Files
Paradise/code/__DEFINES/role_preferences.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

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