Commit Graph

116 Commits

Author SHA1 Message Date
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
PsiOmegaDelta
f382626075 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/asteroid.dm
	code/game/verbs/ooc.dm
	code/modules/admin/verbs/icarus.dm
	code/modules/mob/living/silicon/robot/robot_items.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/random_map/random_map.dm
	code/setup.dm
2015-12-13 10:15:29 +01:00
Zuhayr
f1630108db Fixes #10915 2015-12-10 10:32:35 +10:30
Neerti
4f77afece1 Revert 58ef59734f 2015-11-08 10:09:14 -05:00
mwerezak
6e66ad307c Refactors bottle smashing, apply_hit_effect() now returns the blocked status. 2015-09-09 13:58:45 -04:00
mwerezak
068d02c28c 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.
2015-09-08 23:39:33 -04:00
PsiOmega
95b12da391 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/__defines/gamemode.dm
	code/game/antagonist/outsider/ert.dm
	code/game/gamemodes/ninja/ninja.dm
2015-09-05 09:35:02 +02:00
PsiOmega
69fde6af03 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/antagonist/alien/borer.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/nuclear/nuclear.dm
	code/game/gamemodes/traitor/traitor.dm
	code/game/objects/items/robot/robot_parts.dm
	code/setup.dm
2015-09-05 09:24:30 +02:00
Zuhayr
23fb8d8b99 Antag system cleanup/fixes. 2015-09-04 18:28:05 +09:30
Kelenius
dd11a301e4 Merge branch 'dev' into ofMechfabAndPanic
Conflicts:
	code/game/mecha/mech_fabricator.dm
	maps/exodus-1.dmm
2015-08-24 18:16:36 +03:00
PsiOmegaDelta
cd06409a1f Makes it possible for syndicate borgs to copy access from other ids. 2015-08-20 13:49:53 +02:00
PsiOmegaDelta
c2e2252342 Synth access and icon update changes.
Refactors how synthetics set their modules. On login, if appearance selection was initiated but not finalized, the selection options popup again. Fixes a long-standing issue of borgs being able to look like the standard module by loging out.
Ensures the syndicate agent IDs and syndicate borgs will always have the same initial access permissions.
Removes now unnecessary syndicate snowflake code from NanoUI.
Synths now utilize actual ids.
2015-08-20 12:40:08 +02:00
Kelenius
3b1c5666d5 Merge branch 'dev' into ofMechfabAndPanic 2015-08-17 09:58:23 +03:00
Kelenius
012fb38de2 Finalizes mechfab 2015-08-12 21:46:11 +03:00
Kelenius
7562f6f01a Updates mechfab interface
Fixes all bugs I found.
2015-08-10 17:46:03 +03:00
PsiOmega
e875a7ce48 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/game/machinery/computer3/buildandrepair.dm
	code/game/objects/items/devices/lightreplacer.dm
	code/modules/research/circuitprinter.dm
	code/modules/research/protolathe.dm
2015-08-08 15:34:51 +02:00
HarpyEagle
fc7e89380e More material renames
Gives several materials shorter and easier to type names, updating the
display_name where applicable. Also fixed a slightly mismatched variable
type.
2015-08-07 17:10:35 -04:00
Kelenius
210d8fac22 Updates mechfab to not be terrible, WIP 2015-08-07 18:01:12 +03:00
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
PsiOmegaDelta
cc7c502fb8 Updates emag attackby usages to emag_act where it's not too much of a headache. 2015-06-16 09:34:13 +02:00
GinjaNinja32
c77605265c code/game/objects, code/game/machinery merge fix 2015-06-02 20:18:45 +01:00
PsiOmega
d0232732d4 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/game/machinery/floodlight.dm
	code/game/objects/items/devices/suit_cooling.dm
	code/modules/organs/subtypes/diona.dm
	code/modules/paperwork/pen.dm
	code/modules/reagents/reagent_containers/hypospray.dm
	html/changelogs/.all_changelog.yml
2015-05-30 16:11:57 +02:00
Zuhayr
a3f3009eb4 Fixes #9063 2015-05-30 05:16:01 +09:30
Zuhayr
3cae318716 Merge pull request #9370 from comma/frankenstein
Frankenstein
2015-05-25 13:56:40 +09:30
Chinsky
77519d160f Generalized head reattachment to work with all limbs.
Now you can attach your useless chunks of meat back!
Needs second step to make meat limb usable, use hemostat/cable/mousetrap.

Changes how organs 'die'. Instead of damage they now acquire germs, 2-6 points per tick, twice faster after hitting acute infection stage. Once they reach necrosis stage, they die. All in all it takes ~7 minutes for organ to go bad without a freezer.
As a bonus, you can now attach robogroins and roboheads (no brain included)
Fixes stumps being un-cuttable, which prevented all kinds of fun stuff with replacements.
Removed ORGAN_DESTROYED check from processing, take_damage should be taking care of that now.
2015-05-19 07:09:00 +03:00
Zuhayr
358867f3b5 Major sheet and material refactor. 2015-05-17 01:46:53 +09:30
Zuhayr
495952ff5d Changed steel material name to a define. 2015-05-12 13:08:41 +09:30
Zuhayr
bc50ba5166 Merge resolution. 2015-05-11 11:47:24 +09:30
PsiOmega
7cbd72d1be Cleanup. 2015-05-07 09:09:12 +02:00
PsiOmega
fe09ed1a22 Merge remote-tracking branch 'upstream/dev' into BorgModules
Conflicts:
	code/game/objects/items/robot/robot_upgrades.dm
	code/modules/mob/living/silicon/ai/subsystems.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/robot/robot_upgrades.dm
2015-04-26 15:52:18 +02:00
PsiOmega
e54fbcb9ec Cleans up borg module code and responsibilities. 2015-04-26 12:00:30 +02:00