mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-18 19:39:42 +01:00
e0aa218843
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>
195 lines
4.9 KiB
Plaintext
195 lines
4.9 KiB
Plaintext
/mob/proc/set_fullscreen(condition, screen_name, screen_type, arg)
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condition ? overlay_fullscreen(screen_name, screen_type, arg) : clear_fullscreen(screen_name)
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/mob/proc/overlay_fullscreen(category, type, severity, animated = 0)
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var/atom/movable/screen/fullscreen/screen = screens[category]
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if(screen)
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if(screen.type != type)
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clear_fullscreen(category, FALSE)
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screen = null
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else if(!severity || severity == screen.severity)
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return null
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if(!screen)
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screen = new type()
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if(animated)
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screen.alpha = 0
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screen.icon_state = "[initial(screen.icon_state)][severity]"
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screen.severity = severity
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screens[category] = screen
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if(client && (stat != DEAD || screen.allstate))
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client.screen += screen
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if(animated)
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animate(screen, alpha = initial(screen.alpha), time = animated)
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return screen
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/mob/proc/clear_fullscreen(category, animated = 10)
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var/atom/movable/screen/fullscreen/screen = screens[category]
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if(!screen)
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return
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screens -= category
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if(!QDELETED(src) && animated)
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animate(screen, alpha = 0, time = animated)
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addtimer(CALLBACK(src, PROC_REF(clear_fullscreen_after_animate), screen), animated, TIMER_CLIENT_TIME)
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else
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if(client)
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client.screen -= screen
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qdel(screen)
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/mob/proc/clear_fullscreen_after_animate(atom/movable/screen/fullscreen/screen)
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if(client)
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client.screen -= screen
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qdel(screen)
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/mob/proc/clear_fullscreens()
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for(var/category in screens)
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clear_fullscreen(category)
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/mob/proc/hide_fullscreens()
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if(client)
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for(var/category in screens)
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client.screen -= screens[category]
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/mob/proc/reload_fullscreen()
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if(client)
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for(var/category in screens)
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client.screen |= screens[category]
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/atom/movable/screen/fullscreen
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icon = 'icons/mob/screen/full.dmi'
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icon_state = "default"
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screen_loc = "CENTER-7,CENTER-7"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = FULLSCREEN_PLANE
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layer = FULLSCREEN_LAYER
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var/severity = 0
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var/allstate = 0 //shows if it should show up for dead people too
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/atom/movable/screen/fullscreen/Destroy()
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severity = 0
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return ..()
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/atom/movable/screen/fullscreen/brute
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icon_state = "brutedamageoverlay"
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layer = DAMAGE_LAYER
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/atom/movable/screen/fullscreen/oxy
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icon_state = "oxydamageoverlay"
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layer = DAMAGE_LAYER
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/atom/movable/screen/fullscreen/crit
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icon_state = "passage"
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layer = CRIT_LAYER
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/atom/movable/screen/fullscreen/strong_pain
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icon_state = "strong_pain"
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layer = CRIT_LAYER
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/atom/movable/screen/fullscreen/blind
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icon_state = "blackimageoverlay"
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layer = BLIND_LAYER
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/atom/movable/screen/fullscreen/blackout
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icon_state = "blackout"
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layer = BLIND_LAYER
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/atom/movable/screen/fullscreen/impaired
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icon_state = "impairedoverlay"
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/atom/movable/screen/fullscreen/closet_impaired
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icon_state = "impairedoverlay2"
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/atom/movable/screen/fullscreen/blurry
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icon = 'icons/mob/screen/effects.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "blurry"
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alpha = 100
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/atom/movable/screen/fullscreen/pain
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icon_state = "brutedamageoverlay6"
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alpha = 0
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/atom/movable/screen/fullscreen/robot_pain
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icon = 'icons/mob/screen/robot_pain.dmi'
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alpha = 255
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/atom/movable/screen/fullscreen/flash
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icon = 'icons/mob/screen/effects.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "flash"
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/atom/movable/screen/fullscreen/flash/noise
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icon_state = "noise"
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alpha = 127
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/atom/movable/screen/fullscreen/noise
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icon = 'icons/effects/static.dmi'
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icon_state = "1 light"
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screen_loc = ui_entire_screen
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alpha = 127
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/atom/movable/screen/fullscreen/fadeout
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icon = 'icons/mob/screen/effects.dmi'
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icon_state = "black"
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screen_loc = ui_entire_screen
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alpha = 0
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allstate = 1
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/atom/movable/screen/fullscreen/fadeout/Initialize()
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. = ..()
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animate(src, alpha = 255, time = 10)
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/atom/movable/screen/fullscreen/scanline
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icon = 'icons/effects/static.dmi'
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icon_state = "scanlines"
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screen_loc = ui_entire_screen
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alpha = 50
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/atom/movable/screen/fullscreen/frenzy
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icon_state = "frenzyoverlay"
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layer = BLIND_LAYER
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/atom/movable/screen/fullscreen/teleport
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icon_state = "teleport"
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/atom/movable/screen/fullscreen/blueprints
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icon = 'icons/effects/blueprints.dmi'
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icon_state = "base"
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screen_loc = ui_entire_screen
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alpha = 100
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/atom/movable/screen/fullscreen/blueprints/less_alpha
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alpha = 35
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/atom/movable/screen/fullscreen/lighting_backdrop
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icon = 'icons/mob/screen/white.dmi'
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icon_state = "flash"
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transform = matrix(200, 0, 0, 0, 200, 0)
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plane = LIGHTING_PLANE
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blend_mode = BLEND_OVERLAY
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//Provides darkness to the back of the lighting plane
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/atom/movable/screen/fullscreen/lighting_backdrop/lit_secondary
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invisibility = INVISIBILITY_LIGHTING
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layer = BACKGROUND_LAYER + LIGHTING_PRIMARY_DIMMER_LAYER
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color = "#000"
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alpha = 60
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/atom/movable/screen/fullscreen/lighting_backdrop/backplane
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invisibility = INVISIBILITY_LIGHTING
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layer = LIGHTING_BACKPLANE_LAYER
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color = "#000"
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blend_mode = BLEND_ADD
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//show_when_dead = TRUE
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/atom/movable/screen/fullscreen/see_through_darkness
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icon_state = "nightvision"
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plane = LIGHTING_PLANE
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layer = LIGHTING_PRIMARY_LAYER
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blend_mode = BLEND_ADD
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