Files
Aurora.3/code/__DEFINES/prefs.dm
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

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// Character Preview Bitflags
/// Will show loadout items
#define EQUIP_PREVIEW_LOADOUT BITFLAG(0)
/// Will show job items, specific item bitflags will determine if those ones are shown or not
#define EQUIP_PREVIEW_JOB BITFLAG(1)
/// Will show job hat if true, will hide if this is false or EQUIP_PREVIEW_JOB is false
#define EQUIP_PREVIEW_JOB_HAT BITFLAG(2)
/// Will show job uniform if true, will hide if this is false or EQUIP_PREVIEW_JOB is false
#define EQUIP_PREVIEW_JOB_UNIFORM BITFLAG(3)
/// Will show job suit if true, will hide if this is false or EQUIP_PREVIEW_JOB is false
#define EQUIP_PREVIEW_JOB_SUIT BITFLAG(4)
/// Will show custom items if set, not set by default, to prevent overloading SQL requests
#define EQUIP_PREVIEW_CUSTOM_ITEMS BITFLAG(5)
/// The default EQUIP_PREVIEW bitflag, with this, all character creation items are shown
#define EQUIP_PREVIEW_ALL (EQUIP_PREVIEW_LOADOUT|EQUIP_PREVIEW_JOB|EQUIP_PREVIEW_JOB_HAT|EQUIP_PREVIEW_JOB_UNIFORM|EQUIP_PREVIEW_JOB_SUIT)
/// External organ. Is a prosthesis with a robo-limb manufacturer.
#define ORGAN_PREF_CYBORG "cyborg"
/// External organ. Amputated.
#define ORGAN_PREF_AMPUTATED "amputated"
/// External organ. Nymph-limb.
#define ORGAN_PREF_NYMPH "nymph"
/// Internal organ. Assisted, so halfway through mechanical.
#define ORGAN_PREF_ASSISTED "assisted"
/// Internal organ. Mechanical, so has a robo-limb manufacturer.
#define ORGAN_PREF_MECHANICAL "mechanical"
/// Internal organ. Removed, used for appendixes.
#define ORGAN_PREF_REMOVED "removed"
/// Note that a "normal" limb or organ has no pref, so there's no define for it.
/// Air cooling. Technically not used, but we need this for the linked lists in cooling_unit.dm.
#define ORGAN_PREF_AIRCOOLED "air"
/// Liquid cooling. For IPC cooling units. Default is air cooling.
#define ORGAN_PREF_LIQUIDCOOLED "liquid"
/// Passive cooling. For IPC cooling units. Default is air cooling.
#define ORGAN_PREF_PASSIVECOOLED "passive"
/// Externally powered only. Technically not used, but we need this for the linked lists in reactor.dm.
#define ORGAN_PREF_ELECTRICPOWER "electric"
/// Biological power reactor. Nutrients, food, etc.
#define ORGAN_PREF_BIOPOWER "biological"
/// Kinetic power reactor. Walking, running.
#define ORGAN_PREF_KINETICPOWER "kinetic"
/// Solar powered. Stand in the sun. Or LED lights. It's the future, fuck you.
#define ORGAN_PREF_SOLARPOWER "solar"