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b4a124e557 [IDB IGNORE] cyborg refactor: icons, chassis, modules base (#6929)
- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use

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Co-authored-by: silicons <silicons@silicons.dev>
2026-01-13 18:39:38 +00:00

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#define LOC_SPACE 0
/datum/event/fighter
var/location
var/locstring
var/spawn_area_type
var/spawncount = 1
var/piratestring
var/toughness
var/cloud_hueshift
var/list/players = list()
has_skybox_image = FALSE
/datum/event/fighter/setup()
announceWhen = rand(announceWhen+2, announceWhen + 3)
startWhen = announceWhen
endWhen = 45
/datum/event/fighter/announce()
if (piratestring == "bandits")
command_announcement.Announce("Attention, [station_name()], hostile fighters entered the area of operations", "GPS Displaying hostile signals", new_sound = sound('sound/effects/siren.ogg', volume=25))
/datum/event/fighter/start()
switch(rand(0,100))
if(1 to 100)
spawncount = rand(2 * severity * toughness, 4 * severity * toughness)
piratestring = "bandits"
if(LOC_SPACE)
spawn_area_type = /area/space
locstring = "space"
/datum/event/fighter/end()
// var/bandits_spawn = list()
// var/spawn_type = pick(bandits_spawn)
// for(var/areapath in typesof(spawn_area_type))
// if(piratestring == "bandits")
// bandits_spawn = list(/mob/living/simple_mob/mechanical/mecha/fighter/duke/manned,
// /mob/living/simple_mob/mechanical/mecha/fighter/baron/manned)
#undef LOC_SPACE