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Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI A pull request commissioned by the Synthetic Lore Team to comprehensively rework synthetics (read: IPCs) and how they work in Aurora. The objective is to make IPCs as unique as possible from humans, upgrading the robotic feel and atmosphere, while also preserving a good sense of balance in-game. Key features: - A comprehensive expansion of synthetic organs, all of which now fulfill a purpose: hydraulics, cooling units, power systems, actuators, diagnostics units. - Customizable organs with benefits and drawbacks, such as with cooling units and power systems. - Unique ways to repair the organs and more involved steps. - Unique damage mechanics - every organ has wiring and electronics which affect its functioning, and they are defended by plating which provides natural armour. - Improved and immersive diagnostics. - Unique features, benefits, and drawbacks for every IPC frame. - A rework of the positronic brain, which can be either destroyed or shut down, alongside effects caused by low integrity. - A rework of how EMPs affect IPC organs. - Non-binary damage states for each organ. To-do: - [x] Finish the unique features for each frame. - [x] Look into if mechanical synthskin is possible. - [x] Power system. - [x] Posibrain mechanics. - [ ] Passive cooling expansion. - [x] EMP mechanics. - [x] Repair mechanics. - [x] Mob weight mechanics. - [ ] Gurney for heavy mobs. - [x] New augments. - [ ] IPC tag scanning and flashing. --------- Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com> Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
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co-authored by
Matt Atlas
Geeves
Werner
parent
1898ad3417
commit
e0aa218843
@@ -421,6 +421,10 @@ GLOBAL_LIST_INIT(slot_equipment_priority, list(
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item = G.throw_held() //throw the person instead of the grab
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if(ismob(item) && G.state >= GRAB_NECK)
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var/mob/M = item
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if(M.mob_weight > get_mob_strength())
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to_chat(src, SPAN_WARNING("[M] is far too heavy for you to throw around!"))
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return
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throw_range = round(throw_range * (src.mob_size/M.mob_size))
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itemsize = round(M.mob_size/4)
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var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
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