146 Commits

Author SHA1 Message Date
Spookerton 978f4511a5 examine signature changed to include distance
- distance is INFINITE, 0, or a positive integer based on get_dist() between
the examiner and examinee's turfs when they are on the same Z. When the
examiner is dead or a ghost, distance is always 0.
- also updates /examine( implementations to use it!
- adds w_class_to_name proc for reusing "It is a X item." examine behavior.
2024-01-31 13:49:52 +00:00
MistakeNot4892 1cafe9ee21 Unifying MMI creation on robot subtypes. 2023-09-02 22:11:14 +10:00
Atermonera 2282a5ea60 Merge pull request #9205 from Frenjo/robot-module-tweaks
Nerfs the Robot VTEC Module
2023-08-14 22:16:00 -08:00
Frenjo 90492a1c43 Removes block comments, makes define a var
Makes the VTEC_MOVE_DELAY_REDUCTION define into /obj/item/borg/upgrade/vtec/var/move_delay_reduction.

Removes block comments in favour of double newlines.
2023-08-15 07:04:27 +01:00
Frenjo 0c8fedb081 Cleans up robot_upgrades.dm, nerfs VTEC module
Cleans up the formatting and style of robot_upgrades.dm.

Reduces the VTEC module's movement delay reduction from 1 to 0.5 as it's currently way too fast. This value is made a simple define so it can easily be changed in future.

Converts a lot of magic booleans to TRUE/FALSE.

Inverts the boolean logic of the /obj/item/borg/upgrade/proc/action base so it's consistent with all derived types.
2023-08-08 22:35:22 +01:00
MistakeNot4892 8fba9374c3 Fixes some issues with borg icons. 2023-08-07 11:16:55 +10:00
MistakeNot4892 d413540de9 Butler module > Service module. 2023-08-07 11:05:38 +10:00
MistakeNot4892 1f7a411868 Readding AI shell construction. 2023-08-07 11:00:11 +10:00
MistakeNot4892 658e19e734 Porting flying robots from Bay. [IDB IGNORE] (#8885)
* Semiport of Allow_Spacemove from Bay.

* Porting flying robots from Bay.

* Converting platforms to an alt title of Robot.

* Converting existing modules to new proc flow.

* Cleaning up jetpack code for robots.

* Making flyers and platforms buildable.

* Debugging/refining robots port.

* Reverting some unneeded spacemove changes.

* Refining/debugging bots.

* Removing Bay subtypes, adding flying subtypes of existing modules.

* Icon rework for flying robots.

* Working commit for flying borgs PR.
2023-07-31 22:22:12 -08:00
klorpa f445ffde0a Spelling Fixes (#8973)
* SpellingFixes

* OtherTypos

* OtherTypos
2023-04-08 21:39:28 -08:00
Cerebulon ac532f4633 Adds Sivian Creole Language (#8767)
* Adds Sivian Creole Language

* stok language key
2022-10-20 20:59:43 -08:00
spookerton 1ccb2df2de trivial 1:1 overlays -> overlay proc changes
NB. In some cases we go from a more complex image() to a single icon_state string and I assume this works for every case but do not care to check because of the sheer scale of extra fiddly effort. Buyer beware, not my code.
2022-04-24 07:50:21 +01:00
atermonera 9d71839ac6 Removes devices 2022-04-17 19:14:43 -08:00
atermonera 7a9806d9b4 Removes weapons 2022-04-17 19:14:32 -08:00
MistakeNot4892 2f0a618d45 /atom New() => Initialize() [MDB IGNORE] (#8298)
* Find and replace argless atom New() to Initialize().

* Manual replacement of no-arg New() to Initialize().

* Manually replacing remaining New() overrides.

* Fixing linter issues with now-removed New() args.

* Tidying area init overrides.

* Porting Neb's atom subsystem.

* Trying to isolate init problems.

* Adjusting Init code post-test.

* Merging duplicate Initialize() procs.

