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The Divine Flock - DaedalusDock Flockmind Port (#31984)
* Initial commit - FLOCKMIND - Probably has like a billion things to fix * Do after conversions * Config * Moved the files, icon fixes * Tick everything, language work, event, spawn landmark, role prefs, beginning mob port * Spans and some other fixes. Also the tickening * More tickening * More fixes. Lots of fixes. * More Fixes * A whole lot more. Also flock TGUI. * Fixes fixes fixes fixes fixes * FIXES * More fixes - PR ready, still needs a fuckton of testing * Fixes * fix incomplete upstream merge * fix FlockPanel + sort button name * TGUI review * Fixes tealprint list * Fixes * More fixes * Incapacitator Fix * Filenames * Linters * Interceptor range buff * Reagent counts * Linters * Fabricator vendor fix * Keybinds and HUD - Flockdrones, Fixes Vendor Conversion, Cube Materials * Reworks reagent, adds flock grilles, fixes compute node overlays * Intent-based flockdrone parts * Intent based drone parts * Radial control panel for controlling drones manually, phasing through windows/grilles * Movement fixes * Radio talk power, stare fix * Flock health HUD * Fixes flock lights, linters * Unit tests * Adds countdown to relay * Relay improvements * Small fix * Logic Schmogic * Relay overlay and looping sound effect * Ignore air when converting turfs * Cage fixes and improvements * Improved flock bolt * Turret conversions * Flock bolts taze simple or basic mobs * Sentience type * Fixe * Linter * tgui review stage 2 * Concentrated Repair Burst * Improves radio detection * Removes extra space * Adds healing visual effect * Cube tech levels * Ghooost * Excess * Flock doors, chairs, lattices. Centralizes conversion code. Crafting with Gnesis * Update code/modules/antagonists/flockmind/ai_behaviors/flock_wander.dm Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Fixes the fix * Astar movement detection * Fix, extraneous code, language stuff * Language fixes and wander fix * Fixes * Another fix * Lints * Another linter * Language improvement * More language improvements * Time requirement and appearing in orbit menu as an antag * Cube glow * TGUI * Minicache * Linters * Grammar * Material ID fix * Lid fix * Reagent turf reaction * Reagent fix * Butcher results * Conversion rates * Flock stare fix * Fixes stare behavior * Staring * Flock mob blood * Flock mobs gibs and blood. Also some runtime fixes * Flock mobs now resist out of grabs, buckles, lockers, and more * Fixes flock orbit, fixes a runtime I think, * Target mechs, damage mechs, other bug fixes * Cage fix * Cage resist change * Some mind changes, gatecrash buff * Drones now shoot mechs, stare improvement * Cut down on spam a little * Nest fix * No more resist spam * Fixed drone death control * Resist statement * Makes the relay alarm scarier * Fixes dead flock camera mobs having no ghost sprite, something with ghosting * Enhanced flockphasing * Improved flockmob pathing * Added required turf restriction to relay * Increased needed bandwidth for relay construction * Nerfed drone substrate rate * Added new status tab items for relay progress * Another relay cost adjustment * Improves drone AI responsiveness * Computer frames now become flock computers * Improves target finding for conversion, building, and replicating * Reduced flock event pop requirements * Adjusts flock protection on structures. Adjusts overlays. * Relay unlock tweak * Fixwes flock being able to gib mech'd AIs with one button * Map conflict * Flock can no longer be outed by merely existing * Fied bug causing drones to shoot themselves * Prevents mobs from attacking while in a cage * Converter tool can now open closets and crates. * Adds descriptions to flockdrone tools. * More informatic blurbs * Adds xenobiology organs * Organ lint * TGUI merge * bundle and mm --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Toastical <20125180+Toastical@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
@@ -68,3 +68,9 @@
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/obj/effect/decal/cleanable/blood/gibs/down/vox
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basecolor = "#2299FC"
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fleshcolor = "#808D11"
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/obj/effect/decal/cleanable/blood/gibs/flock
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basecolor = COLOR_BLOOD_FLOCK
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/obj/effect/decal/cleanable/blood/gibs/core/flock
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basecolor = COLOR_BLOOD_FLOCK
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@@ -7,6 +7,9 @@
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/proc/xgibs(atom/location)
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new /obj/effect/gibspawner/xeno(get_turf(location))
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/proc/flockgibs(atom/location)
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new /obj/effect/gibspawner/flock(get_turf(location))
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/proc/robogibs(atom/location)
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new /obj/effect/gibspawner/robot(get_turf(location))
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@@ -0,0 +1,63 @@
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/obj/effect/abstract/info_tag
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plane = INFO_TAG_PLANE
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layer = 1
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alpha = 180
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appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
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vis_flags = VIS_INHERIT_ID
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/// Atom we're displaying over.
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var/atom/parent
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/// Mobs that see us rn.
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var/list/mob/viewing_mobs
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/// Images we're inserting into client.images
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VAR_PRIVATE/image/vis_holder
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/obj/effect/abstract/info_tag/Initialize(mapload)
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. = ..()
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vis_holder = new()
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vis_holder.plane = INFO_TAG_PLANE
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vis_holder.vis_contents += src
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/obj/effect/abstract/info_tag/Destroy(force)
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set_parent(null)
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vis_holder = null
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for(var/mob/M in viewing_mobs)
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hide_from(M.client)
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viewing_mobs = null
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return ..()
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/obj/effect/abstract/info_tag/proc/set_parent(atom/new_parent)
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parent = new_parent
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vis_holder.loc = parent
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/// Update the text.
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/obj/effect/abstract/info_tag/proc/set_text(text)
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maptext = "<span class='maptext' style='text-align: center;font-size: 6px'>[text]</span>"
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/// Should the given mob be able to see this tag?
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/obj/effect/abstract/info_tag/proc/mob_should_see(mob/M)
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return TRUE
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/obj/effect/abstract/info_tag/proc/show_to(client/C)
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C?.images |= vis_holder
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/obj/effect/abstract/info_tag/proc/hide_from(client/C)
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C?.images -= vis_holder
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/obj/effect/abstract/info_tag/flock
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maptext_x = -64
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maptext_y = -6
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maptext_width = 160
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maptext_height = 48
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/obj/effect/abstract/info_tag/flock/mob_should_see(mob/M)
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return (M != parent) && isflockmob(M)
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/obj/effect/abstract/info_tag/flock/info
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maptext_y = -14
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@@ -104,6 +104,10 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/newplayer_start) //Without this you sp
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name = "revenantspawn"
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icon_state = "Rev"
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/obj/effect/landmark/spawner/flock
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name = "flockspawn"
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icon_state = "flockmind"
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/obj/effect/landmark/spawner/ninja
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name = "ninjaspawn"
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@@ -54,3 +54,15 @@
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/obj/effect/gibspawner/vox/gib_dna(obj/effect/decal/cleanable/blood/gibs/gib, datum/dna/mob_dna)
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if(!..()) // Probably admin spawned
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gib.blood_DNA["Unknown Vox DNA"] = "A+"
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/obj/effect/gibspawner/flock
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gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/flock, /obj/effect/decal/cleanable/blood/gibs/flock, /obj/effect/decal/cleanable/blood/gibs/core/flock)
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gibamounts = list(2,2,1)
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/obj/effect/gibspawner/flock/New()
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gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH), list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
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..()
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/obj/effect/gibspawner/flock/gib_dna(obj/effect/decal/cleanable/blood/gibs/gib, datum/dna/mob_dna)
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if(!..())
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gib.blood_DNA["UNKNOWN DNA"] = "&#^*@!"
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