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[DNM] Full prosthetic bodies. #609

Merged
merged 4 commits into from Dec 24, 2015
Merged

[DNM] Full prosthetic bodies. #609

merged 4 commits into from Dec 24, 2015

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MistakeNot4892
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DNM, isn't finished yet.

  • Removed IPC.
  • Removes the redundant robotic var from organs (uses status flags instead).
  • Allowed groins/torsos/heads to be selected as prosthetics.
  • Removed NO_BREATHE and NO_BLOOD, these are now covered by checking if the person should have lungs or a heart respectively.
  • Moved a lot of NO_PAIN checks to limb level using a can_feel_pain() proc.
  • Moved eye and hair species checking onto the head object.
  • Removed several checks as preparation for being able to install arbitrary organs in people. No ingame effect yet ideally.
  • Added a 'full prosthetic' state; if a body and all of the organs within it are prosthetic, certain variant strings will be used (copied from the IPC code).
  • Renamed 'robot' type to 'drone' and 'android' type to 'robot' for clarity.
  • Added specific examine text for fully prosthetic human bodies (android, gynoid, synthetic).
  • revive() and restore_all_organs() will now reapply organ preferences re: prosthetics and amputation; changeling organ restore skips this.
  • Added groin/chest/head icons for manufacturers.
  • Makes EAL a general selectable language.
  • Adjusts how radiation and vacuum overheating work for full synthetics (and partial prosthetics for overheating).
  • Adds suit coolers to the autolathe.
  • Changes a ton of bodypart and organ tags to constants.

Still to be done at some point:

  • NO_PAIN could conceivably changed to checking if the species has a brain/human-analagous nervous system.
  • NO_SCAN should really be tied to DNA somehow.
  • IPC screens are not properly reimplemented.

@MistakeNot4892 MistakeNot4892 added Feature The PR adds new functionality in some way. Refactor The PR heavily modifies or rewrites an existing feature. Do Not Merge labels Dec 17, 2015
@ItsAnJonth
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Later down the line, could Hunger tie in with the previous NO_BREATHE style stuff moving over to organs...? Like add a stomach or something and only someone with one actually needs to eat, otherwise they have a battery? Idk.

@MistakeNot4892
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Sure. Outside of scope for this, though.

@ItsAnJonth
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Yeah, cool. Was intended as a "further down the line" kinda thing, because I imagine a full body robot might be a little confusing if it eats burger :P

@ghost
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ghost commented Dec 17, 2015

  • Hunger is still a fact of life for full synthetics. Might fluff this as an internal reactor.

Am I the only one getting this vibe:
mrfusion_b2ttf

Serious note: Liking this. Ty much, Zuh.

@MistakeNot4892
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This will now also port a number of robolimb fixes from Bay.

if (new_gender)
if(new_gender == "Male")
M.gender = MALE
else
else if (new_gender == "Feale")
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Typo?

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This is why I should be using constants. :(

@MistakeNot4892
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Testing round 1:

  • Setting body back to normal does not clear robogroin.
  • MMIs do not update icons properly.
  • Names for MMIs are 'Unknown' due to mauling.
  • Diona synthetics will still split apart.
  • Rejuvenation gives full synthetics a meat torso.
  • Organ removal surgery doesn't start.
  • Blood/damage overlays use species blood colour.
  • Only removing a vital organ will kill a full synthetic.

@MistakeNot4892
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Testing round 2:

Thank you Devildabeast for helping me test this round.

  • Full prosthetic dionaea are completely fucking unkillable.
  • (cannot repro) MMI client-passing-around procs ghost the player at times (but allow them to reenter corpse).
  • Removing a brain renames the brainmob/brain object to use the name of the new body, even if it has already been removed from another body.
  • Something in attack code is using species blood colour instead of limb blood colour.

@MistakeNot4892
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Testing round 3 (live):

  • Robot torsos have no sprite when printed from a fabricator (set to torso instead of chest).
  • Full synthetics cannot *beep or *ping.
  • Toxloss does not show up on the cyborg analyzer.
  • Dionaea torso icon doesn't show up.
  • 'gear harness' uniform item would be helpful.
  • Suit cooling unit autolathe recipe produces flashlights.
  • Brains can be set to 'normal' with a prosthetic body.
  • You can get a meat head by resetting body, general meat resetting weirdness.
  • Species/robot type can be seen even with full concealment.
  • Regen to human does not reset full_prosthetic.
  • Preview icon layering is busted due to token order.
  • Non-synths can speak EAL.

