Spider nurses now have poison_per_bite chance (currently 10%) to inject a random non-robotic external limb with spider eggs.
These eggs will eventually hatch a number of spiderlings that will slowly grow inside their host, causing minor tox damage over time.
If the organ is removed from the host, the host dies, or the spiderling has matured sufficiently it will crawl out into freedom.
Medical scanners will register eggs and spiderlings as foreign bodies.
General:
Bots are now /mob/living/bot. They support player control fully. Just in
case an admin feels like letting a ghost take control of beepsky or
something.
Since they are bots, spooders and whatnot will attack them.
They now don't need an open panel to be emagged.
Spawns replaced with do_after, meaning that they will stop
injecting/cleaning/repairing/arresting if pulled away.
Medbot:
Emagger is added to ignore list.
Will now inject spaceacilin regardeless of disease type and level.
Previously: only if disease was past stage 1 or airbone.
Cleanbot:
Patrolling rewritten. They now find a closest beacon, and go to the NEXT
beacon after the closest one.
They will not wiggle out when pulled.
They will now ignore (for a while) the gibs they make if odd button is
pressed.
They will now freely claim cleanables. Previously, they would not target
ones targeted by other bots.
Floorbot:
This was a helluva buggy one.
They will now build bridges (but still won't do random repairs) in space
area.
They will now build bridges even if the tile directly next to them in
that direction is tiled.
They will now ignore for a while a tile they can't reach. This is to
stop them from hopelessly targeting tiles under grilles for upgrades and
getting stuck.
They will now slowly (200 ticks for a tile) build new tiles on their
own.
They will now preserve tile's icon when repairing it like a player
would.
They will now place first rods, then tile when fixing space breaches.
Rod costs two tiles.
When emagged, they will first always tear off the tile, then will (over
triple the normal amount of time) breach the tile to space. There are
noticeable warnings for both actions.
Secbot:
Will no longer run away to patrol when panel is open.
Now deals stamina damage instead of instastuns.
Small delay between approaching the target and stunning them.
Laserbots axed.
Removed their weird EMP act.
Will no longer stun lying people, just cuff.
They will also demand surrenderring (lying down) before smacking you. If
target moves, or 5 seconds pass, it will attack.
Farmbot:
It's alive!
It has settings to: water trays, refill its own water, uproot weeds, add
nutriment (ammonia, internal synthesizer), collect produce, and remove
dead plants.
Fixes the logic I re-made after a PR comment without double-checking it.
Changes ninjastart to use the actual landmarks instead of locs for consistency.
Implements liquid fuel fires using the liquid fuel cleanable decal objects.
Rewrites zburn to be more sane, replaces convoluted calculations with straightforward reaction limit.
Fixes issue with liquid fuel spreading caused by thee object being deleted.
Prevents zones from being repeatedly added to the active fire zones list, and processed repeatedly.
* Refactors projectile Bump()
* Converts projectile_type var strings to paths
* Reorganizes bullet projectile paths
* Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles.
* Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite.
* Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned.
* Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked.
* Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille.
* Makes projectiles for blanks invisible.
* Adds flash bullet types
* Adds support for 'penetrating' projectiles
* Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.