Commit Graph

437 Commits

Author SHA1 Message Date
Zuhayr
261f3f935c Fixes #7627 2015-01-02 19:19:01 +10:30
Mloc
5895615f72 Merge pull request #7377 from Amunak/ref
Research and circuit boards refactoring and improvements. Explosive can no longer be planted on webbing. Also some other stuff.
2014-12-18 22:29:35 +00:00
Mloc
66cb91d281 Merge pull request #7280 from Neerti/12_7_14_holopad_and_emotes
Adds see_emote(), other cool things.
2014-12-18 22:10:54 +00:00
Amunak
c53d14d80c Weapon type design datums will now get proper description.
Also fixes two names I forgot to fix before.
2014-12-18 05:28:41 +01:00
Amunak
d28cb57f79 Merges upstream/dev to ref, resolves merge conflicts 2014-12-18 03:44:28 +01:00
Amunak
42bdf427b8 Properly decapitalized mecha equipment. 2014-12-17 19:10:31 +01:00
Amunak
1a972974bc Moves all circuitboards to their respective files.
Computer boards are now in /code/game/objects/items/weapons/circuitboards/computer/.
Buildable machinery boards are in /code/game/objects/items/weapons/circuitboards/machinery/.
Everything else is just in /code/game/objects/items/weapons/circuitboards/.
The circuitboard parent definition is in /code/game/objects/items/weapons/circuitboards/circuitboard.dm.
Did some minor renaming and capitalization fixes on the boards.
2014-12-17 14:31:21 +01:00
Ccomp5950
20e6b4ca01 Merge pull request #7395 from atlantiscze/nanostuff
NanoUIs
2014-12-16 21:11:55 -05:00
Amunak
9cf4de5faa Removes redundant item info from circuitboard/mecha.
Also fixes capitalization.
2014-12-13 07:44:31 +01:00
Atlantiscze
836c5038db Adjusts size of previous UI 2014-12-11 09:49:55 +01:00
Segrain
b1785edf33 Fix for #7365. 2014-12-11 05:01:47 +03:00
Amunak
1e769b4314 Attempt to normalize computer and circuit board names and their research names.
Also moved RCON console board and SMES board where they belong. Formatted some board code and fixed some typos, too.