@MistakeNot4892
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This is ready for merge.

MistakeNot4892 and others added 4 commits December 24, 2015 21:10
…options.

WIP
Allowed heads/bodies to be prosthetic. Removed IPC. Refactored some flags.
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.
Neerti added a commit that referenced this pull request Dec 24, 2015
[DNM] Full prosthetic bodies.
@Neerti Neerti merged commit 35e2468 into PolarisSS13:master Dec 24, 2015
@MistakeNot4892 MistakeNot4892 deleted the machines branch January 1, 2016 04:45
Yoshax pushed a commit to Yoshax/Polaris that referenced this pull request Feb 22, 2017
Yoshax pushed a commit to Yoshax/Polaris that referenced this pull request Feb 22, 2017
* Stop Github stupidity. (PolarisSS13#606)

* September Release (PolarisSS13#546)

* Makes the Armalis tail look better (PolarisSS13#512)

* Fixing the tail

* Fixes PolarisSS13#510

Fixes PolarisSS13#510

* Death to Yosh's unholy pet. (PolarisSS13#514)

* Removes mimics.

Yosh you clod!

* Forgot the wall fix.

* Adds Floorlength Braid back (PolarisSS13#519)

* Update sprite_accessories_vr.dm

* Delete human_face_vr.dmi

* Adds floorlength braid back

* Adds Citadel's red panda tail, also a colourable version. Also adds Holly's ears and tail for hoodoo, Adds silvertalismen to the list of people who can use deathclaw accessories as per the recent app, and fixes some out-of-place pixels on the screesuit just as long as I'm messing with sprites.

* Adds in taur specific void/rigsuits (PolarisSS13#524)

* Code works, North & South works.

East and West still requires fixing, however.

* Has west sprites working, east still broke

* Another fix

* Reverts taursuits sprite adjustment, changing

it to just adjust the X variable

* Makes on floor sprite look correct

Updates icon when worn, too.

Still need to figure out how to set on-sprite pixel_16 to -16, though.

* Typo fix

* This works

The /taur voidsuits work like a charm.
With the rigsuits, it'll show the correct sprite for taurs while the
rigsuit is sealing, but after it seals up it'll revert to the old
sprite. To fix this, all someone has to do is toggle and retoggle the
chestpiece.

If someone else without a taur/a different taur goes to wear a
rigsuit/voidsuit someone previously wore it'll change to fit their taur.
Pretty neat!

Sprites provided by SilencedMP515
Also, thanks to Nightwing for helping me get this working when I ran
into a brick wall.

* Fixes

* Fixes floating pixels when facing west & taur hardsuit bugfix (PolarisSS13#533)

* Fixes floating pixels when facing west

* Fixes a taur hardsuit related bug

* Reactivates Away Gate (PolarisSS13#528)

* Added stomach.ogg and stomach tiles for later

* Updated some gateway maps, added new (unfinished) one

* Snowfield progress

* This map is pretty much done!

* Return of the Gateway Maps

* Optimization of various shit.

* Copies a small fix from Polaris

PolarisSS13#2414

* Changed vore mob knockdown chance. Map fixes.

* Datraen corrects outstanding issues with away missions, separates certain parts of code into their own procs. (PolarisSS13#532)

* Final commit.

- Tried to fix vore mobs not attacking prey once they are disabled.
- Various map fixes to be consistent with fixed gateway setup.
- Gave Markov bad grammar.
- Fixed polar bears not dying.
- Modernized all gateway maps except the clown temple which is still
broken.

* Fixes PolarisSS13#537 (PolarisSS13#538)

* September Polaris Sync (PolarisSS13#545)

* Removes Captain as a title, sets default to Station Administrator, and adds a new title, Site Manager

* Fix atmo_control interface temperature reading

* Adds Multiple Alternative Titles

* Removed Supply Assistant

* Removed Sergeant

* Removed Computer Scientist

* Revert "Revert "Frame Cleanup""

This reverts commit 82722ba.

