Commit Graph

696 Commits

Author SHA1 Message Date
Neerti
e9dd848cf1 Freezer Fixes
Freezer crates, freezer boxes, cryobags, and medical grippers now properly preserve organs, as well as organs attached to organs.
Cleans up storage.dm slightly by removing loc setting with forceMove(), for the above to work.
2016-07-10 03:00:25 -04:00
Arokha Sieyes
484fb96202 Merge branch 'master' of https://github.com/PolarisSS13/Polaris
# Conflicts:
#	.travis.yml
#	code/game/machinery/adv_med.dm
#	code/modules/mob/mob.dm
2016-07-03 16:21:21 -04:00
Mechoid
d1eb23ee8b Allows Circuit-Brains (Digital) to be chosen as an FBP brain-type. (#2008)
* Allows Circuit-Brains (Digital) to be chosen as an FBP brain-type.

* Fixes an Oops made with Status. (Thanks Zuh)
2016-06-30 09:03:53 -04:00
EmperorJon
c056e007cd Merge pull request #1956 from Yoshax/harpiesports
Various Bay Ports
2016-06-21 17:31:29 +01:00
Yoshax
386b575af1 Fixes diona stuff 2016-06-20 00:47:17 +01:00
HarpyEagle
621241f705 Adds SLOT_BELT to heads 2016-06-20 00:32:33 +01:00
HarpyEagle
f0c8e0e516 Makes smaller mobs have smaller organs 2016-06-20 00:26:44 +01:00
HarpyEagle
9976291ca4 Refactors dislocation, clearer distinction between is_dislocated() and is_usable()
Dislocation no longer relies on adjusting dislocated state of children.
Fixes dislocating and relocating parent organs magically fixing children or protecting children from being dislocated.
Dislocated limbs no longer count as unusable, since they already count for stance damage and dropping items anyways.
In addition, dislocated limbs add to traumatic_shock
Also corrects a misusage of traumatic_shock
2016-06-19 23:54:22 +01:00
Anewbe
a1233d592c Adds NT brand prosthetics 2016-06-18 00:24:36 -05:00
Arokha Sieyes
878cf928f8 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sync
# Conflicts:
#	.travis.yml
#	vorestation.dme
2016-06-13 13:12:40 -04:00
Arokha Sieyes
e993dffb17 Fixes #1905
*screams forever*

This one almost got me. Organs were defined in two places, probably because of a merge error, and /obj/item/organ/external/head/removed() was defined in THREE places. Pls. Why you do this. PLSSSS.
2016-06-12 02:18:00 -04:00
Spades
4b9eeec946 Merge pull request #320 from VOREStation/synthgurgles
Tweaks digestion code
2016-06-08 13:36:15 -04:00
Arokha Sieyes
c625a7515e Tweaks digestion code
Makes synths digest more gracefully and actually preserves MMIs like intended
2016-06-07 18:20:52 -04:00
Cameron653
744854b9a0 cc 2016-06-05 22:49:09 -04:00
Cameron653
35301d3d9c Adds in new prosthetic build 2016-06-05 22:41:02 -04:00
Arokha Sieyes
15fdb5eb1b Synth gets hit by axe? Internal bleeding.
That'sa-no-good.
2016-06-03 21:18:24 -04:00
Arokha Sieyes
307e261e72 Synth gets hit by axe? Internal bleeding.
That'sa-no-good.
2016-06-03 21:14:46 -04:00
Arokha Sieyes
02875c13da Fixed my own limbs.
Herp derp.
2016-06-03 20:44:27 -04:00
Arokha Sieyes
3a9fa671a1 Map add and fbp tweak 2016-05-31 21:10:25 -04:00
Arokha Sieyes
925b1b4a3e Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sync
# Conflicts:
#	code/game/mecha/mech_fabricator.dm
2016-05-31 18:17:58 -04:00
Datraen
36d9cee0f7 Merge pull request #1806 from VOREStation/limbprinter
Make FBPs Constructable
2016-05-31 15:50:32 -04:00
Leshana
eae29b9d69 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sink 2016-05-30 22:43:05 -04:00
Arokha Sieyes
05f8a69821 Make FBPs Constructable
Print 'em out, slap an MMI or Posibrain in. They come from a new machine, the Prosthetics Fabricator. You can order license discs from cargo to print the proprietary limbs. Making FBPs requires a bit of research as well, otherwise you only get arms/legs. Also requires a bit of plasteel to make the critical parts. Mostly just need every limb, plus eyes. Torso comes with the snowflakey FBP battery.

