A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
* Consolidates copypasta for repairing robolimbs
Also prevents self-repairing a limb you are using to hold the tool
* Fixes robot organs becoming undamagable after reaching cap
* Fixes repairing with cable not using any cable, repairing with weldingtool not doing eyecheck
* Removes ORGAN_ROBOT and ORGAN_ASSISTED flags, fixes#13123
* Fixes damage to robotic limbs not triggering organ processing
At the same time, robotic limbs with damage don't need to process.
However, it's much safer to explicitly have robot limbs return 0 from
needs_process() instead of not rechecking bad external organs.
* Build on HarpyEagle changes to apply to Polaris
Had to apply the change from flag to an enumeration.
* Removes unneeded file
* Fix bruisepacks, remove heart
Well, the unused bay version of the heart anyway
* Tweaks examine, reverts isSynthetic
Reverted that because Bay doesn't use it the same way. Also changed Examine to not list every robo-limb on non-FBPs in red, but left them listed as normal per Spookerton
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
Code that used to check this flag now checks body_parts_covered for FACE
instead. Added a FLEXIBLEMATERIAL item flag to continue to allow vox to
eat food without poisoning themselves.
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.
Relocates eye movement to the eye code itself.
Adds a mask that allows any mob able of wearing it direct access to the camera network, as a proof of concept and adminbus.
Instead of magic type bits, the infection protection value of clothing is mostly based on it's bio armor value, which is much more flexible. Also gloves and shoes to contribute to protection values, and adjusts surgical mask bio protection.
Hardsuits gain voidsuit level bio protection, when sealed.
Wearing a face mask helps prevent others from catching airborne diseases.
Also fixes#7909
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.
Adds an update_clothing_icon() proc to clothing items that will call the
relevant icon update proc on the mob which is equipping the clothing, if
any. Changes various clothing procs to not call update icon procs on usr
which may not even be the mob wearing the clothing.