* Changed Supply Officer to Requisitions Officer

* Changed Requisitions Officer to Supply Chief and Removed Courier

* Removed Life Support Technician

* Removed Brig Officer

* Tweaks the lowest level of heat damage to be less insane

* Corrects damage amount for heat_damage_level_1

* Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories.  The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds.  The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%.  Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.

* Adds Multiple New Clothing Items

* Makes Loincloths only Availiable to Taj and Unathi

* Tweaks the contents of the captain's closet

* Smokables now give an approximation of how much longer they'll burn once lit

* make teshari not bad to play

* Tea Tweaks

- Minor changes to the color of some of the drinks such as tea and iced tea. Still not happy with the colors, but they seem better than before.
- Modification to the British cup sprite.
- Addition of a tea sprite for the coffee cups.

* fixes exception handling runtiming

* Adds missing error handler that made it difficult to debug runtimes.

* Corrects error handling proc

* Adds missing runtime viewer Topic calls.

Relocates them to the datum itself rather than it being an admin topic for maximum self-containment.
Also adds 'adminplayerobservefollow', making it possible for admins to not only jump to mobs but also follow them with a single click.
Misc tweaks from Paradise.

* gib population

* Adds the ash() mob proc, preps ninja suit

* Fixes PolarisSS13#2352

* Changelog

* alt title

* Rigs now have suit coolers

* Map edit

- Fixes lighting in Security. Again.
- Fixes lighting in Library.
- Adds a new maint tunnel between engineering solars and atmos, now
outside the blast radius of SME explosions.

* Almost forgot emergency shutters.

* Examine Cigarette Lore

* Fixes Capitalization

* Eliminates colon

* Should clear up the usr issue

* Fixes cryopods of all types not setting occupant correctly.

* updates changelog

* Fixes runtime that occured if someone touched a blast door with an empty hand.

* Fixes check_rights() runtime.

* Adds magboots to ling spacesuits

* Adds Changelog

* Turret Fix
Turrets can now deploy properly and not be stuck in a state of deploying forever if a target is in range.

* Revert "Adds hub passwordu"

* Makes changeling recursive enhancement a passive power

* Corrects a description

* Adss changelog

* Add files via upload

* Changeling/Wizard/Future Stuff Hud Button Fix
Hopefully this stops the roundstop changeling hud wonkiness.

* Changes Mining Hardsuit slowdown to 1, from 3

* Widened hallway

* Speeds up arm_guard and leg_guard wearers slightly

* Forgot to use map cleanup tool.

* Adds changelog

* Adds changelog

* Minor Emitter Tweaks
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it.  They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.

* Github, stop being stupid!

* Tweaks Sec Voidsuit values

* Fixes external airlocks

* Elevator-MMI fix

* Shoveling Snow

* Laptop ID Computer Fix
The manifest should now be updated correctly when using laptops.

* do_after is more immersive

* Fixes second bug involving inability to change title to station admin.

* Adds more unathi hair and facial options

* Adds the changelog

* Retweaks secret player requirements

* Updates changelog

* Fixes sprite not updating to not be floating when leaving non-gravity

* Adds changelog

* Fixes changeling revive not working when you're missing a limb

* Fixes PolarisSS13#860

* Adds changelog

* Makes flash confused duration the same length as the flash blurry eyes

* Increases the change of lung rupturing

* Adds vomit as an emote

* Adds changelog

* Removes revolution shuttle delay

* Adds changelog

* Projectile flash rounds will now do the same as a flash when hitting a target

* Adds changelog

* Fixes dna-lockable gun explosion security level

* Drink Container Lore

* Decapitalizes 'Sleeper'  Because Why

* Fixes Grammatical/Flow/Sarcasm Errors

* Completes dna lockable guns implementation by adding a dna chip that can be added to guns

* Fixes + forgotten file

* Moves DNA locking stuff down to the item level rather than gun, also adds the ability to emag to remove the lock

* Adds changelog

* Adds the ability to wear ponchos as an accessory, also adds the ability to have ponchos as a suit accessory

* Adds changelog

* Closes 2 missing spans

* Adds secure briefcase to custom loadout

* Adds changelog

* Headgear Additions, and an Undershirt

* Medical splint buff and new ghetto splints.
Adds hands and feet to splint-splintable organs.
Also adds ghetto splints that can't do hands and feet.