Cloning console renamed to Cloning Control Console.
The teleporter console is now called Teleporter Control Console.
The power monitor is now called Power Monitoring Console.
SMES board glass and acid construction price normalized (though other resources are still required; is that a good thing? It would be better to just introduce a new expensive part that is used to build it (if the coils aren't enough) rather than have a single board with atypical price.
2014-12-10 20:37:18 +01:00
Atlantiscze
0bacf5492e Final version of Mech Bay Charging Console NanoUI implementation 2014-12-10 15:19:53 +01:00
Atlantiscze
1a6d1eac2f Compile error fix 2014-12-10 12:42:57 +01:00
Atlantiscze
73b04ff177 Compile error fix 2014-12-10 12:34:23 +01:00
Atlantiscze
43e816895d v1.0 of NanoUI for mech bay consoles. 2014-12-10 12:32:27 +01:00
Neerti
c90e9eb931 More merge conflict resolution goodness. 2014-12-10 02:14:58 -05:00
PsiOmega
924955a4c8 Merge remote-tracking branch 'upstream/master' into dev-freeze 2014-12-09 09:07:38 +01:00
Segrain
a311da90fb Fix for #7330. 2014-12-09 07:39:38 +03:00
Neerti
dc0f342b0b I left my debug stuff in. 2014-12-08 20:20:39 -05:00
Neerti
e1babe281a Fixes AI cards/mechs, with least bad method. 2014-12-08 20:14:55 -05:00
Neerti
9e9c297b2e Begins work,
Holopads can receive and send emotes.
The AI, when using 'me', will check if a holopad is being used.  If so, the holopad will output the emote.  If not, it's outputted from the core.
The AI will hear emotes from near an active holopad.
There is a new obj verb called 'see_emote()', that works similarly to hear_talk().
custom_emote() modified to have 'seeing_obj' list.  May be resource-intensive, not sure.
pAIs can now hear emotes, without issue.
Carded AIs can hear emotes, but they hear themselves twice.
Mechs do not hear emotes correctly at this time.
2014-12-07 23:03:42 -05:00
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
PsiOmega
5b8942543b Merge remote-tracking branch 'upstream/dev' into RoboCircuit 2014-11-27 08:58:34 +01:00
PsiOmega
c14411d979 Robots can now be rebuilt after destruction.
Robotic borgs now have a circuit which can be re-installed in a new chassi after the destruction of the original.
2014-11-27 08:58:29 +01:00
GinjaNinja32
48343a23fb Fix most nullspace items, rewrite floor tiles not to del() on every place/remove 2014-11-24 17:05:46 +00:00
Zuhayr
c8e8e663f9 Merge resolution. 2014-11-22 07:31:44 +10:30
Hubblenaut
aeda763e81 MedicalHUD takes hardcrit in account 2014-11-20 18:42:17 +01:00
Zuhayr
4d64a11acd Manual merge of head.dmi. 2014-11-14 23:02:16 +10:30
Zuhayr
ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30
Zuhayr
31b6cc19ad Fixed up weird sound-playing by simple animals, changed all simple animal attack strings to past tense so they gel with other harm intent actions. Readded simple_animal eating food, tested everything. 2014-11-13 21:41:02 +10:30
Zuhayr
4bb4145f5d Readded interactions for slimes and monkeys using attack_generic proc. 2014-11-13 19:18:34 +10:30
Zuhayr
90d65aed57 Removed attack_paw, attack_animal and attack_slime. 2014-11-13 17:15:29 +10:30
Zuhayr
b4ea25d064 Merge conflict resolution. 2014-11-10 13:00:06 +10:30
Chinsky
52cd8649f6 Merge pull request #6949 from PsiOmegaDelta/Runtime
Fixes server start runtime errors
2014-11-07 03:45:52 +03:00
Chinsky
8078ffe079 Merge pull request #6939 from PsiOmegaDelta/VerbOptimization
Verb optimization
2014-11-05 23:23:56 +03:00
PsiOmega
a216173271 Fixes server start runtime errors
Moves mech Z-level checks from New() to initialize() to ensure configuration has been read.
2014-11-05 13:18:35 +01:00
PsiOmega
bc438e21ad All the relevant examine changes. 2014-11-05 12:44:23 +01:00
Chinsky
e8b8c7ab55 Merge pull request #6931 from PsiOmegaDelta/MoreZ
More Z-level compatibility
2014-11-05 09:21:52 +03:00
PsiOmega
fc67087d7a More Z-level compatibility
Previously missed Z-level checks in the form "z  != X".  Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
2014-11-03 09:57:56 +01:00
mwerezak
5372b526a1 Merge remote-tracking branch 'upstream/dev' into fire-extinguishers 2014-10-31 20:29:00 -04:00
PsiOmega
aa3e52b1be Adds sanity check for the mecha fire extingusher as well. Would rather remake it to be based on the standard extinguisher code but that's a dev project. 2014-10-29 08:07:36 +01:00
Chinsky
c8e27555b9 Merge pull request #6857 from mwerezak/hoverpod
Hoverpod tweaks and mecha/working code cleanup
2014-10-29 06:31:20 +03:00
mwerezak
e549a22bba Removes world print, re-adds react() call
Also removes checks for if(W.reagent) in extinguisher code, as that is
being handled separately.
2014-10-28 22:13:42 -04:00
Chinsky
3839644bd8 Merge pull request #6651 from PsiOmegaDelta/PowerTwo
Ports /tg/'s cable and powernet code
2014-10-26 23:54:31 +03:00
mwerezak
a2cf18174b Allows toggling hoverpod stabilization 2014-10-26 13:18:04 -04:00
mwerezak
cd1d457323 Factors out common mecha/working procs
Refactors a bunch of identical hoverpod and ripley procs and moves them
into mecha/working
2014-10-26 13:17:31 -04:00
mwerezak
4e7a8fac34 Hoverpod tweaks
Hoverpods are a subtype of mecha/working again, but drills are now
ripley specific. Hoverpods have increased cargo and can carry 3 tools.
Hoverpod crates now come with a clamp and passenger compartment
pre-installed.
Brings back the combatpod, can equip weapons.
2014-10-26 13:16:30 -04:00
mwerezak
a0b47ce4de Water cools hot turfs even if they do not have a hotspot.
Also adjusts fire extinguisher volumes to correspond to the new beaker
volumes, and scales things accordingly.
2014-10-24 21:45:02 -04:00
PsiOmega
8e3861141c Merge branch 'dev' into PowerTwo
Conflicts:
	code/modules/power/solar.dm
2014-10-24 13:32:36 +02:00