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Robot_module and cyborg stack refactor (#13527)
* robot_module refactor * some fixes 1. adds medical stacks of 25 for the syndi medical borg 2. fixes various construction steps that weren't using `use()` or `get_amount()` * review tweaks + other stuff 1. Makes a bunch of for loops into istypeless loops 2. Adds a readout of the current out of stacks a borg has, in the status panel 3. Slightly reorganizes the medical, syndi medical, engineering and syndi engineering cyborgs items * fixes after upstream merge * blank line for travis * fixes and improvements 1. Fixed welder icon's not updating periodically if you were charging in a borg recharger 2. Fixes solar panels dropping /cyborg type glass when they were deconstructed. 3. Band-aid fix (incase #2 doesn't fix this) for cyborg stack's `source` var being null which resulted in tons of "cannot read null.energy" runtimes * more fixes + constructable frame runtime fix * removes toy sword placeholder remove comment * remove these as well * .amount to .get_amount(), really should have done this before * refactors robot_upgrades to work with the new system - more cleanup - adds documentation - fixed a bug I made where you could delete your robot stack via crafting * moves some unemag logic to the module file, makes more loops typless * farie review * fox review * affected review and more TM bugfixes * fixes comment Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
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SteelSlayer
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@@ -78,15 +78,6 @@
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var/mob/living/silicon/robot/R = usr
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R.toggle_ionpulse()
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/obj/screen/robot/panel
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name = "installed modules"
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icon_state = "panel"
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/obj/screen/robot/panel/Click()
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if(issilicon(usr))
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var/mob/living/silicon/robot/R = usr
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R.installed_modules()
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/obj/screen/robot/mov_intent
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name = "fast/slow toggle"
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icon_state = "running"
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@@ -224,16 +215,6 @@
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var/x = -4 //Start at CENTER-4,SOUTH+1
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var/y = 1
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//Unfortunately adding the emag module to the list of modules has to be here. This is because a borg can
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//be emagged before they actually select a module. - or some situation can cause them to get a new module
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// - or some situation might cause them to get de-emagged or something.
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if(R.emagged || R.weapons_unlock)
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if(!(R.module.emag in R.module.modules))
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R.module.modules.Add(R.module.emag)
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else
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if(R.module.emag in R.module.modules)
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R.module.modules.Remove(R.module.emag)
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for(var/atom/movable/A in R.module.modules)
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if( (A != R.module_state_1) && (A != R.module_state_2) && (A != R.module_state_3) )
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//Module is not currently active
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