Also adds an FBP 'self-diagnostics' verb. More vague than an analyzer.

**This adds a machine that needs to be placed on the map. "/obj/machinery/pros_fabricator"**

Personally, I would replace the right-side exosuit fab with it. I can add this to my PR but I'm unsure how you guys feel about non-devs submitting map changes.
2016-05-30 02:13:55 -04:00
Datraen
eb0629add2 Merges new for MMI/Posibrains, fixes runtimes from posibrains. 2016-05-29 17:57:16 -04:00
Datraen
0af225f29a Fixes #1795
Prevents the MMI from actually spawning inside of the mannequin, as it is not needed and the mob only exists in nullspace to generate images.
This prevents the MMI from calling Life() and generating runtimes, as well as preventing it from adding to the mob lists.
2016-05-29 17:12:57 -04:00
Leshana
e004a8bfc0 Merge remote-tracking branch 'polaris/master' into sink
# Conflicts:
#	code/_onclick/item_attack.dm
#	code/modules/client/preferences.dm
#	code/modules/mob/living/carbon/human/examine.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/new_player/preferences_setup.dm
#	nano/images/nanomap_z1.png
#	vorestation.dme
2016-05-29 16:22:07 -04:00
Yoshax
288ae3d274 Merge pull request #1796 from VOREStation/realisticfbp
The Terminator Update
2016-05-29 15:56:22 +01:00
KasparoVy
d5aabda108 Ports Models for Cybernetic Limb Manufacturers + More Monitor-head Wallpapers (#1775)
* Ports Models for Cybernetic Limb Manufacturers + More Monitor-head Wallpapers

As requested!

* Modified as requested.

* Different Names
2016-05-29 15:09:56 +01:00
Arokha Sieyes
34d323e57f The Terminator Update
This updates synthetic limbs to make more sense. It tweaks what you can 'see' when examining people. If someone has a robotic leg but is wearing pants, how would you know that? If someone has a burn on their arm, but their jumpsuit sleeves down, how would you know that? If someone has a replacement Vey-Med arm, how would you know it's robotic? It also treats examining FBPs more 'realistically'. If they are covered except for their head, it doesn't matter if their whole body is Bishop robotic. If their head is Vey-Med and that's all you can see, they just look human to you.

So FBP manufacturers can have a 'lifelike' var set. Vey-Med has this. This makes the limbs not show obviously non-organic damage (dents) until they are more damaged and start showing wires/metal. Attempts to treat these limbs with medical stuff results in a different message. Manufacturers can also set individual blood colors. Vey-Med blood is now white, ala Bishop from Aliens.

isSynthetic proc = Is the mob actually synthetic, as in, mechanically for breathing/tox purposes?
looksSynthetic proc = Does the mob display outward signs of being synthetic? Based on head and torso and what's revealed.

Other fixes:
You can no longer attach limbs to non-existent parents. You can't give somone a foot on a leg that doesn't exist.
You can't attach fleshy limbs to robotic ones. BODIES DO NOT WORK THAT WAY.
'Synthetic' var on humans points to manufacturer if you need to grab it quickly. isSynthetic returns this as well.
Robolimb count (and thus overheating speed) updates whenever your limbs change.
Lifelike FBPs do not show a 'system offline glyph'.
isSynthetic and looksSynthetic moved to human_helpers becasue they were defined on human in mob_helpers
Nanopaste correctly repairs limbs using the new procs (both burn and brute, making it an expensive welder+wire)
2016-05-29 02:37:13 -04:00
Neerti
cbd4915420 Merge pull request #1592 from Anewbe/borg_changes
Various Borg Changes
2016-05-28 12:44:27 -04:00
Arokha Sieyes
ea6754597e Ports Bay's Robolimb Changes (#1779)
* 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
2016-05-28 14:12:19 +01:00
Arokha Sieyes
3cd660d79d Fixes synths and sets null post-load prefs
Fixes digestion button missing, and synths overheating in a belly, and synth custom species
2016-05-18 01:36:14 -04:00
Arokha Sieyes
769cb0d32f Makes robolimbs repair completely
Previously, because noncritical robolimbs did not count for bruteloss or burnloss (per line 13 in human_damage.dm), nothing would ever cause robot limbs to call update_wounds() on the organs to clear wounds after repair. Furthermore, update_wounds ignored wounds on robotic limbs and edited early without even checking if it should remove them. This caused a problem.

