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## About The Pull Request this PR refactors beepskies and ED209s into basic mobs. ive also added a few features for the ed209 because i cant keep my hands to myself: ED bots can now wear hats! a few hats give them some new unique dialogue. Putting a cowboy's hat on an ED will have it acting like a town Sherrif EDs are now rideable when emagged. theyll still be shooting people while ridden. youll also have the ability to charge at people full throttle running them over ive also added a new Nukie variant, purchasable from the uplink. These versions come fitted with an LMG and will patrol the station and shoot all walks of life. If emagged, theyll blow up people with (weaker) rockets (im still working on balancing this). they are rideable but i highly suggest against it; youll be caught in the crossfire. (i understand if ud prefer i atomize this feature) ## Why It's Good For The Game gives some personality to EDs, as well as updating all these bots to the cool new ai system ## Changelog 🆑 refactor: beepskies, and ed209s have been refactored. please report any bugs add: ed209s can now wear hats! some hats give them new dialogue add: emagged ed209s are now rideable! add: added evil versions of the ed209s to the syndie uplink /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
152 lines
5.9 KiB
Plaintext
152 lines
5.9 KiB
Plaintext
// bot keys
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///The first beacon we find
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#define BB_BEACON_TARGET "beacon_target"
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///The last beacon we found, we will use its codes to find the next beacon
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#define BB_PREVIOUS_BEACON_TARGET "previous_beacon_target"
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///Location of whoever summoned us
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#define BB_BOT_SUMMON_TARGET "bot_summon_target"
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///salute messages to beepsky
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#define BB_SALUTE_MESSAGES "salute_messages"
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///the beepsky we will salute
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#define BB_SALUTE_TARGET "salute_target"
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///our announcement ability
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#define BB_ANNOUNCE_ABILITY "announce_ability"
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///list of our radio channels
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#define BB_RADIO_CHANNEL "radio_channel"
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///list of unreachable things we will temporarily ignore
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#define BB_TEMPORARY_IGNORE_LIST "temporary_ignore_list"
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///penalty cooldown if we are unable to path to any beacons
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#define BB_BOT_BEACON_COOLDOWN "bot_beacon_cooldown"
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// medbot keys
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///the patient we must heal
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#define BB_PATIENT_TARGET "patient_target"
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///list holding our wait dialogue
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#define BB_WAIT_SPEECH "wait_speech"
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///what we will say to our patient after we heal them
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#define BB_AFTERHEAL_SPEECH "afterheal_speech"
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///things we will say when we are bored
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#define BB_IDLE_SPEECH "idle_speech"
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///speech unlocked after being emagged
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#define BB_EMAGGED_SPEECH "emagged_speech"
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///speech when we are tipped
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#define BB_WORRIED_ANNOUNCEMENTS "worried_announcements"
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///speech when our patient is near death
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#define BB_NEAR_DEATH_SPEECH "near_death_speech"
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///in crit patient we must alert medbay about
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#define BB_PATIENT_IN_CRIT "patient_in_crit"
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///how much time interval before we clear list
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#define BB_UNREACHABLE_LIST_COOLDOWN "unreachable_list_cooldown"
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///can we clear the list now
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#define BB_CLEAR_LIST_READY "clear_list_ready"
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// cleanbots
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///key that holds the foaming ability
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#define BB_CLEANBOT_FOAM "cleanbot_foam"
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///key that holds decals we hunt
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#define BB_CLEANABLE_DECALS "cleanable_decals"
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///key that holds blood we hunt
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#define BB_CLEANABLE_BLOOD "cleanable_blood"
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///key that holds pests we hunt
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#define BB_HUNTABLE_PESTS "huntable_pests"
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///key that holds emagged speech
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#define BB_CLEANBOT_EMAGGED_PHRASES "emagged_phrases"
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///key that holds drawings we hunt
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#define BB_CLEANABLE_DRAWINGS "cleanable_drawings"
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///Key that holds our clean target
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#define BB_CLEAN_TARGET "clean_target"
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///key that holds the janitor we will befriend
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#define BB_FRIENDLY_JANITOR "friendly_janitor"
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///key that holds the victim we will spray
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#define BB_ACID_SPRAY_TARGET "acid_spray_target"
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///key that holds trash we will burn
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#define BB_HUNTABLE_TRASH "huntable_trash"
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//hygienebots
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///key that holds our threats
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#define BB_WASH_THREATS "wash_threats"
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///key that holds speech when we find our target
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#define BB_WASH_FOUND "wash_found"