* Fixed Sleeper... Again

* Renames "poncho" slot to "over"

* Speeds Hyperzine metabolism

* 1.5.8 Map bug fixes
-Fixed brit cup sprite.
- Replaced a maintenance door leading into atmospherics with one with the proper access.
- Fixed Missing Disposals pipe next to atmos.
- Tweaked some light placement in the main hallways.
- AI core redesign.
- Turned off medbay lobby intercom.
- Cyborg charging station added to prison wing.
- Cyborg charging station added to the research outpost.
- Medical rig suit added to medical.
- EVA rig suit for engineering added to EVA.
- Second  residential elevator installed. Due to budget cuts the size of the elevators has been reduced.

* Updates changelog

* Sombrero Code

* Fixes PolarisSS13#2365

* Adds changelog

* Sleeper is evil.

* no message

* Changelog

* Stops observers from leaving prints on the ground.

No more spooking the mortals, ghosts.

* Allows autotraitor in secret to start with 0 players

* Adds changelog

* Makes diona slightly less slow

* Adds changelog

* Bowling Shirts

* Updates changelog

* Adds a missing description

* Flat Cap Changes and Hair Bow

* Fixed Error

* Adds an in-hand

* Lower Torso cannot be amputated

* Smoke works, adds changelog

* Updates changelog

* Makes Unathi Voidsuits Less Fat

* Medical related fixes

* Fuzzy Cuffs

* Tube Top

* Made Icons for Security Suit Less Gaunt

* Revert "Medical related fixes"

This reverts commit d7c5952.

* Just the fix to random med item now

* Fixes Evening Glove Coloring

* HAZMAT Suits

* Changes Unathi sprite slightly

* Tweaks skirt pathing

* Corrects changelog

* Adds changelog

* Construction Voidsuits

* makes people bleed real good

* adderino changeling

* Revert "Revert "Adds hub passwordu""

* Explosive implants should no longer gib on limbs.

* I still have no idea what I am doing.

* Resolves PolarisSS13#331

* Allow unsetting custom species (Fixes PolarisSS13#540) (PolarisSS13#544)

* Late September Release (PolarisSS13#567)

* Fixes ZAS issues on away maps (PolarisSS13#558)

Fixes ZAS issues on away maps

* Blood loss nerf (PolarisSS13#553)

PolarisSS13#2470

* Fixes large carp not moving in space. I think. (PolarisSS13#557)

VOREStation/VOREStation#556

* Adjusting some fluff items and adding in the security train for testing and further coding. (PolarisSS13#560)

* Vulpkanin chest sprite tweaks (PolarisSS13#562)

* Cyborgs can no longer use OOC resize (PolarisSS13#566)

* Contraband Update (PolarisSS13#564)

* Adds bird mobs (PolarisSS13#563)

* Adds birbs

Sprites from Goonstation

* micros should be ate

* Forgot to remove editing lines

* Adds a bird crate to cargo.

Since crates can only have one animal in them at any given time, I had
to make a hack to make it spawn multiple birds at once.

* Update hydroponics_vr.dm

* Map hotfix (PolarisSS13#568)

* Hotfix for release (PolarisSS13#596)

* Gives races sprites for new hazmat & const V.suit

Gives them the closest placeholder sprites I could give.
Gave them default const/hazmat voidsuit, tajaran, or
unathi depending on what would fit best

* Allow the excavation drill to actually mine 30cm as advertised

* Fixes contraband maybe for real this time (PolarisSS13#588)

* Fixes contraband crate

* Fixes contraband maybe for real this time

* wrong name

* Add additional language whitelists (PolarisSS13#591)

* release_all_contents now cancels if belly is empty (PolarisSS13#592)

* Animals can no longer eat people when dead (PolarisSS13#594)

* Mice can no longer eat non-players (or ghosted players) (PolarisSS13#607)

* Adds tailmaw and feline taur half (PolarisSS13#609)

* Reverts digestion damage (PolarisSS13#612)

To values prior to VOREStation/VOREStation#508

* Fix micro vore spacing prey (PolarisSS13#615)

* Contraband updated (PolarisSS13#618)

Battle rifle and other non-contraband removed.
Added various new contraband to the list.
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3 participants