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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>
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@@ -5,6 +5,7 @@
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* 4. REINFORCED PLASMA GLASS
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* 5. TITANIUM GLASS
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* 6. PLASTITANIUM GLASS
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* 7. GNESIS GLASS
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Todo: Create a unified construct_window(sheet, user, created_window, full_window)
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@@ -26,6 +27,13 @@ GLOBAL_LIST_INIT(glass_recipes, list (
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new /datum/stack_recipe("dropper", /obj/item/reagent_containers/dropper, 1, time = 1 SECONDS),
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))
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GLOBAL_LIST_INIT(gnesis_glass_recipes, list (
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new /datum/stack_recipe("bright shard", /obj/item/shard/gnesis_glass, time = 0 SECONDS),
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new /datum/stack_recipe/window("directional gnesis window", /obj/structure/window/flock, time = 1 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile gnesis window", /obj/structure/window/flock/fulltile, 2, time = 2 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe("gnesis cache", /obj/item/reagent_containers/glass/gnesis, 5, time = 2 SECONDS),
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))
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/obj/item/stack/sheet/glass
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name = "glass"
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desc = "HOLY SHEET! That is a lot of glass."
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@@ -312,3 +320,21 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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. = ..()
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recipes = GLOB.plastitaniumglass_recipes
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//////////////////////////////
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// MARK: GNESIS GLASS
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//////////////////////////////
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/obj/item/stack/sheet/gnesis_glass
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name = "transculent wafers"
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singular_name = "transculent wafer"
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desc = "A rare, complex crystalline matrix with a lazily shifting internal structure. The layers are arranged to let light through."
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icon_state = "gnesisglass"
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materials = list(MAT_GNESIS_GLASS = MINERAL_MATERIAL_AMOUNT)
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merge_type = /obj/item/stack/sheet/gnesis_glass
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armor = list(MELEE = 20, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 50, FIRE = 100, ACID = 20)
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resistance_flags = FIRE_PROOF
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point_value = 5
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dynamic_icon_state = FALSE
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/obj/item/stack/sheet/gnesis_glass/Initialize(mapload, new_amount, merge)
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. = ..()
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recipes = GLOB.gnesis_glass_recipes
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@@ -13,6 +13,7 @@ Mineral Sheets
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- Platinum
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- Alien Alloy
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- Adamantine
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- Gnesis
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*/
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GLOBAL_LIST_INIT(sandstone_recipes, list (
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@@ -138,6 +139,13 @@ GLOBAL_LIST_INIT(adamantine_recipes, list(
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new /datum/stack_recipe("incomplete servant golem shell", /obj/item/golem_shell/servant, req_amount = 1, res_amount = 1),
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))
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GLOBAL_LIST_INIT(gnesis_recipes, list (
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new /datum/stack_recipe("flock chair", /obj/structure/chair/comfy/flock, 2, time = 1 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
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new /datum/stack_recipe("flock closet", /obj/structure/closet/flock, 2, time = 10 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
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new /datum/stack_recipe("flock grille", /obj/structure/grille/flock, 1, time = 5 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
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new /datum/stack_recipe("flock door", /obj/machinery/door/flock, 10, time = 10 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
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))
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GLOBAL_LIST_INIT(snow_recipes, list(
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new /datum/stack_recipe("snowman", /obj/structure/snowman, 5, time = 2.5 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
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new /datum/stack_recipe("Snowball", /obj/item/snowball, 1)
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@@ -600,6 +608,23 @@ GLOBAL_LIST_INIT(plastitanium_recipes, list(
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/obj/item/stack/sheet/mineral/adamantine/fifty
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amount = 50
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/*
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* Gnesis
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*/
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/obj/item/stack/sheet/gnesis
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name = "wafers"
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desc = "A rare, complex crystalline matrix with a lazily shifting internal structure. Not to be confused with gneiss, a metamorphic rock."
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singular_name = "wafer"
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icon_state = "gnesis"
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materials = list(MAT_GNESIS = MINERAL_MATERIAL_AMOUNT)
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merge_type = /obj/item/stack/sheet/gnesis
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dynamic_icon_state = FALSE
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/obj/item/stack/sheet/gnesis/Initialize(mapload, new_amount, merge)
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. = ..()
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recipes = GLOB.gnesis_recipes
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/*
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* Snow
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*/
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