Commit Graph

27 Commits

Author SHA1 Message Date
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
6e2514d728 Beepsky should no longer attempt to arrest himself.
Adds additional threat check.
2015-09-01 18:25:51 +02:00
PsiOmegaDelta
9d0c072b4a Adjusts Bump flags to make ALLMOBS mean all mobs again. 2015-08-17 08:06:42 +02:00
PsiOmega
4d826e68cb Mob bump fixes.
ED-209 is considered massive enough to not bump easily.
update_canmove() no longer unconditionally sets mob density. Fixes #10365. Fixes #10682.
2015-08-16 20:55:02 +02:00
PsiOmega
21fd8d825d Makes the private AI channel truly private. 2015-08-16 15:43:28 +02:00
PsiOmegaDelta
c560bd8d79 Merge pull request #10404 from mwerezak/stack-fix
Material stack related fixes
2015-08-08 09:56:25 +02:00
GinjaNinja32
117ffca6d0 Merge pull request #10423 from Kelenius/ofBotsAndZAS
Of bots and ZAS
2015-08-04 13:26:30 +01:00
Kelenius
e935baf1d8 Fixes #10418 - bots don't remover from stuns 2015-08-04 12:41:32 +03:00
Atlantis
ad45e5d16b Implements req_one_access for bots, as per request on GitHub discussion. 2015-08-02 23:23:18 +02:00
mwerezak
0ceb0e291d Fixes #10314
Replaces every check for a hardcoded material stack type with a check
for material of the stack.
2015-08-02 00:01:10 -04:00
Atlantis
b80dad0329 Fixes #10355
- Bots can now be unlocked when you have one of the required accesses, instead of requiring all of them.
- In other words, security officers can once again unlock beepsky. I believe no other bot uses more than one access level for unlocking.
2015-07-29 19:58:01 +02:00
PsiOmegaDelta
001d4839f1 Fixes missing assessment check. 2015-06-30 15:03:51 +02:00
mwerezak
9d7a1b9ad6 Fixes misleading path and proc name 2015-06-26 00:40:31 -04:00
PsiOmegaDelta
66b8d67637 Merge pull request #9390 from mwerezak/attack-animation
Attack animations
2015-05-21 06:52:30 +02:00
mwerezak
20b72b9911 Adds attack animation calls 2015-05-20 00:18:32 -04:00
Zuhayr
358867f3b5 Major sheet and material refactor. 2015-05-17 01:46:53 +09:30
Zuhayr
a101855343 Converted over hatchets and scythes. 2015-05-17 00:15:46 +09:30
Kelenius
10915eae24 Merge branch 'dev' into ofChemistryAndStuff
Conflicts:
	code/game/objects/effects/chem/chemsmoke.dm
	code/modules/customitems/item_defines.dm
	code/modules/projectiles/guns/launcher/syringe_gun.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm
	code/modules/reagents/reagent_containers/food/drinks.dm
	code/modules/reagents/reagent_containers/pill.dm
	maps/exodus-1.dmm
2015-05-15 11:28:05 +03:00
Mloc
16d50c645d new object-based lighting system
Signed-off-by: Mloc <colmohici@gmail.com>
2015-05-10 20:54:25 +01:00
PsiOmega
fff5ea7840 Grabs no longer endless loop runtime. 2015-05-10 12:11:52 +02:00
PsiOmega
10edb06036 Do not copy-paste code.
Do not copy-paste code.
2015-05-07 08:43:24 +02:00
Kelenius
873b38e0a5 Merge branch 'dev' into ofChemistryAndStuff
Conflicts:
	code/game/objects/effects/chem/chemsmoke.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Core.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Dispenser.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Medicine.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm
2015-05-04 22:36:35 +03:00
PsiOmega
ca7fa2aa19 Grilles and rods.
Grilles no longer return more rods than they were created from when destroyed (by method other than wirecutters).
Rods are now acquired from and returned to a pool.
Also adds a pre-broken grille for mapping, avoids the case where one might be able to destroy the same grille twice.
2015-05-02 21:35:02 +02:00
Kelenius
317abc6b79 Merge branch 'dev' into ofChemistryAndStuff
Conflicts:
	code/datums/recipe.dm
	code/game/machinery/bots/farmbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/objects/effects/chem/chemsmoke.dm
	code/game/objects/effects/effect_system.dm
	code/game/objects/items/toys.dm
	code/game/objects/items/weapons/extinguisher.dm
	code/game/objects/items/weapons/mop.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/organs/organ_internal.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_containers/food/snacks.dm
	code/modules/reagents/reagent_containers/pill.dm
	code/modules/reagents/reagent_containers/spray.dm
	maps/exodus-1.dmm
2015-04-28 10:49:26 +03:00
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