* 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
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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>
* initial changes
* Rad wave is working. now to implement the rest
* Makes the waves square
* Makes wave square
* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now
* Undef thing and apply suggestion
* Make radiation_pulse() not radiate the radiation source and implements contamination
* Adds contamination to uranium walls and meteors
* Fixes stuff
* Handle some contamination on attack still need to take care of meteors
* Fixed the meteor stuff
* Introduce emission types
* moves contaminate_touch to an atom proc and renames it to contaminate_atom
* deduplicates some contamination code
* Move inherent radioactivity to a component and signals from the atom vars and behaviour
* fix some things with the new component
* Update inherent_radioactivity.dm
* implement contaminating things that hit things that are inherently radioactive
* window things
* adds emission type to the rad_act call
* Changes radiation insulation values on a bunch of stuff
* fixes radioactive component radiating the wrong type
* more adjustments
* refactros rad_act
* adjustments to collector power production
* Adds plastitaniumglass windows and makes further adjustments
* Adds sprites to the shards and plastitanium directional window
* Update misc_cleanables.dm
* removes alpha rad insulation from floor turfs
* Fixes a bug with the starting tile of radiation waves
* More adjustments
* Adjusting singularity rad production
* reduces window half life a bit to make power smoother and buffs full window rad conversion
* Strengthens gamma and beta radiation effect on mobs.
* Makes radsuit block radiation completely
* Fixes Geiger Counters
* Fixes contamination not irradiating the contaminated thing
* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained
* Fixes ghost contamination
* Adds info to the collector
* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act
* oops
* adjustments and fixes to alpha rad handling on mobs
* Make collector info more compact
* Core no longer radiates and contaminates from within the nuke until the plates are removed
* Contamination no longer counts as being inside a mob(it is supposed to be surface level)
* Adds inherent radioactivity to a bunch of uranium things. makes it all process.
* Nerf full windows
* Adjustments to collector and fulltile window radiation absorption
* Reduces passive contamination, especially while on the floor
* Adds different rad types to the geiger counter and fixes a runtime
* Makes full tile windows strong again and disallows building them on top of collectors
* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency
* Gives each contamination type it's own color.
* Gives each contamination type it's own color. And makes the rad hud display them separately
* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production
* improves performance at very high rad amounts
* Fixes supermatter sliver box not containing radiation
* Restores supermatter sliver to old behaviour(not inherently radioactive)
* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing
* Removes redundant line from window rad act
* Fixes radiation waves ignoring walls
* fixes it better
* more adjustments to collector stats
* Adjustment to collector gamma absorption
* increases grille beta blocking
* Review changes
* Refactor/deduplicate camera eye code
Camera Eyes previously had duplicated logic across several files. This
change uncooks the spaghetti. Additionally, half-baked support for TG's
multicam feature has been removed, as it was not functional or in use.
* lets ff now
* Camera Eye refactor fixes and finishing touches
This change completes a refactor of AI eyes, which were previously used
by xenobio consoles, syndicate and abductor camera consoles, shuttle
docking computers, holograms, and, of course, the AI. Duplicated logic
has been extracted to an abstract base mob, /mob/camera/eye, from which
new types for each of the above now derive.
Functionality is largely the same, with only a few minor cosmetic
differences (i.e. camera eyes are now appropriately named given their
type and user), as well as a quality-of-life enhancement for holograms,
slowing their movement speed to base run speed to prevent users from
accidentally zooming out of calls.
* Camera eye refactor: Fix AI acceleration toggle
The acceleration toggle was broken in the camera eye refactor, as
previously the boolean was stored on the AI rather than its eye. This
change fixes that.
* Camera eye refactor: Fix syndicate cam visibility
With the camera eye refactor, the syndicate advanced camera consoles
lost the ability to view maintenance tunnels and other areas without
active cameras, seeing static in their place instead (as all other
cameras do). This change reinstates the original behavior.
* Camera eye refactor: Convert spaces to tabs
* Camera eye refactor: Fix CRLF
* Apply suggestions from code review
General minor code quality improvements suggested by GDNgit
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
* Apply suggestions from code review
Rename parameter names to avoid src accesses, remove an ambiguous and
unused mob_define and holopad range variable from a previous WIP, change
the for loop in /mob/camera/eye/relaymove to a for-to loop, and change
the chat message warning, sent when an AI Eye is created on an AI that
already has one, to a stack trace
* Adds toggle to AI commands for fast holograms
* Refactor ripped Hologram Eye relaymove
Previously, the relaymove proc for hologram eyes was redundant and
nearly impossible to read. It has been separated out into a few
different named procs, and has had its use of `spawn` removed.
* Remove unnecessary src access
* Fix bug involving shuttle placement outlines
The camera eye refactor that this commit is a part of introduced a bug
that prevented shuttle placement outlines from showing up on first use
of the shuttle console. This change fixes that bug.
* Unrevert some changes from #26306 lost in merge
* Remove erroneous free xray vision on advanced cams
* Autodoc camera acceleration vars
* Remove redundant null var initialization per code review
Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
* Changed variables to camel_case, autodocs, cleanup
Changed a number of camera eye-related variables to camel_case style,
added appropriate autodoc comments, as per code review. Also removed an
unused cameranet function, modified the call signature of a cameranet
function to be more semantic, and changed a qdel-on-initialize in camera
eyes to return INITIALIZE_HINT_QDEL instead.
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Remove stray qdel(src) per code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
---------
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Grab_ghost now checks the ckey of the mind
* Remove superfluous loops for getting ghosts.
* Early return for MMI
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Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
* hell yeah-coded
* welp im too tired to fix this one
* lets test this
* Revert "lets test this"
* okay, lets test!
* fixes
* okay we good?
* i might be stupid