Commit Graph

1995 Commits

Author SHA1 Message Date
Aranclanos
fe6f4ff0df Merge pull request #1945 from Giacom/reduce_getturf
Reduces the amount of get_turf calls.
2013-12-02 12:59:04 -08:00
Cheridan
4e2c97bf3f Merge pull request #1910 from Giacom/issue_1908
Adds a stat check for AI vocal announcements. Fixes #1908
2013-12-01 21:18:21 -08:00
Giacomand
449a391dc5 Reduces the amount of get_turf calls.
Removes random noises.
2013-12-01 18:51:29 +00:00
Aranclanos
6b9d399298 Larvas won't try to use their non-existant plasma display and runtime to hell anymore. 2013-11-29 08:33:24 -03:00
Aranclanos
3fed8dd8f6 Merge branch 'Cybernetic-limbs' of https://github.com/RobRichards1997/-tg-station into Cybernetic-limbs
Conflicts:
	code/modules/mob/living/carbon/human/human_defense.dm
2013-11-26 22:03:26 -03:00
Giacom
a468abd766 Merge pull request #1812 from LaharlMontogmmery/Unanchored-AI
AI can now anchor/unanchor itself. Goes with Malf AI pinpointer tracking once it activates Delta for balance reasons. Please review/merge if satisfying enough.
2013-11-26 12:15:47 -08:00
Giacom
6757f8d248 Merge pull request #1878 from Zelacks/remove_original_atom
Removes unused variables
2013-11-26 12:12:27 -08:00
Giacom
0cb4d6ef3a Merge pull request #1898 from Nienhaus/Nienhaus
AI Statues Display fix Hal and Sal + "Dorfy"
2013-11-26 12:10:16 -08:00
Giacom
7070715b57 Merge pull request #1861 from Aranclanos/NinjaForcesay
Stop hitting yourself ninja
2013-11-26 12:00:52 -08:00
Giacomand
67e4e04da2 Adds a stat check for AI vocal announcements. Fixes #1908
Moves some other checks under input, as they could change after input is done.
2013-11-26 17:40:41 +00:00
Giacom
8235d519c8 Merge pull request #1852 from Aranclanos/HurrayMoreShitToMovementCode
Adding bullshit to movement code.
2013-11-26 00:34:13 -08:00
Nienhaus
18b5e1372a AI Statues Display fix Hal and Sal + "Dorfy"
Someone pointed out that they couldn't select it, I also noticed there
was one named "Dorfy" so I also added that. So now you select all three.
Thanks Adrinus
2013-11-25 02:53:45 -06:00
Robson Richards
75ff8338b8 Fixes bible spam
Fixes "r_arm" nonsense
Fixes appendicitis carrying over to robotic chest
2013-11-24 15:24:55 +00:00
Zelacks
c3e8fceefe Removes several more unused variables 2013-11-24 05:11:15 +08:00
Aranclanos
fe936e64a0 Fixed a runtime regarding stunning yourself with items that delete themselves once dropped. Hello ninja swords. 2013-11-22 15:37:35 -03:00
Aranclanos
e162235922 Meh.
Added some checks to see if the mob that you just pulled to a location still exists once it finished their step()
2013-11-22 03:37:26 -03:00
Aranclanos
089dba4390 Clientless aliens won't runtime anymore when they change their plasma levels. 2013-11-21 22:47:50 -03:00
Robson Richards
ea7db2239d Adds a necessary check against surgeries on Robotic organs
Reworks limb surgery/limb augmentation.dm to use a Switch

Ignore changes to do with "Requires_organic_chest" I removed it, but since re added it as it was preventing an exploit
2013-11-20 18:19:22 +00:00
Laharl Montogmmery
b50b1d5633 Moved up Bump() in silicon.dm, and tested it.
According to my tests, unachored AI and Borgs behave as normal when
bumped by a mob.

A human can swap places with a borg if both have help intent on when
moving...
But a borg can't swap places with a human if both have help intent on,
if it's the borg that's moving. Apparently it's a normal behavior,
tested it on Sibyl.

AI don't have intents so they just get pushed.

pAIs aren't affected by bump, as they seem to act like as objects when
walked over or thrown.
Decoys seems to be some old MALF module that isn't in use anymore, so I
didn't touch it.
2013-11-20 14:31:16 +01:00
Laharl Montogmmery
d008bbb5ff A lil' bit of commenting.
Who the hell reads those commit comments anyway?
2013-11-20 00:22:10 +01:00
LaharlMontogmmery
912399e756 Unanchored AIs can now be pushed and can bump. 2013-11-18 11:46:04 +01:00
Cheridan
c4a8fb5632 Merge pull request #1780 from Giacom/simple_animal_invis
Simple animals will now consider invisibility when attacking and choosing targets.
2013-11-17 23:25:17 -08:00
Laharl Montogmmery
34d1a57243 AI can now anchor/unanchor itself.
Add a Toggle Anchor Bolt verb to the AI that allows it to toggle his
'anchored' var and be dragged around. You cannot use the bolt verb in a
locker,disposal, pipe , on a mule or as a card.

