The Game

What part about riding wolves isn't entertaining? I don't really play
/tg/ that much so I can't argue too much about the balance implications
this might pose, but it's undoubtedly a stupid little gimmick and is
likely to be used by bored assistants and miners with too much time on
their hands.

Especially robust individuals will probably find a million things to do
with a basic mob capable of fetching, attacking on command and generally
being able to defend themselves decently well.

## Changelog

:cl: yooriss
refactor: Icemoon wolves now use the basic mob framework and should act
more intelligently, defending their pack.
add: Icemoon wolves can be tamed with slabs of meat and can be ridden as
mounts once friendly. Being rather large dogs, they also have access to
most of the pet commands you'd expect, such as fetching things, and
violently mauling people their owners point at.
/:cl:

---------

Co-authored-by: san7890 <the@san7890.com>
Splits the large ass persistence file into a bunch of smaller subfiles.

Better organization.

N/A
@dwasint dwasint merged commit c019575 into Monkestation:master Nov 20, 2023
17 of 20 checks passed
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