Commit Graph
36 Commits
Author SHA1 Message Date
Leshana 4ebbf1ce7a Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-02-24
# Conflicts:
#	maps/southern_cross/southern_cross-1.dmm
2018-02-24 13:19:10 -05:00
MisterLayne 253f00645c Makes things more compact. 2018-02-22 16:21:25 -05:00
Arokha SieyesandAnewbe f2fef6f410 Planes Framework (#4545)
* Polaris initial plane upstream merge

* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT

* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.

* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking

Setting stuff like colorblindness variety and things.

* Remove NIF reference, fix lighting layer define

* Handle effects above lighting plane

* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE

* Merge: 3000% human/update_icons() speed improvement

* Merge: Avoid ghosts pointing at things
2018-01-17 13:45:54 -06:00
Arokha Sieyes 8f71a052a4 VS: Planes shenanigans. Begins 'plane' work, for VS specific things. 2018-01-14 00:40:00 -05:00
Arokha Sieyes ad74dec1c0 POLARIS: Planes shenanigans. Begins 'plane' work. 2018-01-14 00:39:59 -05:00
killer653 bddfa16f82 Polaris sync 2017-09-15 21:17:34 -04:00
Neerti 4bfcec55f2 work 2017-09-04 21:52:47 -04:00
Arokha Sieyes 6bc464be7c Beepsky+Baton=Win 2017-03-28 16:16:38 -04:00
Leshana eb65ff2ed2 Ports the new parts of https://github.com/Baystation12/Baystation12/pull/15298 back to Polaris
* Changes navbeacons to no longer use radios (Doing so was slower and didn't really help anything) Note: var/freq remains for mapping compatibility until all maps are updated.
  * Fixes navbeacons to actually hide under flooring if you put plating over them.
  * Changed how navbeacons are mapped in.  Don't use the picky "code_txt" variable, instead use appropriate subtype.
  * Made useful reusable subtypes so you don't have to code in a type for every. single. one.
* Updated mulebot to use new navbeacon codes.
* Re-activate patrolling!  With the new navbeacons, bots with will_patrol can follow the patrol navbeacons.
  * Note: various "should_patrol" variables on each bot type unified under /mob/living/bot/var/will_patrol
* Securitrons (beepsky) got an overhaul to the new patrol routing.
  * Note: BayStation replaced the snowflake handcuffs code with acutal handcuffs.  Polaris handcuffs requiere a grab to work, so are more complicated.  Kept our existing attack code.
  * Behavior procs reorganized to use better movement detection and just be more flexible.
* Floorbot fixes & removal of bridgemode
  * Floorbot will now remove & replace broken floor tiles.
  * Floorbot will no longer decide its okay to pave over all of SPACE.
  * For the moment patching hull breaches is disabled, it is too laggy.
* Sundry bugfixes to all bots
  * Use forceMove() instead of setting loc
  * Use "\The [X]" message strings.
  * Pass target to do_after() when doing something to a target.
* Fixed events that were supposed to emag bots to now do so again.
2017-03-14 16:29:29 -04:00
MagmaRam 4ac1357f0b Allows robots to be constructed with prosthetic limbs as well as borg limbs. 2016-09-17 13:08:05 -05:00
Kelenius 763c7376d4 Roboticists now can access bots. 2016-08-09 07:10:16 +03:00
Yoshax 1f81596f6a Makes security bots more hardy to be less useless 2016-07-25 14:48:35 +01:00
SinTwo c1bd0aa6b4 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into item_state
Conflicts:
	code/modules/clothing/clothing.dm
2016-07-19 17:37:14 -04:00
SinTwo 976847a0b4 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into item_state
Conflicts:
	code/modules/clothing/head/jobs.dm
	icons/mob/items/lefthand.dmi
	icons/mob/items/righthand.dmi
	icons/mob/suit.dmi
	icons/mob/uniform.dmi
	icons/obj/items.dmi
2016-07-13 17:07:52 -04:00
Yoshax 44d0ee657c Ensures bots are only emaggable once 2016-07-12 21:40:07 +01:00
Yoshax 9689dd1e17 Ensures security robots can be properly emagged, also makes them stronger when emagged 2016-07-12 20:08:25 +01:00
SinTwo 7192bf08fd item_state cleanup 2016-07-11 22:31:32 -04:00
Neerti 19936ce06c Ninja Powersink Fix
Fixes ninja powersinks not working, and likely some other bugs involving rig gloves, like handcuffing.
2016-07-10 00:03:21 -04:00
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
Kelenius 98badae45f Merge branch 'master' into cleanupTwo 2016-04-21 11:41:32 +03:00
Kelenius df5a0d7941 Mob inventory cleanup
Replaces three item removal procs with one
Adds a proc to delete an item on the mob
2016-03-24 01:23:08 +03:00
Kelenius e8df17ccad WIP - cleans up bots
Fixes farmbot getting stuck
Floorbots fix asteroid
2016-03-08 11:13:34 +03:00
PsiOmegaDelta 59c5807157 Active stunbatons now glow. 2015-09-19 21:12:19 +02:00
PsiOmegaDelta a7fa8cde49 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/clothing/spacesuits/void/merc.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/simple_animal/borer/borer_captive.dm
	code/modules/mob/mob_grab_specials.dm
	code/modules/reagents/reagent_containers/food/drinks/bottle.dm
	html/changelogs/.all_changelog.yml
2015-09-11 08:54:03 +02:00
PsiOmegaDelta 30069d1dce Merge pull request #11044 from Kelenius/beepskyFixes
Makes beepsky less brutal
2015-09-08 10:41:30 +02:00
Kelenius 388159c7f1 Makes beepsky less brutal
Fixes #10979
Fixes beepsky beating up handcuffed people
2015-09-08 11:36:55 +03:00
PsiOmega affff253bc Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	.travis.yml
	code/modules/mob/living/living.dm
	code/modules/mob/mob_grab.dm
2015-09-02 14:58:13 +02:00
PsiOmega 6e2514d728 Beepsky should no longer attempt to arrest himself.
Adds additional threat check.
2015-09-01 18:25:51 +02:00
PsiOmegaDelta 56523d0941 Cleans out (mostly) unused access definitions and makes access lists sorted. 2015-08-21 14:45:45 +02:00
PsiOmega 21fd8d825d Makes the private AI channel truly private. 2015-08-16 15:43:28 +02:00
Atlantis ad45e5d16b Implements req_one_access for bots, as per request on GitHub discussion. 2015-08-02 23:23:18 +02:00
PsiOmegaDelta 001d4839f1 Fixes missing assessment check. 2015-06-30 15:03:51 +02:00
mwerezak 20b72b9911 Adds attack animation calls 2015-05-20 00:18:32 -04:00
PsiOmega 10edb06036 Do not copy-paste code.
Do not copy-paste code.
2015-05-07 08:43:24 +02:00
Kelenius b7a628d53d Merge branch 'dev' into ofBotsAndMobs
Conflicts:
	code/game/machinery/bots/cleanbot.dm
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/bots/farmbot.dm
	code/game/machinery/bots/floorbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/bots/secbot.dm
	code/game/objects/items/robot/robot_parts.dm
2015-04-26 17:18:20 +03:00
Kelenius 6d1614cb7a Updates bots to be mobs. Several changes.
General:
Bots are now /mob/living/bot. They support player control fully. Just in
case an admin feels like letting a ghost take control of beepsky or
something.
Since they are bots, spooders and whatnot will attack them.
They now don't need an open panel to be emagged.
Spawns replaced with do_after, meaning that they will stop
injecting/cleaning/repairing/arresting if pulled away.

