Instead of several minutes long spawn, blood is added to processing for drying out now. Processing proc itself is just compraing two vars so shouldn't be as bad.
This way it doesn't get referenced by unnamed proc and can be qdel'd properly.
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.
Implements liquid fuel fires using the liquid fuel cleanable decal objects.
Rewrites zburn to be more sane, replaces convoluted calculations with straightforward reaction limit.
Fixes issue with liquid fuel spreading caused by thee object being deleted.
Prevents zones from being repeatedly added to the active fire zones list, and processed repeatedly.
- Fixed item descriptions calling oil-stained items "bloody"
- Fixed mob examine describing oil-stained bare hands and feet as "bloody"
- Fixed blood overlays on shoes not updating after walking through different colored blood
- Removed some colons
Fixes#7261
Fixes placed posters being visible on both sides of the wall.
Fixes the poster_type var used to specify certain poster designs on the
map not working correctly, and makes the nuke op shuttle poster an
actual poster.
Poster placement now belongs to the poster object instead of turf/simulated/
Posters can now be placed on unsimulated and shuttle walls.
Adjusts the shuttle to incorporate a nice, 2-tile wide docking hatch.
Drops the viro/xenobio docking arm.
Adds a button so that the teleporter blast door can be operated
independently of the airlock blast door.
Fixes some leftover arrivals area just hanging around in space.
Adds a poster specifically for the nuke ops shuttle.
This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>