Tested Interactions between AI and items :
-While the AI can be dragged, it cannot be pushed. You can however,
while dragging it, move it around on tiles(by clicking on said tile),if
you get stuck.
-Cannot be grabbed or click dropped into the gibber.
-Cannot be grabbed or click dropped into Cryo.
-Cannot be put in the DNA scanner.
-Cannot be put in the morgue, or the incinerator.
-CAN be grabbed or click dropped into a disposals bin, and flushed.
-CAN be put inside a locker. Once there's a locker below and you can
close it, you can drag the AI around - event if it's normally anchored.
If you open the closet while the AI is anchored, the Ai will still be in
a anchored state. Note that it's possible to do this trick without
needing to drag the Ai over a locker, PRIOR to this commit.
-Can drift in space, and  can be mass-driver'd. Also Anchors don't work
in spess.Also Ai goes blind in spess. Honk.
-Can be pulled around on edges in space as normal, slip interaction
works normally.
-Can be telescience'd if unanchored.
-You can get on a mulebot!

Notable problem :
-Ai can be buckled/unbuckled to a chair, and when unbuckled it reverts
to an anchored state.Can be solved by using the verb again. Not a real
issue, but notable.
-Dragging an AI in open space can be a bit of a problem. If you take
sharp turns while jetpacking, the Ai will still drift in the previous
direction. You can stop the AI course by jumping by getting in front of
it. Dead AIs were however able to go through you, but Gia found a fix.

"Doesn't that defeat the purpose of the intellicard?"
No, because you only use the card for 3 cases :

1. In case of Rogue AIs, and it is unlikely it will let you drag it
around.
2. In case od dead AIs, in which case it will still need to be carded in
order to be resurected.
3. In order to steal the AI, and generally they don't like that as well.

So the intellicard will still show uses if this commit gets pulled.

Many thanks to Giacommand for babysitting me and helping me through the
coding and testing stages of this commit. Also, first baby commit, ho!
I've thought of this when Gia decided to change Telescience to not drag
anchored mobs, and realised that this create a lot of fun options for
the AI (rogue or not). Most of the interactions seems to be clear of
bugs, and I didn't get any runtimes when testing (except something about
NanoUI, but Gia and me assumed it was unrelated.)
2013-11-17 23:09:06 +01:00
Robson Richards
e71ea3289e Merge branch 'master' of https://github.com/tgstation/-tg-station into 13/10/2013-Limb/organ-stuff
This probably broke everything... :(
2013-11-17 18:09:14 +00:00
Robson Richards
890362a61a Commiting some soft Updates of commits I'm behind on and Committing the rest via git. 2013-11-17 18:02:43 +00:00
Giacom
ec44b2fde8 Merge pull request #1781 from JJRcop/borg-tweaks
Cyborg consistiency, deconstruction tweaks
2013-11-16 12:15:42 -08:00
Robson Richards
637c3f7f63 Fixes for @Aranclanos
Diseases now have a requires and a required_limb variable
if requires is 1 then it will run a check for required_limb (WHICH USES TYPEPATHS)

Reverts a turret change that git through into the pull for some reason

added some feedback messages in certain places

removed the hulk-like snowflake check that was really crappy anyways

Reworked a part of surgery/surgery_step.dm to use a switch
2013-11-16 18:13:41 +00:00
Cheridan
16b2bc833f Merge pull request #1753 from Giacom/tele_sci_tweak
Telescience Update
2013-11-14 15:30:01 -08:00
JJRcop
1243552f6b Resolved "cover" vs "panel" terms conflict in cyborgs, "cover" wins
Correcting every instance of calling the "cover" a "panel".
Also, tweaks to cyborg deconstruction so it's more forwards-compatible.
2013-11-13 18:50:30 -05:00
Giacomand
86e63d8504 * Simple animals will now consider invisibility when attacking and choosing targets.
* Renamed SA_attackable to CanAttack(). Moved relevant code into there. Should make mobs more responsive with their targets.
2013-11-13 22:32:18 +00:00
Cheridan
bc7b8b8e64 Merge pull request #1762 from fleure/watertanktwo
Added watertank backpack and put on map
2013-11-12 19:11:34 -08:00
Giacomand
b8c031026c * Telescience now works on bluespace crystals, which are special crystals which unlock power settings from the telescience computer.
* The telescience computer starts with 3 artificial crystals.
 * The crystals can be crushed to blink or you can throw it at someone to make them blink a short distance.
 * You cannot teleport the AI or any anchored mob (unless they are buckled to an office chair).
 * You can make the bluespace crystals from slimes or from research.
2013-11-12 14:24:56 +00:00
fleure
c860235a51 Added watertank backpack and put on map 2013-11-11 19:08:37 +00:00
Robson Richards
ad0081e275 New Human EMP_act
Old one was shite and I broke it somewhere
2013-11-10 16:20:20 +00:00
Robson Richards
2d3c6415b3 Adds a robotic limb heal proc
this is due to the original proc having a check in it now which saves us
millions of snowflakey checks, if you wish to heal a robotic limb use
heal_robotic_damage(brute,burn) it functions the same as heal_damage
but actually heals robotic limbs instead of organic ones