* Merge resolution.
2021-11-14 00:09:14 -08:00
Atermonera 959511918c Replaces DEFAULT_WALL_MATERIAL with MAT_STEEL, where applicable (#8156)
* Replaces DEFAULT_WALL_MATERIAL with MAT_STEEL, where applicable

* floorbot compiles
2021-06-29 20:28:16 -07:00
MarinaGryphon 593246b595 Linter diagnostics + bans non-var relative pathing (#8150)
* Linter diagnostics + bans non-var relative pathing

* Enable DreamChecker Annotations

* make it executable

* update hashFiles

* oops

* tries to fix it... again

* trying again

* path

* repath

* fix perms

* fixes weird capitalisation issue
2021-06-20 13:14:29 -09:00
Leshana 767e6227f5 Replace all direct setting of mob.stat with mob.set_stat() 2020-03-20 23:45:29 -04:00
Neerti 6a2cd30e14 Replaces AI-controlled Maint Drones with AI-controlled Borg Shells (#6025)
* AI shells, some fixes re: Borgs.
2019-04-06 02:06:14 -07:00
Anewbe aade8c356f Items are now assumed to be conductive, rather than the opposite 2019-03-02 20:34:49 -06:00
elgeonmb 3e9624caa9 Adds the Zaddat Race + Modifies pressure damage calculations (#5869)
* Redoes the suit-wearing bugs, renaming them to the Zaddat.

(If this shows up on the main Polaris repo, I fucked it again, please yell at me until I unfuck it)

* finishes the zaddat species pending someone yelling at me and or me getting more/better sprites

adds three new accessories of dubious stylistic value for the gaudy-ass suit people

* i lied
engineers and other Zaddat who start with a hat will no longer burn in the harsh light of the station.
scarves and other decor items can now be equipped to space suits. cape, half-cape, and sash items now have valid slot flags

* gives zad a larynx

* gives Zaddat assisted languages

* zad sprites now have weird growths

* activate starvation mode

* mask is now red-faced so as not to give the zaddat skin cancer

* adds shrouds and zaddat hypos to cargo. renames zaddat hypos to glucose hypos since like, technically anyone can use them

* aand adds zad hypos to the fitness machines. thanks for letting us not starve, spacer guild

* adds zad hypos to the fitness vendor

* new purple zaddat icons (untested, probably fine)

* appeases anewbe

* something bad has happened

* Updates Zaddat per forum discussion
Flashes now deal significant burn to zaddat, enough to put them in crit with two flashes
Zaddat (and diona and vox) can no longer wear rigs
Shrouds no longer protect against shock damage, but do protect against radiation damage
Prometheans can now wear shrouds
Sprites are much prettier

* adds changelog

* Update zaddat.yml

* appeases anewbe
2019-02-06 23:34:21 -06:00
Neerti 244c3007c5 Ports tits from vorestation. 2018-10-23 15:55:14 -04:00
Cerebulon b7090d7df2 Adds Tajaran Akhani language. (#5032)
* Adds Tajaran Akhani language.
Fixes plural form of Tajaran (Tajara->Tajaran) in about 50 places.

* Gives the language a colour distinct from Siik.

* Changelog
2018-03-11 16:55:08 -05:00
MisterLayne 21c9cd0a05 fixes code, and adds changelog (hope I did it right) 2018-03-06 20:52:55 -05:00
elgeonmb 8c9c99f817 Adds new languages (#4961)
* langs

* humanity first

* humanity first but for real this time

* i know how to spell good

* grumbles
2018-02-26 21:21:50 -06:00
Cyantime b0a8ebcbb7 Robot upgrade fixes 2018-02-21 13:12:34 -05:00
Arokha Sieyes edd24126aa Fixes lack of borg fullbright with mesons etc 2018-02-15 03:10:04 -06:00
mistyLuminescence 0d458b204e Adds the advanced health analyzer (#4326)
* WIP - advanced health analyzer

* Adds the advanced health analyzer.

* Updates radiation levels

* Fixes travis and removes snark

* Fixes a bug that wasn't my fault (for real)

* Adds tiers.

* Phasic sounds cooler

* Fixes sprites
2017-12-03 17:36:51 -06:00
MisterLayne 436eaa1efb Adds language module. 2017-10-26 15:43:25 -04:00
Mechoid 8939d21014 Stops MMIs created with a ghosted brain from being put into cyborgs. (#4110)
* Stops MMIs created with a ghosted brain from being put into cyborgs.