Medbot:
Emagger is added to ignore list.
Will now inject spaceacilin regardeless of disease type and level.
Previously: only if disease was past stage 1 or airbone.

Cleanbot:
Patrolling rewritten. They now find a closest beacon, and go to the NEXT
beacon after the closest one.
They will not wiggle out when pulled.
They will now ignore (for a while) the gibs they make if odd button is
pressed.
They will now freely claim cleanables. Previously, they would not target
ones targeted by other bots.

Floorbot:
This was a helluva buggy one.
They will now build bridges (but still won't do random repairs) in space
area.
They will now build bridges even if the tile directly next to them in
that direction is tiled.
They will now ignore for a while a tile they can't reach. This is to
stop them from hopelessly targeting tiles under grilles for upgrades and
getting stuck.
They will now slowly (200 ticks for a tile) build new tiles on their
own.
They will now preserve tile's icon when repairing it like a player
would.
They will now place first rods, then tile when fixing space breaches.
Rod costs two tiles.
When emagged, they will first always tear off the tile, then will (over
triple the normal amount of time) breach the tile to space. There are
noticeable warnings for both actions.

Secbot:
Will no longer run away to patrol when panel is open.
Now deals stamina damage instead of instastuns.
Small delay between approaching the target and stunning them.
Laserbots axed.
Removed their weird EMP act.
Will no longer stun lying people, just cuff.
They will also demand surrenderring (lying down) before smacking you. If
target moves, or 5 seconds pass, it will attack.

Farmbot:
It's alive!
It has settings to: water trays, refill its own water, uproot weeds, add
nutriment (ammonia, internal synthesizer), collect produce, and remove
dead plants.
2015-04-26 15:30:11 +03:00