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Timothy TeakettleandGitHub 2d210071bc pAI cleanup + shell changes (#5665)
## About The Pull Request
part 1 changes mostly just tidying files up:
general file cleanup
remove HUD and records software modules
weak space movement (an ion burst every 3 seconds)
pAIs have 50 health which regenerates over time and when it goes to 0
they just fizzle out for a bit (minimum 6 seconds, hurting them more can
extend this depending on the sustained damage)
(regen is 1 brute 1 fire per second, doubled if they are "dead")
movement speed reduced from 5 tiles to 4 tiles per second
cooldown between folding in/out 10 seconds -> 2 seconds


## Why It's Good For The Game
this is a section of code that is in need of updating and hasn't been
properly combed over in a long time
content additions for pAIs will come after this PR (software module
overhaul)

## Changelog

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🆑
tweak: pAI movement speed reduced to 4 tiles per second from 5
tweak: pAI cooldown between folding in/out reduced from 10 seconds to 2
seconds
del: removed HUDs and departmental records pAI software modules
del: you can no longer card a pAI by using harm intent while unarmed
add: pAIs now regenerate health over time and fizzle out for a few
seconds when damaged to a certain threshold
add: pAIs now get a weak one tile "ion burst" every 3 seconds for moving
in space so they can change the direction they're drifting in
code: tidied up pAI files
fix: access changes should now work by using an ID on a pAI
/🆑

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2023-07-05 07:43:41 -07:00

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/obj/effect/temp_visual/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom, var/customappearance)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
setDir(mimiced_atom.dir)
mouse_opacity = 0
if(customappearance)
appearance = customappearance
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/temp_visual/decoy/fading/fivesecond
duration = 50
/obj/effect/temp_visual/small_smoke
icon_state = "smoke"
duration = 50
// Used by Kinetic Accelerator
/obj/effect/temp_visual/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_MOB_LAYER
duration = 4
/obj/effect/temp_visual/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
pixel_x = -32
pixel_y = -32
duration = 8
/obj/effect/temp_visual/explosion/fast
icon_state = "explosionfast"
duration = 4
// Medigun
/obj/effect/temp_visual/heal
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/temp_visual/heal/Initialize(mapload)
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
// pAI space move
/obj/effect/temp_visual/pai_ion_burst
name = "ion burst"
icon_state = "ion_fade"
duration = 5