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Adds a module which allows for borgs to do magic! #637

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@Constellado Constellado commented Dec 25, 2024

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!
image

todo:

  • add a way to craft it or buy it
  • try and get the module removing code to actually run when its removed...? (stuff is royally borked when it comes to removing modules.)

Constellado and others added 4 commits December 24, 2024 22:06
- 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 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 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
@Constellado Constellado marked this pull request as draft December 25, 2024 11:23
Constellado and others added 9 commits December 26, 2024 00:24
- 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]>
Co-Authored-By: Jeremiah <[email protected]>
@Constellado Constellado marked this pull request as ready for review December 26, 2024 02:50
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3 participants