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///key that holds speech when we cleaned our target
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#define BB_WASH_DONE "wash_done"
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///key that holds target we will wash
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#define BB_WASH_TARGET "wash_target"
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///key that holds how frustrated we are when target is running away
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#define BB_WASH_FRUSTRATION "wash_frustration"
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///key that holds cooldown after we finish cleaning something, so we dont immediately run off to patrol
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#define BB_POST_CLEAN_COOLDOWN "post_clean_cooldown"
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//secbots
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///threat of our current target
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#define BB_CURRENT_CRIMINAL_ASSESSMENT "current_criminal_assessment"
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//Honkbots
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///key that holds all possible clown friends
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#define BB_CLOWNS_LIST "clowns_list"
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///key that holds the clown we play with
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#define BB_CLOWN_FRIEND "clown_friend"
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///key that holds the list of slippery items
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#define BB_SLIPPERY_ITEMS "slippery_items"
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///key that holds list of types we will attempt to slip
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#define BB_SLIP_LIST "slip_list"
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///key that holds the slippery item we will drag people too
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#define BB_SLIPPERY_TARGET "slippery_target"
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///key that holds the victim we will slip
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#define BB_SLIP_TARGET "slip_target"
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///key that holds our honk ability
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#define BB_HONK_ABILITY "honk_ability"
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//firebot keys
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///things we can extinguish
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#define BB_FIREBOT_CAN_EXTINGUISH "can_extinguish"
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///the target we will extinguish
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#define BB_FIREBOT_EXTINGUISH_TARGET "extinguish_target"
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///lines we say when we detect a fire
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#define BB_FIREBOT_FIRE_DETECTED_LINES "fire_detected_lines"
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///lines we say when we are idle
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#define BB_FIREBOT_IDLE_LINES "idle_lines"
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///lines we say when we are emagged
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#define BB_FIREBOT_EMAGGED_LINES "emagged_lines"
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//vibebots
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///key that holds our partying ability
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#define BB_VIBEBOT_PARTY_ABILITY "party_ability"
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///key that holds our birthday song
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#define BB_VIBEBOT_BIRTHDAY_SONG "birthday_song"
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///key that holds happy songs we play to depressed targets
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#define BB_VIBEBOT_HAPPY_SONG "happy_song"
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///key that holds grim song we play when emagged
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#define BB_VIBEBOT_GRIM_SONG "GRIM_song"
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///key that holds neutral targets we vibe with
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#define BB_VIBEBOT_PARTY_TARGET "party_target"
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///key that holds our instrument
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#define BB_VIBEBOT_INSTRUMENT "instrument"
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//repairbots
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///key that holds the floor we should tile over
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#define BB_TILELESS_FLOOR "tileless_floor"
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///key that holds the turf we should place a girder over
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#define BB_GIRDER_TARGET "girder_target"
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///key that holds the girder we should place a wall over
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#define BB_GIRDER_TO_WALL_TARGET "girder_to_wall"
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///key that holds the grille we must fix
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#define BB_WINDOW_FRAMETARGET "grille_target"
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///key that holds the machinery we repair with a welder
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#define BB_WELDER_TARGET "welder_target"
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///our wall girder ability
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#define BB_GIRDER_BUILD_ABILITY "girder_build_ability"
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///key that holds breached floors we should repair
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#define BB_BREACHED_FLOOR "breached_floor"
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///key that holds our emagged speech
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#define BB_REPAIRBOT_EMAGGED_SPEECH "emagged_speech"
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///key that holds our normal speech
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#define BB_REPAIRBOT_NORMAL_SPEECH "normal_speech"
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///key that holds the thing we should deconstruct
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#define BB_DECONSTRUCT_TARGET "deconstruct_target"
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///key that holds our speech timer
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#define BB_REPAIRBOT_SPEECH_COOLDOWN "speech_cooldown"
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///key that holds our target borg
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#define BB_ROBOT_TARGET "robot_target"
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///key that holds materials we can refill
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#define BB_REFILLABLE_TARGET "refillable_target"
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