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Adds a module which allows for borgs to do magic! #637
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- Gets rid of the item addition copypaste code (Why nobody did this for 7 years is beyond me) - Adds variable and proper checks for if a module is already installed (Borgs will no longer eat up unlimited masses of lavaproof track upgrades, among others) (Technically this never allows duplicates, at least currently, as I don't recall any modules being capable to used multiple times intentionally without also deleting themselves with single_use) - Unsingleletters most if not all of `robot_upgrades.dm` Makes the borg module code much cleaner, makes it significantly easier for new ones to be added. Fixes unintended behaviour with some modules being able to stack, which until now was always solved by copypasting code. :cl: fix: Fixed some borg modules just being constantly eaten up by borgs even when they shouldn't allow duplicates refactor: Borg module code now has better handling for adding/removing items, and to prevent duplicate module usage (Unless one wishes to override the behaviour. /:cl: --------- Co-authored-by: Ghom <[email protected]> Co-authored-by: san7890 <[email protected]>
- Complete rewrite of borg omnitool code; - - Borgs that use omnitools now have a "Omni Toolbox" that holds whatever tools the Omnitool would cover. The toolbox keeps track of Omnitool "Arms" in a list, as well as when to upgrade (or downgrade) tool speed. The toolbox is not seen by the player directly. - - Omnitool "Arms" will display available tools based on the Omni Toolbox's contents. Selecting one does not move the tool out of the toolbox, but instead simply overrides any following clicks with a melee attack chain of the selected item. This is reminiscent of how borg apparatus tools work. When selecting a tool, the Omnitool "arm" will also set its own icon state to match the tool selected. - - Because all Omnitool "arms" are using the same tools from the same toolbox, actions done with one can be seen from another. For example, using the first Omnitool to scan the Silo with the engineer borg's multitool will update the tool's buffer, and it can be used later, even if the multitool is selected by the second Omnitool. - Because we're now using real tools, rather than a single tool item faking tool usage via tool flags, almost all interactions with tools should properly carry over. - Added Cyborg versions of the medical toolset, for use with the Medical Cyborg omnitool, so that we can finally use the really nice borg-version medical tool sprites. Easier to read code. Fixes #83667 Fixes #83537 Fixes #83077 Fixes #82918 partially; Heating beakers works, but the tile quick-swap function will not function; the action is initiated by a click from the tile stack rather than the crowbar. :cl: fix: Refactored borg omnitool code, fixing most of the unique interaction issues. /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
Constellado
changed the title
Adds a module which allows for borgs to do magic!
Adds cyborg omnitools from TG and adds a module which allows for borgs to do magic!
Dec 25, 2024
Constellado
changed the title
Adds cyborg omnitools from TG and adds a module which allows for borgs to do magic!
Adds a module which allows for borgs to do magic!
Dec 25, 2024
This reverts commit 725f66f.
- Complete rewrite of borg omnitool code; - - Borgs that use omnitools now have a "Omni Toolbox" that holds whatever tools the Omnitool would cover. The toolbox keeps track of Omnitool "Arms" in a list, as well as when to upgrade (or downgrade) tool speed. The toolbox is not seen by the player directly. - - Omnitool "Arms" will display available tools based on the Omni Toolbox's contents. Selecting one does not move the tool out of the toolbox, but instead simply overrides any following clicks with a melee attack chain of the selected item. This is reminiscent of how borg apparatus tools work. When selecting a tool, the Omnitool "arm" will also set its own icon state to match the tool selected. - - Because all Omnitool "arms" are using the same tools from the same toolbox, actions done with one can be seen from another. For example, using the first Omnitool to scan the Silo with the engineer borg's multitool will update the tool's buffer, and it can be used later, even if the multitool is selected by the second Omnitool. - Because we're now using real tools, rather than a single tool item faking tool usage via tool flags, almost all interactions with tools should properly carry over. - Added Cyborg versions of the medical toolset, for use with the Medical Cyborg omnitool, so that we can finally use the really nice borg-version medical tool sprites. Easier to read code. Fixes #83667 Fixes #83537 Fixes #83077 Fixes #82918 partially; Heating beakers works, but the tile quick-swap function will not function; the action is initiated by a click from the tile stack rather than the crowbar. :cl: fix: Refactored borg omnitool code, fixing most of the unique interaction issues. /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
Co-Authored-By: Jeremiah <[email protected]>
This reverts commit 601f607.
…116)" This reverts commit b9f3c43.
Co-Authored-By: Jeremiah <[email protected]>
Co-Authored-By: Ossa88 (SYNAPSE) <[email protected]>
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What is this?
A borg module which adds the ability for a borg to do spells! The spells are pulled from the preferences that you set when you made your character.
This is what it looks like!
todo: