Stings are now special cases of carbons' clicks
All the problems with stings-items were solved automatically by this
Clicking the ability sets your active sting
Currently active sting is shown on the UI
Changed sting icons to fit the UI
Clicking other ability will reset the active sting to the new one
Added "retract stinger" ability so you can get rid of any active sting
Added autoequip of items below you if you go from monkey to human form
as ling
Added commented-out greater form, just because
Monkeys now have chem counter in their UI just like humans
Monkeys have active sting icon in UI as well
Hope its not too much commits for one pull request
Also changed some of the previous additiong to ABSTRACT items in
show_inv
Reworks limb surgery/limb augmentation.dm to use a Switch
Ignore changes to do with "Requires_organic_chest" I removed it, but since re added it as it was preventing an exploit
According to my tests, unachored AI and Borgs behave as normal when
bumped by a mob.
A human can swap places with a borg if both have help intent on when
moving...
But a borg can't swap places with a human if both have help intent on,
if it's the borg that's moving. Apparently it's a normal behavior,
tested it on Sibyl.
AI don't have intents so they just get pushed.
pAIs aren't affected by bump, as they seem to act like as objects when
walked over or thrown.
Decoys seems to be some old MALF module that isn't in use anymore, so I
didn't touch it.
This means 2 things
1 - you can sting while stunned/weakened and so on
2 - if you are not stunned/weakened but lying - you can grab things
All this ERP potential
Since my personal icons were considered ok by some people i used them
Added new one for poison sting and tiny tiny bit changed the older ones,
also proboscis is still there just because
Also now put_in_?_hand will check for ABSTRACT flag, things with it will
be put in hand anyway
With this even while downed you can sting someone if you are quick
enough to do it before sting gets deleted from your hand(100% hack but
whatever)
Things like not dropping items from hands completely and other stuff
cheri suggested to make after we switch to v500
If you will find any bugs just tell and ill fix them
Thats probably it, ive done everything i wanted and implemented
everything i was asked for
Now will hope this PR will be merged, would be sad to do all this work
for nothing
Abstract things now cant be neither seen in show_inv nor be interacted
there
Added abstract flag to golem armor so now only he himself can see what
he is wearing(seems reasonable to me)
Added my shitty spriting of proboscis and stings to icons/weapons, not
sure it is right play or do we ever need them at all
Actually changed changeling_powers to work with stingers instead of
proboscis, but dont want to push it yet, maybe people will want one
proboscis for all stings instead of separate stingers for each sting
Everything that had abstract var now has ABSTRACT flag
Everything that checked abstract var now checks ABSTRACT flag
Fixed some runtimes
Fixed click code and face direction changing while cuffed
Added del to all attack_* of the proboscis in case shit goes real
AStar is still weird so added a simple sanity check
Add a Toggle Anchor Bolt verb to the AI that allows it to toggle his
'anchored' var and be dragged around. You cannot use the bolt verb in a
locker,disposal, pipe , on a mule or as a card.
Tested Interactions between AI and items :
-While the AI can be dragged, it cannot be pushed. You can however,
while dragging it, move it around on tiles(by clicking on said tile),if
you get stuck.
-Cannot be grabbed or click dropped into the gibber.
-Cannot be grabbed or click dropped into Cryo.
-Cannot be put in the DNA scanner.
-Cannot be put in the morgue, or the incinerator.
-CAN be grabbed or click dropped into a disposals bin, and flushed.
-CAN be put inside a locker. Once there's a locker below and you can
close it, you can drag the AI around - event if it's normally anchored.
If you open the closet while the AI is anchored, the Ai will still be in
a anchored state. Note that it's possible to do this trick without
needing to drag the Ai over a locker, PRIOR to this commit.
-Can drift in space, and can be mass-driver'd. Also Anchors don't work
in spess.Also Ai goes blind in spess. Honk.
-Can be pulled around on edges in space as normal, slip interaction
works normally.
-Can be telescience'd if unanchored.
-You can get on a mulebot!
Notable problem :
-Ai can be buckled/unbuckled to a chair, and when unbuckled it reverts
to an anchored state.Can be solved by using the verb again. Not a real
issue, but notable.
-Dragging an AI in open space can be a bit of a problem. If you take
sharp turns while jetpacking, the Ai will still drift in the previous
direction. You can stop the AI course by jumping by getting in front of
it. Dead AIs were however able to go through you, but Gia found a fix.
"Doesn't that defeat the purpose of the intellicard?"
No, because you only use the card for 3 cases :
1. In case of Rogue AIs, and it is unlikely it will let you drag it
around.
2. In case od dead AIs, in which case it will still need to be carded in
order to be resurected.
3. In order to steal the AI, and generally they don't like that as well.
So the intellicard will still show uses if this commit gets pulled.
Many thanks to Giacommand for babysitting me and helping me through the
coding and testing stages of this commit. Also, first baby commit, ho!
I've thought of this when Gia decided to change Telescience to not drag
anchored mobs, and realised that this create a lot of fun options for
the AI (rogue or not). Most of the interactions seems to be clear of
bugs, and I didn't get any runtimes when testing (except something about
NanoUI, but Gia and me assumed it was unrelated.)
Diseases now have a requires and a required_limb variable
if requires is 1 then it will run a check for required_limb (WHICH USES TYPEPATHS)
Reverts a turret change that git through into the pull for some reason
added some feedback messages in certain places
removed the hulk-like snowflake check that was really crappy anyways
Reworked a part of surgery/surgery_step.dm to use a switch
* The telescience computer starts with 3 artificial crystals.
* The crystals can be crushed to blink or you can throw it at someone to make them blink a short distance.
* You cannot teleport the AI or any anchored mob (unless they are buckled to an office chair).
* You can make the bluespace crystals from slimes or from research.
this is due to the original proc having a check in it now which saves us
millions of snowflakey checks, if you wish to heal a robotic limb use
heal_robotic_damage(brute,burn) it functions the same as heal_damage
but actually heals robotic limbs instead of organic ones
Updated the welding and wiring repairs to use this proc
Hey @Cheridan NO ISTYPES! :D
Ugh.. I mean "Removes" 10 totally unnecessary istypes
Fixes the healing of robotic limbs so that the message actually doesn't display now.
Credit to ACCount12 for digging around and finding some nifty code
that my brain never thought of
Areas - fire and party alarms look better
Druggy 420 blazeit screen looks better
The whiteness of a flash looks nicer. Mob code makes me hesitant to really change this.
The nearsighted/welding mask dither looks better
If you want screenshots just ask.
Cybernetic limbs
Multi-location operations
Limbs have sprites now (They never dropped before so it was irrelevant)
No Organic healing of Robotic limbs (But the message is still there, fixing soon)
No "organic" diseases in Robotic areas
No more operations in robotic areas - Cheer's Pete for the surgery system being so nice
Healing Robotic limbs with welders (brute) and cable (burn)
Probably other things I forget
For example, it will try to find players that are afk for 5 minutes or lower, if it fails it'll add a minute to the 5 minutes until it finds a candidate or until it reaches 10 minutes.
I changed the get_candidate for aliens so that their 5 minute bracket is instead 45 seconds. This is because a lot of the time larva need to be active ASAP to avoid danger (such as being spawned in dangerous areas) There was a cases of an AFK larva that was very easily killed of, making it fraustrating for the observers watching.