Updated the welding and wiring repairs to use this proc
2013-11-10 12:58:44 +00:00
YotaXP
d1827c6466 Removes the empty Status tab that is active by default at login.
Has no effect for admins.
2013-11-10 01:53:59 -05:00
Robson Richards
b2b6a9ff84 Fixes Chem healing and Chem damaging of Robotic limbs
Hey @Cheridan NO ISTYPES! :D
Ugh.. I mean "Removes" 10 totally unnecessary istypes
Fixes the healing of robotic limbs so that the message actually doesn't display now.

Credit to ACCount12 for digging around and finding some nifty code
that my brain never thought of
2013-11-10 01:55:40 +00:00
Aranclanos
6177c28bbe Merge pull request #1687 from Giacom/alien_candidate
When the game tries to find players for roles it will now prioritize players who are the least afk
2013-11-09 10:18:44 -08:00
Aranclanos
2295080ea3 Merge branch 'medmech' of https://github.com/fleure/-tg-station into medmech
Conflicts:
	code/game/objects/structures/crates_lockers/closets.dm
2013-11-09 15:14:48 -03:00
Giacom
9f5f30eb68 Merge pull request #1670 from Cheridan/Bugs
Bugfixes
2013-11-07 09:08:57 -08:00
Giacom
00621f7817 Merge pull request #1671 from Neerti/hud_addition_01
Adds a plasma storage HUD for aliens.
2013-11-07 04:25:28 -08:00
Cheridan
655e841239 Merge pull request #1693 from Giacom/fix_1691
Fixes #1691 by limiting the show_message proc.
hey so can i just type whatever i want in here when i merge something?
2013-11-06 16:15:09 -08:00
Fleure
aaf68d2a12 Included additional structures to escape from 2013-11-05 00:26:30 +00:00
AlexanderUlanH
6a05692075 Removed unnecessary check
Doopiddy doop, thanks Kaze.
2013-11-04 14:52:44 -05:00
AlexanderUlanH
cd4a6af6b1 Fixes another DNA runtime
Public service announcement: check_dna_integrity(mob) before trying to
touch mob.dna.
2013-11-04 14:40:18 -05:00
sirbayer
c6c1dbd363 Merge branch 'master' of https://github.com/tgstation/-tg-station into srsbsns-improvedprojectiles 2013-11-01 20:32:04 -07:00
Giacomand
476b64bd76 Fixes #1691 by limiting the show_message proc. 2013-11-01 23:51:00 +00:00
Robson Richards
a9b725db2f Lot's of stuff, Read full Commit log
Cybernetic limbs
Multi-location operations
Limbs have sprites now (They never dropped before so it was irrelevant)
No Organic healing of Robotic limbs (But the message is still there, fixing soon)
No "organic" diseases in Robotic areas
No more operations in robotic areas - Cheer's Pete for the surgery system being so nice
Healing Robotic limbs with welders (brute) and cable (burn)
Probably other things I forget
2013-11-01 19:44:07 +00:00
Giacomand
8557cb22df When the game tries to find players for roles it will now prioritize players who are the least afk.
For example, it will try to find players that are afk for 5 minutes or lower, if it fails it'll add a minute to the 5 minutes until it finds a candidate or until it reaches 10 minutes.

I changed the get_candidate for aliens so that their 5 minute bracket is instead 45 seconds. This is because a lot of the time larva need to be active ASAP to avoid danger (such as being spawned in dangerous areas) There was a cases of an AFK larva that was very easily killed of, making it fraustrating for the observers watching.
2013-11-01 18:29:49 +00:00
Giacom
d77963bc43 Merge pull request #1683 from Miauw62/borgshaker
Improved cyborg shakers.
2013-10-31 05:56:05 -07:00