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Combat Robots Race #8301

Merged
merged 19 commits into from Sep 26, 2021
Merged

Combat Robots Race #8301

merged 19 commits into from Sep 26, 2021

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TiviPlus
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@TiviPlus TiviPlus commented Sep 15, 2021

About The Pull Request

update:
Repair changes:
welder and cable now use the radial menu to repair, and will loop healing 15 damage until its fullly repaired
1 second per loop if someone else heals you 3 if you heal yourself

todo

  • finish bugfixing
  • look at issue with pref menu preview being black -> hardcode, wontfix in this pr
  • essential kits/armor

Adds combat robots roundstart race to the game
image
They can only use their snowflake armor and uniform

+takes 30% less brute (removed)
+cant be set on fire
+no chem processing
+no blood

~metal limbs
~their punches do 10 damage
~head can be reattached
~robot voice style in chat
~3 kinds of chonker armor, comes map-varianted

-takes 30% more damage from all burn sources (removed)
-cant wear most non snowflake armor
-no sprint
-no chems

Naming scheme:
verb+er -number

Pathfinder-123
Digger-123
Miner-123
etc

Why It's Good For The Game

Muh content

Changelog

🆑
add: Nanotrasen is now pleased to say that incompetent "human" marines are being replaced with a new limited production Autonomous Combat Robot model!
add: Robots take more burn damage, less brute damage, process no chems, cant run, can have their head reattached, cant wear anthing but their snowflake armor, have no blood(duh), cant be set on fire
qol: Drastically improved welder and cable repair QOL
imageadd: Sprites by Kuro
soundadd: Sounds provided by slayer
/:cl:

@tgstation-server tgstation-server added Mechanic Delete me Sound Sound change. Sprites Changes to .dmi file. labels Sep 15, 2021
@token-map
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token-map commented Sep 15, 2021

you wrote that they can reattach their head twice

@Dolth
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Dolth commented Sep 15, 2021

How would they be repaired?

@TiviPlus
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same as synths

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@BraveMole BraveMole left a comment

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Also, i assume this is repaired like a synth since the LIMB_ROBOT and ROBOTIC_LIMB?

You'll need to improve synth repairs on another pr then, giving it feedback and possible a radial limb selection.

Giving the special (nanobot or whatever) tool to engineers in their points so they can fix robots coud be interesting too


/obj/item/clothing/head/helmet/marine/robot/mob_can_equip(mob/M, slot, warning, override_nodrop)
. = ..()
if(!isrobot(M))
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is it worth making this another var on the item, like species_requirement = list(/datum/species/robot) ?

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maybe in future but for now its only 6 items and i dont want to bloat this pr

@TiviPlus TiviPlus marked this pull request as ready for review September 16, 2021 19:43
@BraveMole BraveMole added the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Sep 16, 2021
@Lefunny Lefunny mentioned this pull request Sep 16, 2021
@LoganKele
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The only issue I see with this is that the xenos will salt...a lot.

@BraveMole BraveMole removed the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Sep 17, 2021
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Alex said robots were bodyblocking xenos (which makes little sense), can you check on that?

spawned_gear_list = list(
/obj/item/clothing/under/marine/robotic,
/obj/item/tool/weldingtool,
/obj/item/stack/cable_coil/five,
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consider giving more here, it's a pain to get wires

@joniroq
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joniroq commented Sep 17, 2021

Please for the love of Rouny, change the emote sounds. They are ear-splittingly loud in comparison to everything else in the game

@BraveMole BraveMole added the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Sep 19, 2021
@BraveMole BraveMole added the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Sep 22, 2021
@InterroLouis
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Why is the helmet so ridiculously low in armor stats?

@SrSC0ndition
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SrSC0ndition commented Sep 23, 2021

They really need to be able to wear boots, no matter what armour you take, there is no difference since you're slow as a turtle

@AndroidMK2
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Just played as robot and I gotta say it needs buffs to it's armor and it should be able to wear boots and gloves

@Al-1ce
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Al-1ce commented Sep 25, 2021

and also weren't allowed by design to use robot talk channel, which is silly in terms of roleplay IMO
TGMC
Roleplay?

Don't be silly

@tgstation-server tgstation-server removed the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Sep 25, 2021
@AndroidMK2
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AndroidMK2 commented Sep 25, 2021

I really love combat robots but right now they are worse from marines in every way, their 30% brute damage resistance doesn't cover the fact that their heaviest armor has 45 melee defense while their helmets a very smol 15 melee defense, they also can't wear gloves or combat boots that give marines some extra melee defense points too. Their snowflake armor does not have good amount of space for jobs like medics or engineers where typically you would use jeager storage modules for any necessary stuff your role requires. 30% acid damage intake increase is fine balance however the healing time... So freaking long for both brute and burn damage and since they can't process pills, no passive regen either, also the only way you won't have to make trips back and forth to fob to refill your welder is if you take like 4 of them with you wasting even more valuable space or play as engineer but then you have less space for materials and other engi gadgets.

I would suggest buffing their passive melee resist to 35% and their helmet armor values from 15 to like 30, decreased time to heal each limb with welder and/or cable would be also good.

@TiviPlus TiviPlus added the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Sep 25, 2021
@tgstation-server tgstation-server removed the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Sep 26, 2021
@@ -71,7 +71,7 @@ GLOBAL_PROTECT(exp_specialmap)
/datum/job/proc/after_spawn(mob/living/L, mob/M, latejoin = FALSE) //do actions on L but send messages to M as the key may not have been transferred_yet
if(!ishuman(L))
return

var/mob/living/carbon/human/H = L
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why?

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Because ishuman check?

firstname_male_pool = "names/first_male"
firstname_female_pool = "names/first_female"

/datum/namepool/vatborn/get_random_name(gender = MALE)

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randome empty line

@@ -286,6 +286,7 @@ A good representation is: 'byond applies a volume reduction to the sound every X
S = pick('sound/voice/alien_queen_command.ogg','sound/voice/alien_queen_command2.ogg','sound/voice/alien_queen_command3.ogg')
if("alien_ventpass")
S = pick('sound/effects/alien_ventpass1.ogg', 'sound/effects/alien_ventpass2.ogg')

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random line

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on purpose, this switch is hard to read at times

@@ -476,7 +476,9 @@ GLOBAL_LIST_INIT(wraith_banish_very_short_duration_list, typecacheof(list(
if(ishuman(pulled_target))
var/mob/living/carbon/human/H = pulled_target
if(H.stat == UNCONSCIOUS) //Apply critdrag damage as if they were quickly pulled the same distance
H.adjustOxyLoss(HUMAN_CRITDRAG_OXYLOSS * get_dist(H.loc, T))
var/critdamage = HUMAN_CRITDRAG_OXYLOSS * get_dist(H.loc, T)
if(!H.adjustOxyLoss(critdamage))
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why are you not using a species flag here?

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General solution if say we add a nooxy implant/chem or such it stops bodydrag from being an issue while still punishing

@BraveMole BraveMole merged commit 950a526 into tgstation:master Sep 26, 2021
@TiviPlus TiviPlus deleted the robots branch September 27, 2021 07:15
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