CHANGELOG UPDATED

-Borg parts are now built by exosuit fabricator, meaning they can be queued and benefit from time/material cost reduction via research.
-Removed borg fabricators as a consequence, and added second exosuit fabricator.
-Exosuit fabricator uses borg fabricator sprite from r1596, which now has loading overlays for all materials.
-Moved fabricator sprite and overlays from surgery.dmi into robotics.dmi, as they aren't surgery-related.
-Borg parts are slightly cheaper, as the exosuit fabricator converts material sheet values differently than the borg fab, and borg parts were slightly more expensive than a Ripley with the cost copied from robot_fabricator.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1605 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
cagerrin@gmail.com
2011-05-20 06:10:34 +00:00
parent 33bdb0b34d
commit 8295e9efab
8 changed files with 3632 additions and 3566 deletions

View File

@@ -1,6 +1,6 @@
/obj/machinery/robotic_fabricator
name = "Robotic Fabricator"
icon = 'surgery.dmi'
icon = 'robotics.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
@@ -15,7 +15,7 @@
if (istype(O, /obj/item/stack/sheet/metal))
if (src.metal_amount < 150000.0)
var/count = 0
src.overlays += "fab-load"
src.overlays += "fab-load-metal"
spawn(15)
if(O)
if(!O:amount)
@@ -29,7 +29,7 @@
del(O)
user << "You insert [count] metal sheet\s into the fabricator."
src.overlays -= "fab-load"
src.overlays -= "fab-load-metal"
updateDialog()
else
user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more."

View File

@@ -3,8 +3,8 @@
/////////////////////////////
/obj/machinery/mecha_part_fabricator
icon = 'stationobjs.dmi'
icon_state = "mechfab1"
icon = 'robotics.dmi'
icon_state = "fab-idle"
name = "Exosuit Fabricator"
desc = "Nothing is being built."
density = 1
@@ -35,6 +35,15 @@
var/screen = "main"
var/temp
var/list/part_sets = list( //set names must be unique
"Cyborg"=list(
/obj/item/robot_parts/robot_suit,
/obj/item/robot_parts/chest,
/obj/item/robot_parts/head,
/obj/item/robot_parts/l_arm,
/obj/item/robot_parts/r_arm,
/obj/item/robot_parts/l_leg,
/obj/item/robot_parts/r_leg
),
"Ripley"=list(
/obj/item/mecha_parts/chassis/ripley,
/obj/item/mecha_parts/part/ripley_torso,
@@ -219,16 +228,16 @@
src.being_built = new part.type(src)
src.desc = "It's building [src.being_built]."
src.remove_resources(part)
src.icon_state = "mechfab3" //looks better than 'flick'
src.overlays += "fab-active"
src.use_power = 2
src.updateUsrDialog()
sleep(get_construction_time_w_coeff(part))
//if(!src) return // you do not need to check it, all sleeping procedires will be terminated when src dies. -- rastaf0
src.use_power = 1
src.icon_state = initial(src.icon_state)
src.overlays -= "fab-active"
src.desc = initial(src.desc)
if(being_built)
src.being_built.Move(get_step(src,EAST))
src.being_built.Move(get_step(src,SOUTH))
src.visible_message("<b>[src]</b> beeps, \"The [src.being_built] is complete\".")
src.being_built = null
src.updateUsrDialog()
@@ -509,13 +518,14 @@
var/amnt = W.perunit
if(src.resources[material] < res_max_amount)
var/count = 0
src.overlays += "fab-load-[material]"//loading animation is now an overlay based on material type. No more spontaneous conversion of all ores to metal. -vey
spawn(10)
if(W && W.amount)
while(src.resources[material] < res_max_amount && W)
src.resources[material] += amnt
W.use(1)
count++
flick("mechfab2", src)
src.overlays -= "fab-load-[material]"
user << "You insert [count] [name] into the fabricator."
src.updateUsrDialog()
else

View File

@@ -4,38 +4,61 @@
item_state = "buildpipe"
icon_state = "blank"
flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
var/construction_time = 100
var/list/construction_cost = list("metal"=20000,"glass"=5000)
/obj/item/robot_parts/l_arm
name = "robot left arm"
name = "Cyborg Left Arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
construction_time = 200
construction_cost = list("metal"=18000)
/obj/item/robot_parts/r_arm
name = "robot right arm"
name = "Cyborg Right Arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
construction_time = 200
construction_cost = list("metal"=18000)
/obj/item/robot_parts/l_leg
name = "robot left leg"
name = "Cyborg Left Leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
construction_time = 200
construction_cost = list("metal"=15000)
/obj/item/robot_parts/r_leg
name = "robot right leg"
name = "Cyborg Right Leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
construction_time = 200
construction_cost = list("metal"=15000)
/obj/item/robot_parts/chest
name = "robot chest"
name = "Cyborg Torso"
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
construction_time = 350
construction_cost = list("metal"=40000)
var/wires = 0.0
var/obj/item/weapon/cell/cell = null
/obj/item/robot_parts/head
name = "robot head"
name = "Cyborg Head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
construction_time = 350
construction_cost = list("metal"=25000)
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
/obj/item/robot_parts/robot_suit
name = "robot suit"
name = "Cyborg Endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
construction_time = 500
construction_cost = list("metal"=50000)
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null