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Matt Atlas e0aa218843 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>
2025-12-21 16:26:23 +00:00

250 lines
7.5 KiB
Plaintext

/obj/item/cell
name = "power cell"
desc = "A rechargable electrochemical power cell."
icon = 'icons/obj/machinery/cell_charger.dmi'
icon_state = "cell"
item_state = "cell"
contained_sprite = TRUE
origin_tech = list(TECH_POWER = 1)
force = 11
throwforce = 5.0
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
recyclable = TRUE
/// Note %age converted to actual charge in New()
var/charge = 0
/// Maximum cell charge.
var/maxcharge = 1000
/// True if rigged to explode
var/rigged = FALSE
/// If not 100% reliable, it will build up faults.
var/minor_fault = 0
/// Percentage of maxcharge to recharge per minute, though it will trickle charge every process tick (every ~2 seconds), leave null for no self-recharge
var/self_charge_percentage
/// Smaller variant, used by energy guns and similar small devices
/obj/item/cell/device
name = "device power cell"
desc = "A small power cell designed to power handheld devices."
icon_state = "device"
w_class = WEIGHT_CLASS_SMALL
force = 0
throw_speed = 5
throw_range = 7
maxcharge = 250
matter = list(MATERIAL_STEEL = 70, MATERIAL_GLASS = 5)
/obj/item/cell/device/high
name = "advanced power cell"
desc = "A small, advanced power cell designed to power more energy demanding handheld devices."
icon_state = "hdevice"
maxcharge = 500
matter = list(MATERIAL_STEEL = 150, MATERIAL_GLASS = 10)
/obj/item/cell/device/variable/New(newloc, charge_amount)
..(newloc)
maxcharge = charge_amount
charge = maxcharge
/obj/item/cell/crap
name = "old power cell"
desc = "A cheap, old power cell. It's probably been in use for quite some time now."
origin_tech = list(TECH_POWER = 0)
maxcharge = 1500
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
/obj/item/cell/crap/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/cell/crap/cig
name = "\improper rechargable mini-battery"
desc = "A miniature power cell designed to power very small handheld devices."
maxcharge = 200
/obj/item/cell/secborg
name = "security borg rechargable D battery"
origin_tech = list(TECH_POWER = 0)
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
/obj/item/cell/secborg/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/cell/apc
name = "heavy-duty power cell"
origin_tech = list(TECH_POWER = 1)
maxcharge = 15000
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
/obj/item/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "hcell"
maxcharge = 30000
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60)
/obj/item/cell/high/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/cell/super
name = "super-capacity power cell"
origin_tech = list(TECH_POWER = 5)
icon_state = "scell"
maxcharge = 60000
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
/obj/item/cell/super/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/cell/hyper
name = "hyper-capacity power cell"
origin_tech = list(TECH_POWER = 6)
icon_state = "hpcell"
maxcharge = 90000
matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GOLD = 50, MATERIAL_SILVER = 50, MATERIAL_GLASS = 40)
/obj/item/cell/hyper/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "icell"
origin_tech = null
maxcharge = 180000 //determines how badly mobs get shocked
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80)
/obj/item/cell/infinite/check_charge()
return 1
/obj/item/cell/infinite/use()
return 1
/obj/item/cell/potato
name = "potato battery"
desc = "A rechargable starch based power cell."
origin_tech = list(TECH_POWER = 1)
icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
icon_state = "potato_cell" //"potato_battery"
charge = 100
maxcharge = 300
/obj/item/cell/slime
name = "charged slime core"
desc = "A yellow slime core infused with phoron, it crackles with power."
origin_tech = list(TECH_POWER = 2, TECH_BIO = 4)
icon = 'icons/mob/npc/slimes.dmi'
icon_state = "yellow slime extract"
maxcharge = 45000
matter = null
/// Slime cores recharges 10% every one minute.
self_charge_percentage = 10
/obj/item/cell/slime/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
. += "This slime core is energized with powerful bluespace energies, allowing it to regenerate ten percent of its charge every minute."
/obj/item/cell/slime/antagonist_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Auto-charges, so maybe be fucking careful if you try rigging this one."
/obj/item/cell/nuclear
name = "miniaturized nuclear power cell"
desc = "A small self-charging cell with a thorium core that can store an immense amount of charge."
origin_tech = list(TECH_POWER = 8, TECH_ILLEGAL = 4)
icon_state = "icell"
maxcharge = 50000
matter = null
/// Nuclear cells recharge 20% every one minute.
self_charge_percentage = 10
/obj/item/cell/device/emergency_light
name = "miniature power cell"
desc = "A small power cell intended for use with emergency lighting."
/// Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
maxcharge = 500
w_class = WEIGHT_CLASS_TINY
matter = list(MATERIAL_GLASS = 20)
/obj/item/cell/device/emergency_light/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/cell/proto
name = "proto power cell"
desc = "A heavy-duty reliable military-grade power cell. Doesn't look to fit any modern standards."
icon_state = "proto"
maxcharge = 25000
origin_tech = list(TECH_POWER = 6)
/obj/item/cell/proto/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/cell/hydrogen
name = "hydrogen blaster canister"
desc = "An industrial-grade hydrogen power cell, used in various blaster weapons- or blaster-adjacent power tools- in place of expensive phoron."
icon_state = "hycell"
/// Hydrogen is actually used today in electric cars
maxcharge = 10000
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
w_class = WEIGHT_CLASS_SMALL
drop_sound = 'sound/items/drop/gascan.ogg'
pickup_sound = 'sound/items/pickup/gascan.ogg'
origin_tech = list(TECH_POWER = 4)
/obj/item/cell/mecha
name = "power core"
origin_tech = list(TECH_POWER = 2)
icon_state = "core"
w_class = WEIGHT_CLASS_BULKY
maxcharge = 20000
matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000)
/obj/item/cell/mecha/nuclear
name = "nuclear power core"
origin_tech = list(TECH_POWER = 3, TECH_MATERIAL = 3)
icon_state = "nuclear_core"
maxcharge = 30000
matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_URANIUM = 10000)
/// Nuclear mecha cores recharges 5% every one minute
self_charge_percentage = 5
/obj/item/cell/mecha/phoron
name = "phoron power core"
origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 5)
icon_state = "phoron_core"
maxcharge = 50000
matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_PHORON = 5000)
/// Phoron mecha cores recharges 10% every one minute
self_charge_percentage = 10
/obj/item/cell/mecha/phoron/alien
name = "anomalous power core"
origin_tech = list(TECH_POWER = 9, TECH_MATERIAL = 9)
icon_state = "alien_power_cell"
desc = "A mercurial gem gleaming with anomalous white light. Pale, cold flames dance along its surface, which crackle with static charge upon touching any object."
/obj/item/cell/mecha/phoron/alien/Initialize()
. = ..()
maxcharge *= rand(0.75, 1.25)
self_charge_percentage *= rand(0.75, 1.25)