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24845b238a
* 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>
99 lines
3.2 KiB
Plaintext
99 lines
3.2 KiB
Plaintext
/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
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//Defines for construction states
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/// girder construction states
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#define GIRDER_NORMAL 0
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#define GIRDER_REINF_STRUTS 1
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#define GIRDER_REINF 2
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#define GIRDER_DISPLACED 3
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#define GIRDER_DISASSEMBLED 4
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/// rwall construction states
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#define RWALL_INTACT 0
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#define RWALL_SUPPORT_LINES 1
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#define RWALL_COVER 2
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#define RWALL_CUT_COVER 3
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#define RWALL_BOLTS 4
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#define RWALL_SUPPORT_RODS 5
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#define RWALL_SHEATH 6
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/// window construction states
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#define WINDOW_OUT_OF_FRAME 0
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#define WINDOW_IN_FRAME 1
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#define WINDOW_SCREWED_TO_FRAME 2
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/// airlock assembly construction states
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#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
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#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
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#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
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/// used by airlocks and airlock wires.
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#define AICONTROLDISABLED_OFF 0 // Silicons can control the airlock normally.
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#define AICONTROLDISABLED_ON 1 // Silicons cannot control the airlock, but can hack the airlock.
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#define AICONTROLDISABLED_BYPASS 2 // Silicons can control the airlock because they succeeded on the hack
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#define AICONTROLDISABLED_PERMA 3 // Wire cutting an airlock on AICONTROLDISABLED_BYPASS toggles it between AICONTROLDISABLED_BYPASS and this.
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/// plastic flaps construction states
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#define PLASTIC_FLAPS_NORMAL 0
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#define PLASTIC_FLAPS_DETACHED 1
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/// Mounted Frames BITMASK
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#define MOUNTED_FRAME_SIMFLOOR (1 << 0)
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#define MOUNTED_FRAME_NOSPACE (1 << 1)
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/// ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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#define SCREWED_CORE 2
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#define CABLED_CORE 3
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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/// other construction-related things
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/// windows affected by nar'sie turn this color.
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#define NARSIE_WINDOW_COLOUR "#7D1919"
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/// let's just pretend fulltile windows being children of border windows is fine
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#define FULLTILE_WINDOW_DIR NORTHEAST
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/// Range of a tint control button, that works only in its area.
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#define TINT_CONTROL_RANGE_AREA 0
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/// ID of a tint control button with no group specified, so it controls only windows also with no group specified ('null-like' id).
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#define TINT_CONTROL_GROUP_NONE 0
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/// Material defines, for determining how much of a given material an item contains
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#define MAT_WOOD "wood"
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#define MAT_METAL "metal"
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#define MAT_GLASS "glass"
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#define MAT_SILVER "silver"
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#define MAT_GOLD "gold"
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#define MAT_DIAMOND "diamond"
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#define MAT_URANIUM "uranium"
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#define MAT_PLASMA "plasma"
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#define MAT_BLUESPACE "bluespace"
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#define MAT_BANANIUM "bananium"
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#define MAT_TRANQUILLITE "tranquillite"
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#define MAT_TITANIUM "titanium"
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#define MAT_BIOMASS "biomass"
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#define MAT_PLASTIC "plastic"
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#define MAT_BRASS "brass"
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#define MAT_PALLADIUM "palladium"
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#define MAT_PLATINUM "platinum"
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#define MAT_IRIDIUM "iridium"
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#define MAT_SILK "silk"
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#define MAT_CARDBOARD "cardboard"
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#define MAT_GNESIS "gnesis"
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#define MAT_GNESIS_GLASS "gnesisglass"
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/// The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
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#define MINERAL_MATERIAL_AMOUNT 2000
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/// The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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/// maximum amount of cable in a coil
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#define MAXCOIL 30
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/// maximum amount of cable in a RCL spool
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#define RCL_MAX_SPOOL_SIZE 90
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