Cyborgs now use storage datum (#90927)

## About The Pull Request

This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``

It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``


https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb

## Why It's Good For The Game

Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.

## Changelog

🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
John Willard
2025-05-31 21:26:53 -04:00
committed by GitHub
parent 7f139ed9f3
commit c51ee7efa5
43 changed files with 390 additions and 428 deletions
@@ -49,8 +49,9 @@
/// The range of the scanner in tiles.
var/range = 7
/obj/item/t_scanner/adv_mining_scanner/cyborg
shut_off_on_unequip = FALSE
//get no effects from the t-ray scanner, which auto-shuts off.
/obj/item/t_scanner/adv_mining_scanner/cyborg_unequip(mob/user)
return
/obj/item/t_scanner/adv_mining_scanner/cyborg/Initialize(mapload)
. = ..()
@@ -73,15 +73,6 @@
hitsound = 'sound/items/weapons/drill.ogg'
desc = "An electric mining drill for the especially scrawny."
/obj/item/pickaxe/drill/cyborg
name = "cyborg mining drill"
desc = "An integrated electric mining drill."
flags_1 = NONE
/obj/item/pickaxe/drill/cyborg/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
/obj/item/pickaxe/drill/diamonddrill
name = "diamond-tipped mining drill"
icon_state = "diamonddrill"
@@ -89,12 +80,6 @@
toolspeed = 0.2
desc = "Yours is the drill that will pierce the heavens!"
/obj/item/pickaxe/drill/cyborg/diamond //This is the BORG version!
name = "diamond-tipped cyborg mining drill" //To inherit the NODROP_1 flag, and easier to change borg specific drill mechanics.
icon_state = "diamonddrill"
inhand_icon_state = "diamonddrill"
toolspeed = 0.2
/obj/item/pickaxe/drill/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"