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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>
128 lines
3.2 KiB
Plaintext
128 lines
3.2 KiB
Plaintext
/obj/effect/countdown
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name = "countdown"
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desc = "We're leaving together\n\
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But still it's farewell\n\
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And maybe we'll come back\n\
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To earth, who can tell?"
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invisibility = INVISIBILITY_HIGH
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layer = MASSIVE_OBJ_LAYER
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color = "#ff0000" // text color
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var/text_size = 3 // larger values clip when the displayed text is larger than 2 digits.
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var/started = FALSE
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var/displayed_text
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var/atom/attached_to
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/obj/effect/countdown/Initialize(mapload)
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. = ..()
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attach(loc)
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RegisterSignal(attached_to, COMSIG_MOVABLE_MOVED, PROC_REF(countdown_on_move))
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/obj/effect/countdown/examine(mob/user)
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. = ..()
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. += "This countdown is displaying: [displayed_text]."
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/obj/effect/countdown/proc/attach(atom/A)
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attached_to = A
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loc = get_turf(A)
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/obj/effect/countdown/proc/start()
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if(!started)
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START_PROCESSING(SSfastprocess, src)
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started = TRUE
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/obj/effect/countdown/proc/stop()
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if(started)
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maptext = null
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STOP_PROCESSING(SSfastprocess, src)
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started = FALSE
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/// Get the value from our atom
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/obj/effect/countdown/proc/get_value()
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return
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/obj/effect/countdown/proc/countdown_on_move()
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SIGNAL_HANDLER
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forceMove(get_turf(attached_to))
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/obj/effect/countdown/process()
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if(!attached_to || QDELETED(attached_to))
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qdel(src)
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if(!isturf(attached_to.loc)) // When in crates, lockers, etc. countdown_on_move wont be called. This is our backup
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forceMove(get_turf(attached_to))
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var/new_val = get_value()
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if(new_val == displayed_text)
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return
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displayed_text = new_val
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if(displayed_text)
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maptext = "<font face='Small Fonts' size=[text_size]>[displayed_text]</font>"
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else
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maptext = null
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/obj/effect/countdown/Destroy()
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attached_to = null
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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/obj/effect/countdown/ex_act(severity) //immune to explosions
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return
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/obj/effect/countdown/singularity_pull()
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return
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/obj/effect/countdown/singularity_act()
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return
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/obj/effect/countdown/syndicatebomb
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name = "syndicate bomb countdown"
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/obj/effect/countdown/syndicatebomb/get_value()
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var/obj/machinery/syndicatebomb/S = attached_to
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if(!istype(S))
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return
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else if(S.active)
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return S.seconds_remaining()
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/obj/effect/countdown/clonepod
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name = "cloning pod countdown"
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text_size = 1
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/obj/effect/countdown/clonepod/get_value()
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var/obj/machinery/clonepod/C = attached_to
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if(!istype(C))
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return
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return C.clone_progress
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/obj/effect/countdown/supermatter
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name = "supermatter damage"
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text_size = 1
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color = "#00ff80"
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/obj/effect/countdown/supermatter/get_value()
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var/obj/machinery/atmospherics/supermatter_crystal/S = attached_to
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if(!istype(S))
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return
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return "<div align='center' valign='middle' style='position:relative; top:0px; left:0px'>[round(S.get_integrity(), 1)]%</div>"
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/obj/effect/countdown/anomaly
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name = "anomaly countdown"
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/obj/effect/countdown/anomaly/get_value()
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var/obj/effect/anomaly/A = attached_to
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if(!istype(A))
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return
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var/time_left = max(0, (A.death_time - world.time) / 10)
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return round(time_left)
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/obj/effect/countdown/flock
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name = "flock relay countdown"
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text_size = 1
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/obj/effect/countdown/flock/get_value()
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var/obj/structure/flock/relay/R = attached_to
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if(!istype(R))
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return
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return "<div align='center' valign='middle' style='position:relative; top:0px; left:0px'>[round_down((R.started_time + R.win_time - world.time) / 10)]</div>"
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