First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
- Cyborg lights now use the reworked power system.
- Removed flashlight from cyborg modules, replaced with integrated light.
- "toggle-lights" verb is added for cyborgs, which de/activates the integrated light. Uses 30W (*modifier) of power when active.
- Cyborg lights have luminosity of 6 (flashlight has 4).
Attempts to fix #6481.
Previously it appears observers would be asked once, and only once, if they wished to become a pAI.
If one closed the configuration window without pressing Submit you'd never get the chance to apply again.
Now asks observers every time someone requests a pAI, similar to posibrains and Dionaea pods.
There is already a built-in ask delay of one minute between such requests and ghosts can decide to opt out for the rest of the round.
- tried to merge the upstream and my version for you as best as i could, my version does differs in quite a few places
- reactivates my ID and IP fixes, these are needed so an offline borer or host mob don't cause bans and multikey alerts to fuck up, worst case you perma a few innocent players thanks to lazy coding. also how could they possibly fuck up control transfer??
- fixes the client DC bug properly, caused by spawning the brainmob prematurely in New()
- removed the runtime-error-triggering organ check, all mob restriction checks if wanted should happen on infest
- adds say logging and missing input sanitation
next time please ask me if you have questions, instead of making master file accusation comments that i might never read.
- This solves various issues with cyborg charging
- Cyborg chargers have 15k charge capacity themselves. They charge at 2.5kW when no cyborg is inside and 25kW when cyborg is inside.
- Instead of draining power directly to cyborg's cell, they simply transfer power (capped at 250 charge/tick) from charger to cyborg.
- All is checked, which means no excess power is wasted. This means AFK cyborgs parked in rechargers are no longer power sinks
Balance
- Increased cyborg actuator power usage a bit.
- Adds new standardised proc for power usage as Cyborg
- Each component now uses different amount of power. Some components use "idle" power (camera), which means constant load. Other components use "active" power, which is single-time burst load.. Example: Actuator.
- Power usage is directly proportional to work done. Moving cyborg uses more power than still cyborg.
- Information in Status tab changed. Now it only shows percentage of remaining charge, as well as cell rating and cell load (W)
A ninja now uses proper glasses instead of using its own hack.
Fixed a bug that would override the old ninja-night vision unless one also wore additional glasses in the glasses-inventory slot.
Adds overlays to thermals and mesons as well. Slightly reduces the intensity of the night vision overlay.