This corrects this, and still exits early(er) in update_wounds() for robotic limbs, but makes sure there are no 0-damage wounds left and if there are, removes them.

As a 'backup', hitting a robolimb with a welder when there's nothing to fix will also call this proc, to catch any cases where someone has directly changed wounds or anything like that.

Also fixes spacing on robolimb damage examine text (get_wound_desc had spaces, but should not have in most cases), and added a message for having an open maintenance panel on a limb.
2016-05-18 01:25:34 -04:00
Arokha Sieyes
1749af51b2 Makes robolimbs repair completely
Previously, because noncritical robolimbs did not count for bruteloss or burnloss (per line 13 in human_damage.dm), nothing would ever cause robot limbs to call update_wounds() on the organs to clear wounds after repair. Furthermore, update_wounds ignored wounds on robotic limbs and edited early without even checking if it should remove them. This caused a problem.

This corrects this, and still exits early(er) in update_wounds() for robotic limbs, but makes sure there are no 0-damage wounds left and if there are, removes them.

As a 'backup', hitting a robolimb with a welder when there's nothing to fix will also call this proc, to catch any cases where someone has directly changed wounds or anything like that.

Also fixes spacing on robolimb damage examine text (get_wound_desc had spaces, but should not have in most cases), and added a message for having an open maintenance panel on a limb.
2016-05-18 01:14:41 -04:00
Arokha Sieyes
6c9a6264cf Gateway Icon Change + Fitness Center (#95)
* Shhh don't mind this.

* More gateway changes, also adds fitness room

Also gives the ability for some FBPs to have tails (we can sprite the tails later, it defaults to off)

* Issue #30 - Added icons and code for vore animals.

Also tweaked to be more in line with current codebase.

* Fix to leading space in alien.dm

* Makes Labyrinth.dmm compile and load in map editor. (#90)

Could use some work still though.
2016-05-17 20:03:45 -04:00
Arokha Sieyes
50d83a8b72 Shhh don't mind this. (#91) 2016-05-17 16:11:20 -04:00
Arokha Sieyes
f8fe9994e5 Merge branch 'master' of https://github.com/VOREStation/Polaris into polaris-update
# Conflicts:
#	code/world.dm
#	config/example/config.txt

Resolved by removing old lines.
2016-05-15 12:39:30 -04:00
Leshana
0139e2a7c2 External organ sprites need to handle species that use ICON_MULTIPLY 2016-05-13 23:22:24 -04:00
Yoshax
24f7c0ca2c Fixes not being able to stop wounds from bleeding 2016-05-13 02:51:40 +01:00
Datraen
4456f77d75 Merge pull request #1551 from Zuhayr/master
Makes slime people more interesting and thematic.
2016-05-11 02:34:50 -04:00
Neerti
84d389a0c7 Merge pull request #1479 from Yoshax/limbfixes
Wound Changes + Fixes + Medical Changes
2016-05-11 01:53:58 -04:00
Anewbe
ac3ce2e7d1 Makes borgs more versatile 2016-05-07 23:52:03 -05:00
Yoshax
5b747a98dc Fixes incorrect checks 2016-05-06 01:27:21 +01:00
Zuhayr
6edb8b31f3 Made slimes more interesting. 2016-05-06 04:07:52 +09:30
Datraen
beda3185eb Reverts the second mob clean up because of incomplete implementation.
This caused an error that would then cause machinery to hang on the server, and was reproduced successfully.
2016-05-04 00:24:55 -04:00
Chinsky
e12e9300fa Adds new type of wounds - piercing.
Unlike cuts they do not merge, so many small-damage stabs will create many small stab wounds instead of one megahole.
Also cleans up checks in wound code a bit with power of OOP
2016-04-22 19:00:17 +01:00
Hubblenaut
c9df1c6985 Bruise packs are used per wound and take time to apply 2016-04-22 18:46:41 +01:00
Yoshax
f2fdbf2f6a Organ/surgical changes/fixes 2016-04-22 17:55:16 +01:00
Kelenius
98badae45f Merge branch 'master' into cleanupTwo 2016-04-21 11:41:32 +03:00
Anewbe
29b9935411 Adds Vey-Med prosthetic limbs. 2016-04-18 18:50:54 -05:00