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https://github.com/Aurorastation/Aurora.3.git
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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>
57 lines
1.7 KiB
Plaintext
57 lines
1.7 KiB
Plaintext
/obj/item/mech_component/manipulators
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name = "arms"
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pixel_y = -12
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icon_state = "loader_arms"
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has_hardpoints = list(HARDPOINT_LEFT_HAND, HARDPOINT_RIGHT_HAND)
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power_use = 50
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var/damagetype = DAMAGE_BRUTE
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var/punch_sound = 'sound/mecha/mech_punch.ogg'
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var/melee_damage = 20
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var/action_delay = 15
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var/obj/item/robot_parts/robot_component/actuator/motivator
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/obj/item/mech_component/manipulators/Destroy()
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QDEL_NULL(motivator)
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. = ..()
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/obj/item/mech_component/manipulators/get_missing_parts_text()
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. = ..()
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if(!motivator)
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. += SPAN_WARNING("It is missing an <a href='byond://?src=[REF(src)];info=actuator'>actuator</a>.")
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/obj/item/mech_component/manipulators/Topic(href, href_list)
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. = ..()
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if(.)
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return
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switch(href_list["info"])
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if("actuator")
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to_chat(usr, SPAN_NOTICE("An actuator can be created at a synthetic fabricator."))
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/obj/item/mech_component/manipulators/return_diagnostics(mob/user)
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..()
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if(motivator)
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to_chat(user, SPAN_NOTICE(" - Actuator Integrity: <b>[round(((motivator.max_dam - motivator.total_dam) / motivator.max_dam) * 100, 0.1)]%</b>"))
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else
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to_chat(user, SPAN_WARNING(" - Actuator Missing or Non-functional."))
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/obj/item/mech_component/manipulators/ready_to_install()
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return motivator
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/obj/item/mech_component/manipulators/prebuild()
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motivator = new(src)
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/obj/item/mech_component/manipulators/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/robot_parts/robot_component/actuator))
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if(motivator)
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to_chat(user, SPAN_WARNING("\The [src] already has an actuator installed."))
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return
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if(install_component(attacking_item, user))
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motivator = attacking_item
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else
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return ..()
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/obj/item/mech_component/manipulators/update_components()
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motivator = locate() in src
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