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* 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>
101 lines
3.5 KiB
Plaintext
101 lines
3.5 KiB
Plaintext
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//Values for antag preferences, event roles, etc. unified here
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//These are synced with the Database, if you change the values of the defines
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//then you MUST update the database!
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// If you're adding a new role, remember to update modules/admin/topic.dm, so admins can dish out
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// justice if someone's abusing your role
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#define ROLE_SYNDICATE "Syndicate"
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#define ROLE_TRAITOR "traitor"
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#define ROLE_OPERATIVE "operative"
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#define ROLE_CHANGELING "changeling"
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#define ROLE_WIZARD "wizard"
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#define ROLE_REV "revolutionary"
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#define ROLE_ALIEN "xenomorph"
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#define ROLE_PAI "pAI"
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#define ROLE_CULTIST "cultist"
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#define ROLE_BLOB "blob"
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#define ROLE_MONKEY "monkey"
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#define ROLE_GANG "gangster"
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#define ROLE_ABDUCTOR "abductor"
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#define ROLE_REVENANT "revenant"
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#define ROLE_HOG_GOD "hand of god: god" // We're prolly gonna port this one day or another
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#define ROLE_HOG_CULTIST "hand of god: cultist"
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#define ROLE_TRADER "trader"
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#define ROLE_TOURIST "Tourist"
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#define ROLE_VAMPIRE "vampire"
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#define ROLE_MIND_FLAYER "mindflayer"
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#define ROLE_HERETIC "heretic"
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// Role tags for EVERYONE!
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#define ROLE_DEMON "demon"
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#define ROLE_SENTIENT "sentient animal"
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#define ROLE_GOLEM "golem"
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#define ROLE_ROBOT_BRAIN "robot brain"
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#define ROLE_ASH_WALKER "ash walker"
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#define ROLE_GUARDIAN "guardian"
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#define ROLE_MORPH "morph"
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#define ROLE_ERT "emergency response team"
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#define ROLE_NYMPH "Dionaea"
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#define ROLE_TSPIDER "terror spider"
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#define ROLE_DRONE "drone"
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#define ROLE_DEATHSQUAD "deathsquad"
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#define ROLE_EVENTMISC "eventmisc"
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#define ROLE_GHOST "ghost role"
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#define ROLE_ELITE "lavaland elite"
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#define ROLE_NINJA "ninja"
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#define ROLE_FLOCK "flockmind"
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#define ROLE_IRRADIATED_MOUSE "irradiated mouse"
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#define ROLE_UPLIFTED_PRIMITIVE "uplifted primitive"
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// Misc jobban categories
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#define ROLEBAN_AHUD "AntagHUD"
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#define ROLEBAN_RECORDS "Records"
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//Missing assignment means it's not a gamemode specific role, IT'S NOT A BUG OR ERROR.
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//The gamemode specific ones are just so the gamemodes can query whether a player is old enough
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//(in game days played) to play that role
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GLOBAL_LIST_INIT(special_roles_antags, list(
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ROLE_ABDUCTOR = /datum/game_mode/abduction, // Abductor
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ROLE_BLOB, // Blob
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ROLE_CHANGELING = /datum/game_mode/changeling, // Changeling
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ROLE_CULTIST = /datum/game_mode/cult, // Cultist
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ROLE_GUARDIAN, // Guardian
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ROLE_MORPH, // Morph
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ROLE_OPERATIVE = /datum/game_mode/nuclear, // Operative
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ROLE_REVENANT, // Revenant
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ROLE_REV = /datum/game_mode/revolution, // Revolutionary
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ROLE_DEMON, // Slaguther demon
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ROLE_ELITE, // Lavaland Elite
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ROLE_TRAITOR = /datum/game_mode/traitor, // Traitor
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ROLE_VAMPIRE = /datum/game_mode/vampire, // Vampire
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ROLE_ALIEN, // Xenomorph
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ROLE_WIZARD = /datum/game_mode/wizard, // Wizard
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ROLE_MIND_FLAYER,
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ROLE_HERETIC,
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ROLE_NINJA,
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ROLE_IRRADIATED_MOUSE,
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ROLE_UPLIFTED_PRIMITIVE,
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ROLE_FLOCK,
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// UNUSED/BROKEN ANTAGS
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// ROLE_HOG_GOD = /datum/game_mode/hand_of_god,
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// ROLE_HOG_CULTIST = /datum/game_mode/hand_of_god,
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// ROLE_MONKEY = /datum/game_mode/monkey, Sooner or later these are going to get ported
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// ROLE_GANG = /datum/game_mode/gang
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))
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GLOBAL_LIST_INIT(special_roles_neutral, list(
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ROLE_ASH_WALKER,
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ROLE_GOLEM,
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ROLE_PAI, // PAI
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ROLE_ROBOT_BRAIN,
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ROLE_SENTIENT, // Sentient animal
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ROLE_TOURIST, // Tourist
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ROLE_TRADER, // Trader
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))
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GLOBAL_LIST_INIT(special_roles, special_roles_antags | special_roles_neutral)
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