* Fixes a typo and wording.
2017-10-19 13:59:06 -05:00
Anewbe c9f83a9d68 Merge pull request #3769 from PrismaticGynoid/forgottenlanguages
Brain transplants, synthetics, and languages
2017-09-16 15:35:29 -05:00
PrismaticGynoid 9c1bb56522 Brain transplants, synthetics, and languages
Brains now retain languages from the mob they were removed from, rather than forgetting them. Languages are also retained when a brain is transplanted into a new body.

AIs, as well as cyborgs/robots/drones, will load languages from your currently-active preferences when they spawn (just like humanoid mobs do). Brains removed from cyborgs/robots/drones will retain their original languages regardless of the current module.

Brains in MMIs can now speak EAL if they know it, and additionally fixes #2832 - sign language will no longer be usable when lacking both hands. Also fixes silicons being told the wrong language prefix by the known languages window, as it was still showing ':', leading to much confusion among new borg players.

Known issues:
AIs who can use sign language can use it even without a holopad - I'm not sure how to have it check for that. This could be seen as a non-issue, as signs could conceivably be displayed on the AI's screen.

AIs signing over holopad will also have the language verbs overridden by the synth speech verbs (states/queries/declares). I'm pretty sure this has something to do with the already-existing bug that all languages can be understood by everyone when an AI speaks them over holopad.
2017-09-06 20:14:17 -07:00
Andrew d6c4d76d43 Converts dialog to use to_chat
Figured I might as well change the rest of the file while I was add it
2017-08-30 12:40:48 -05:00
Andrew ff22f0e365 Removes Cyborg Module Restraint on Jetpack
The jetpack upgrade can now be applied to any cyborg module.
2017-08-27 22:48:31 -05:00
Andrew 09f0ca8c81 Fixes description of upgrade
adds of
2017-07-30 15:48:30 -05:00
Andrew 36e4adaf8f Modifies Illegal Equipment Module
+Illegal equipment module now scrambled equipment module
+Scrambled equipment module now unlocks emagged borg items without
actually emagging the borg, allowing for AI sync, law updates, and being
emagged.
+Makes the miner borg diamond drill appear in all cases of being
upgraded or emagged instead of only if emagged while the mining module
is equipped.

Changelog includes all my previous PRs as well for ease of access to the
changes by the general public. I can trim it down to just this PR if
requested.
2017-07-29 17:32:33 -05:00
Cerebulon 55fd0a2041 Adds hand sprites to many items in the engineering department 2017-03-29 04:09:33 +01:00
Anewbe 538f91c202 Borg stun arm should work now. 2017-03-22 17:06:16 -05:00
PsiOmegaDelta 76dc56bd2b Robot upgrades now checks that the upgrade type is valid.
As opposed to the instance itself. Fixes #13652.
2016-07-23 16:13:29 +01:00
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
Yoshax cd9fdd228b Merge branch 'master' of https://github.com/PolarisSS13/Polaris into attackcall 2016-05-28 20:22:09 +01:00
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
mwerezak deb215d262 Refactors bottle smashing, apply_hit_effect() now returns the blocked status.
Conflicts:
	code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
	code/modules/mob/living/simple_animal/simple_animal.dm
	code/modules/reagents/reagent_containers/food/drinks/bottle.dm
2016-04-22 04:57:23 -04:00
mwerezak 11c5b10bb9 Refactors various item attack() implementations
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.

Conflicts:
	code/game/objects/items/weapons/clown_items.dm
	code/game/objects/items/weapons/material/kitchen.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/modules/mob/living/carbon/human/human_defense.dm
	code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
	code/modules/mob/living/simple_animal/simple_animal.dm
2016-04-22 04:57:22 -04:00
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 acc78a8000 Changes types of ghosts and eyes
``/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.
2016-02-20 15:36:05 +03:00
Zuhayr 7c3993b68b Revert "Revert "Bay update."" 2016-02-07 16:33:30 +10:30
Zuhayr 98d983577c Revert "Bay update." 2016-02-07 16:07:05 +10:30
Zuhayr e557a71fdc Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 2016-01-20 08:01:14 +10:30
Zuhayr f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30