Files
Paradise/code/__DEFINES/construction_defines.dm
PollardTheDragon 24845b238a 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>
2026-07-08 21:31:28 +00:00

99 lines
3.2 KiB
Plaintext

/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
//Defines for construction states
/// girder construction states
#define GIRDER_NORMAL 0
#define GIRDER_REINF_STRUTS 1
#define GIRDER_REINF 2
#define GIRDER_DISPLACED 3
#define GIRDER_DISASSEMBLED 4
/// rwall construction states
#define RWALL_INTACT 0
#define RWALL_SUPPORT_LINES 1
#define RWALL_COVER 2
#define RWALL_CUT_COVER 3
#define RWALL_BOLTS 4
#define RWALL_SUPPORT_RODS 5
#define RWALL_SHEATH 6
/// window construction states
#define WINDOW_OUT_OF_FRAME 0
#define WINDOW_IN_FRAME 1
#define WINDOW_SCREWED_TO_FRAME 2
/// airlock assembly construction states
#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
/// used by airlocks and airlock wires.
#define AICONTROLDISABLED_OFF 0 // Silicons can control the airlock normally.
#define AICONTROLDISABLED_ON 1 // Silicons cannot control the airlock, but can hack the airlock.
#define AICONTROLDISABLED_BYPASS 2 // Silicons can control the airlock because they succeeded on the hack
#define AICONTROLDISABLED_PERMA 3 // Wire cutting an airlock on AICONTROLDISABLED_BYPASS toggles it between AICONTROLDISABLED_BYPASS and this.
/// plastic flaps construction states
#define PLASTIC_FLAPS_NORMAL 0
#define PLASTIC_FLAPS_DETACHED 1
/// Mounted Frames BITMASK
#define MOUNTED_FRAME_SIMFLOOR (1 << 0)
#define MOUNTED_FRAME_NOSPACE (1 << 1)
/// ai core defines
#define EMPTY_CORE 0
#define CIRCUIT_CORE 1
#define SCREWED_CORE 2
#define CABLED_CORE 3
#define GLASS_CORE 4
#define AI_READY_CORE 5
/// other construction-related things
/// windows affected by nar'sie turn this color.
#define NARSIE_WINDOW_COLOUR "#7D1919"
/// let's just pretend fulltile windows being children of border windows is fine
#define FULLTILE_WINDOW_DIR NORTHEAST
/// Range of a tint control button, that works only in its area.
#define TINT_CONTROL_RANGE_AREA 0
/// ID of a tint control button with no group specified, so it controls only windows also with no group specified ('null-like' id).
#define TINT_CONTROL_GROUP_NONE 0
/// Material defines, for determining how much of a given material an item contains
#define MAT_WOOD "wood"
#define MAT_METAL "metal"
#define MAT_GLASS "glass"
#define MAT_SILVER "silver"
#define MAT_GOLD "gold"
#define MAT_DIAMOND "diamond"
#define MAT_URANIUM "uranium"
#define MAT_PLASMA "plasma"
#define MAT_BLUESPACE "bluespace"
#define MAT_BANANIUM "bananium"
#define MAT_TRANQUILLITE "tranquillite"
#define MAT_TITANIUM "titanium"
#define MAT_BIOMASS "biomass"
#define MAT_PLASTIC "plastic"
#define MAT_BRASS "brass"
#define MAT_PALLADIUM "palladium"
#define MAT_PLATINUM "platinum"
#define MAT_IRIDIUM "iridium"
#define MAT_SILK "silk"
#define MAT_CARDBOARD "cardboard"
#define MAT_GNESIS "gnesis"
#define MAT_GNESIS_GLASS "gnesisglass"
/// The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MINERAL_MATERIAL_AMOUNT 2000
/// The maximum size of a stack object.
#define MAX_STACK_SIZE 50
/// maximum amount of cable in a coil
#define MAXCOIL 30
/// maximum amount of cable in a RCL spool
#define RCL_MAX_SPOOL_SIZE 90