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Add missing nanite sensors as well as rule inversions, refactor nanite sensor code #1732
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dwasint
merged 18 commits into
Monkestation:master
from
RikuTheKillerSS13Forks:nanite_sensor_improvements
May 20, 2024
Merged
Add missing nanite sensors as well as rule inversions, refactor nanite sensor code #1732
dwasint
merged 18 commits into
Monkestation:master
from
RikuTheKillerSS13Forks:nanite_sensor_improvements
May 20, 2024
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Tested, everything works as expected so far, should still be TM'd though I figure. |
I completely forgot about the goddamn trigger repeater and such. Need to fix those tomorrow. |
Done, they shouldn't be affected by the changes anymore. |
This was referenced May 1, 2024
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About The Pull Request
Adds a nutrition sensor as well as a blood sensor.
Does some refactors on conditional checks as well as removing some repeated code.
Adds a rule for the species sensor and refactors it to use the same event check system as all the other sensors.
Expands the species list for the species sensor, it now includes zombies, shadowpeople, oozelings and arachnids. (maybe more if needed, didn't include vampires or abductors since they're stealth antags)
Also the zombie and shadowperson categories are inclusive of their subtypes, thus they're a bit dangerous to use offensively since you might obliterate a dozen poor high-functioning zombies in the process. Oops.
The damage sensor can now detect brain damage and all of the options are capitalized.
Also makes code 0 invalid for all purposes to support optional signal parameters without any hassle.
As in, if you don't fill out a signal output (leave it at 0), it does a grand total of nothing.
Why It's Good For The Game
You no longer have to mess with tedious UI for a simple species check and also you can sense more stuff, which expands upon the possibilities for nanite gimmicks and such.
Ofcourse, as with anything in this game, theres potential for abuse, but that's more of an administration issue in this case and also nanites in general need some rebalancing but it's a later issue for later PRs.
Also better code is always good. Same generally goes for better UX/QoL as long as it doesn't affect balance directly.
Changelog
🆑
qol: Code 0 is now invalid on nanites allowing you to leave blank output signals.
qol: Added missing rule for the nanite species sensor.
qol: The species and damage sensors can detect additional types now.
add: Added completely new sensors (with rules) for blood and nutrition.
fix: The species sensor no longer uses a weird trigger based snowflake system, it's now signal based like all the others.
refactor: Refactored some nanite sensor code, this might (or rather, is practically guaranteed to) cause some minor issues. Please report them ASAP if you find any.
/:cl: