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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

195 lines
4.9 KiB
Plaintext

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