mirror of
https://github.com/ParadiseSS13/Paradise.git
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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>
117 lines
4.1 KiB
Plaintext
117 lines
4.1 KiB
Plaintext
/turf/simulated/wall/cult
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name = "runed metal wall"
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desc = "A cold metal wall engraved with indecipherable symbols. Studying them causes your head to pound."
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icon = 'icons/turf/walls/32x40cult_wall.dmi'
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icon_state = "cult_wall-0"
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base_icon_state = "cult_wall"
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smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_CULT_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
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sheet_type = /obj/item/stack/sheet/runed_metal
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sheet_amount = 1
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girder_type = /obj/structure/girder/cult
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/turf/simulated/wall/cult/Initialize(mapload)
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. = ..()
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if(SSticker.mode)//game hasn't started officially don't do shit..
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new /obj/effect/temp_visual/cult/turf(src)
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icon_state = GET_CULT_DATA(cult_wall_icon_state, initial(icon_state))
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/turf/simulated/wall/cult/bullet_act(obj/projectile/Proj)
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. = ..()
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new /obj/effect/temp_visual/cult/turf(src)
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/turf/simulated/wall/cult/artificer
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name = "runed stone wall"
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desc = "A cold stone wall engraved with indecipherable symbols. Studying them causes your head to pound."
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/turf/simulated/wall/cult/artificer/break_wall()
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new /obj/effect/temp_visual/cult/turf(get_turf(src))
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return //excuse me we want no runed metal here
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/turf/simulated/wall/cult/artificer/devastate_wall()
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new /obj/effect/temp_visual/cult/turf(get_turf(src))
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/turf/simulated/wall/cult/narsie_act()
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return
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/turf/simulated/wall/cult/devastate_wall()
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new sheet_type(get_turf(src), sheet_amount)
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//Clockwork walls
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/turf/simulated/wall/clockwork
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name = "clockwork wall"
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desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
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icon = 'icons/turf/walls/32x40clockwork_wall.dmi'
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icon_state = "clockwork_wall-0"
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base_icon_state = "clockwork_wall"
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explosion_block = 2
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hardness = 10
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slicing_duration = 80
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sheet_type = /obj/item/stack/tile/brass
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girder_type = /obj/structure/clockwork/wall_gear
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var/heated
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BRASS_WALL)
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/turf/simulated/wall/clockwork/Initialize(mapload)
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. = ..()
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new /obj/effect/temp_visual/ratvar/beam(src)
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/turf/simulated/wall/clockwork/bullet_act(obj/projectile/Proj)
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. = ..()
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new /obj/effect/temp_visual/ratvar/beam(get_turf(src))
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/turf/simulated/wall/clockwork/narsie_act()
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..()
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if(istype(src, /turf/simulated/wall/clockwork)) //if we haven't changed type
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_atom_colour)), 8)
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/turf/simulated/wall/clockwork/devastate_wall()
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for(var/i in 1 to 2)
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new/obj/item/clockwork/alloy_shards/large(src)
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for(var/i in 1 to 2)
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new/obj/item/clockwork/alloy_shards/medium(src)
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for(var/i in 1 to 3)
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new/obj/item/clockwork/alloy_shards/small(src)
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/turf/simulated/wall/clockwork/attack_hulk(mob/living/user, does_attack_animation = 0)
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..()
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if(heated)
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to_chat(user, SPAN_USERDANGER("The wall is searing hot to the touch!"))
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user.adjustFireLoss(5)
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playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50, TRUE)
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/turf/simulated/wall/clockwork/mech_melee_attack(obj/mecha/M)
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..()
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if(heated)
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to_chat(M.occupant, SPAN_USERDANGER("The wall's intense heat completely reflects your [M.name]'s attack!"))
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M.take_damage(20, BURN)
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/turf/simulated/wall/boss
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name = "ancient wall"
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desc = "A thick metal wall, it look very old."
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icon = 'icons/turf/walls/32x40boss_wall.dmi'
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icon_state = "boss_wall-0"
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base_icon_state = "boss_wall"
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baseturf = /turf/simulated/floor/lava/mapping_lava
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explosion_block = 2
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damage_cap = 600
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hardness = 10
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heat_resistance = 20000
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can_dismantle_with_welder = FALSE
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BOSS_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BOSS_WALLS)
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sheet_type = /obj/item/stack/sheet/runed_metal
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sheet_amount = 1
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girder_type = /obj/structure/girder/cult
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/turf/simulated/wall/gnesis
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name = "gnesis wall"
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desc = "A thick metal wall, it look very old."
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icon = 'icons/goonstation/turf/flock.dmi'
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color = "#1bdebd"
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sheet_type = /obj/item/stack/sheet/gnesis
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