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

View File

@@ -45,6 +45,40 @@ Stuff which is in development and not yet visible to players or just code relate
(is. code improvements for expandability, etc.) should not be listed here. They
should be listed in the changelog upon commit tho. Thanks. -->
<b><font color='blue'>19 May 2011</font><b>
<li><b>Errorage updated:</b>
<ul>
<li>Asteroid floors can be built on by adding tiles</li>
<li>Mining satchels now fit in rig suit storage, on belts and in pockets.</li>
<li>Cables now come in four colors: Red, yellow, green and blue.</li>
</ul>
</li>
<li><b>NEO updated:</b>
<ul>
<li><font color='red'>Armour overhaul, phase 3. See <a href="http://code.google.com/p/tgstation13/source/detail?r=1588">rev notes</a> for details.</font color></li>
<li>AI cores should now block movement.</li>
<li>MMIs are now properly buildable with the mecha fabricator.</li>
</ul>
</li>
<li><b>Urist updated:</b>
<ul>
<li>Added sandstone and mineral doors. Mineral boors cannot be opened by the AI or NPCs.</li>
<li>Removed Imperium robes from map.</li>
<li>Added the ability to draw letters and graffiti with crayons.</li>
<li>Removed fire axes except for bridge and atmospherics.</li>
</ul>
</li>
<li><b>Veyveyr updated:</b>
<ul>
<li>New serviceborg sprite option.</li>
<li>Map changes to robotics; removed borg fabricators and added second exosuit fabricator.</li>
<li><font color='red'>Cyborg parts are now built from exosuit fabricators and benefit from research.</font color></li>
<li>New exosuit fabricator and borg frame sprites.</li>
</ul>
</li>
<b><font color='blue'>14 May 2011, late friday 13 update.</font><b>
<li><b>K0000 updated:</b>
<ul>

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