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.
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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>
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
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Co-authored-by: Cody Brittain <cbrittain10@live.com>
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* first reordering, committed in case i fuck up badly next
* from the moment i understood the weakness of my flesh
* sdafa
* you asked for this
* we can't have nice things
* sdafasdf
* sdafasd
* sdfa
* fsa
* worth a shot
* more pain
* sdfasdf
Added a paralysis indicator to the HUD.
Being paralyzed will no longer make you asleep, instead, you will be awake with a crit overlay, and you will only be able to whisper.
Pain doesn't slow you down as much anymore. It's still pretty substantial, though.
You now lose pain damage much faster.
A message now plays if you drop your items because of how much pain damage you have.
- EMPs no longer deal permanent damage. Instead, they deal a temporary kind of damage called surge damage, that lasts for 10 seconds at maximum.
- Surge damage makes mechanical or assisted limbs count as broken and nonfunctional.
- Surge damage has special interactions with the mechanical heart and eyes.
- EMP damage is no longer randomized. It is now much more consistent.
- IPC battery is no longer represented as nutrition. Instead, the microbattery organ contains a super-capacity cell that is used for all their actions. This is represented with a new HUD icon.
- Hardsuits can now be charged in robot chargers if you are wearing them.
- Ion bolts now have a hit sound.
- Removed the ion rifle lethal mode.
- The ion rifle now has four shots.
Ported the clickcatcher from tg/bay. You can now click black spots to turn. Isn't that handy, especially with vision cones.
Reworked fullscreen overlays into an easier and better system, courtesy of PsiOmegaDelta.
Similiarly, added fadeout animations to all pain overlays, plus unconsciousness.
Fixed the vampire frenzy overlay never showing.
Unconsciousness is now FULL darkness.
Flashing mobs is now an inbuilt proc.
Ported a modified human UI from Bay/Europa with minor edits.
Ported from Baystation12/Baystation12#25763
I made the "condition nominal" icons invisible to fit with our old UI style, but I left the transparent icons in the .dmi, if someone wanted to use it for something.
This shit is just full of issues that keep popping up and frankly I can't be fucked to deal with them.
Note: I'll probably do the same thing again but very simplified later on. This iteration is a mistake in how much of a mess it is, unfortunately.
Now this might actually be the last of the ports before I actually code things I swear.
Ports Baystation12/Baystation12#25773 and adds sprinting by holding the shift key, also adding the option to add more movement intents for species with their own slowdown etc etc.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.
For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.
Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.
The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png
You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.
Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.
Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
Changes the sprinting stamina meter to a progress bar instead of coloring the sprint button. Bar is only visible on mobs that actually have stamina & aren't already at max stamina.
Fixes#2300.
Fixes#1912.
The long waited sock update;
Socks are being added as another underwear like option, with some exclusive ones for females. Only humans (and squish) can have them atm.
Also, I am nearly sure this will work.
Prevents developers, and those with certain other admin perms, from seeing the 'flash' object whenever they rightclick anywhere. This is a constant annoyance
No changelog since it doesn't concern the general playerbase
Mainly because of human monkeys, which should get their hud because they are monkeys not because they are small (otherwise, those poor Resomi). And also because not all small mobs should have the monkey HUD.
Fixes#11583.
HUD positions are now relative the client view screen edges instead of absolute.
We don't currently use custom client view ranges, but this potentially makes it more reasonable to implement (an example is a new short sighted species of ours).
Port of https://github.com/d3athrow/vgstation13/pull/5984.