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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>
97 lines
4.2 KiB
Plaintext
97 lines
4.2 KiB
Plaintext
//objective defines
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#define TARGET_INVALID_IS_OWNER 1
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#define TARGET_INVALID_NOT_HUMAN 2
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#define TARGET_INVALID_DEAD 3
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#define TARGET_INVALID_NOCKEY 4
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#define TARGET_INVALID_UNREACHABLE 5
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#define TARGET_INVALID_GOLEM 6
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#define TARGET_INVALID_EVENT 7
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#define TARGET_INVALID_IS_TARGET 8
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#define TARGET_INVALID_BLACKLISTED 9
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#define TARGET_INVALID_CHANGELING 10
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#define TARGET_INVALID_NOTHEAD 11
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#define TARGET_INVALID_CULTIST 12
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#define TARGET_INVALID_CULT_CONVERTABLE 13
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#define TARGET_CRYOING 14
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#define TARGET_INVALID_HEAD 15
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#define TARGET_INVALID_ANTAG 16
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#define TARGET_INVALID_CONFLICTING_OBJECTIVE 17
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#define TARGET_INVALID_HERETIC 18
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//gamemode istype helpers
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#define GAMEMODE_IS_CULT (SSticker && istype(SSticker.mode, /datum/game_mode/cult))
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#define GAMEMODE_IS_HEIST (SSticker && istype(SSticker.mode, /datum/game_mode/heist))
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#define GAMEMODE_IS_NUCLEAR (SSticker && istype(SSticker.mode, /datum/game_mode/nuclear))
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#define GAMEMODE_IS_REVOLUTION (SSticker && istype(SSticker.mode, /datum/game_mode/revolution))
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#define GAMEMODE_IS_WIZARD (SSticker && istype(SSticker.mode, /datum/game_mode/wizard))
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#define GAMEMODE_IS_RAGIN_MAGES (SSticker && istype(SSticker.mode, /datum/game_mode/wizard/raginmages))
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//special roles
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// Distinct from the ROLE_X defines because some antags have multiple special roles but only one ban type
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#define SPECIAL_ROLE_ABDUCTOR_AGENT "Abductor Agent"
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#define SPECIAL_ROLE_ABDUCTOR_SCIENTIST "Abductor Scientist"
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#define SPECIAL_ROLE_BLOB "Blob"
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#define SPECIAL_ROLE_BLOB_OVERMIND "Blob Overmind"
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#define SPECIAL_ROLE_CHANGELING "Changeling"
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#define SPECIAL_ROLE_CULTIST "Cultist"
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#define SPECIAL_ROLE_DEATHSQUAD "Deathsquad Commando"
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#define SPECIAL_ROLE_ERT "Response Team"
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#define SPECIAL_ROLE_FREE_GOLEM "Free Golem"
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#define SPECIAL_ROLE_GOLEM "Golem"
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#define SPECIAL_ROLE_HEAD_REV "Head Revolutionary"
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#define SPECIAL_ROLE_REV "Revolutionary"
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#define SPECIAL_ROLE_MORPH "Morph"
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#define SPECIAL_ROLE_MULTIVERSE "Multiverse Traveller"
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#define SPECIAL_ROLE_NUKEOPS "Syndicate"
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#define SPECIAL_ROLE_PYROCLASTIC_SLIME "Pyroclastic Anomaly Slime"
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#define SPECIAL_ROLE_REVENANT "Revenant"
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#define SPECIAL_ROLE_DEMON "Demon"
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#define SPECIAL_ROLE_SUPER "Super"
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#define SPECIAL_ROLE_SYNDICATE_DEATHSQUAD "Syndicate Commando"
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#define SPECIAL_ROLE_TRAITOR "Traitor"
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#define SPECIAL_ROLE_VAMPIRE "Vampire"
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#define SPECIAL_ROLE_MIND_FLAYER "Mind Flayer"
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#define SPECIAL_ROLE_VAMPIRE_THRALL "Vampire Thrall"
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#define SPECIAL_ROLE_WIZARD "Wizard"
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#define SPECIAL_ROLE_WIZARD_ADEPT "Wizard Adept"
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#define SPECIAL_ROLE_WIZARD_APPRENTICE "Wizard Apprentice"
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#define SPECIAL_ROLE_XENOMORPH "Xenomorph"
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#define SPECIAL_ROLE_XENOMORPH_QUEEN "Xenomorph Queen"
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#define SPECIAL_ROLE_XENOMORPH_HUNTER "Xenomorph Hunter"
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#define SPECIAL_ROLE_XENOMORPH_DRONE "Xenomorph Drone"
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#define SPECIAL_ROLE_XENOMORPH_SENTINEL "Xenomorph Sentinel"
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#define SPECIAL_ROLE_XENOMORPH_LARVA "Xenomorph Larva"
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#define SPECIAL_ROLE_ZOMBIE "Zombie"
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#define SPECIAL_ROLE_UPLIFTED_PRIMITIVE "Uplifted Primitive"
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#define SPECIAL_ROLE_TOURIST "Tourist"
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#define SPECIAL_ROLE_HERETIC "Heretic"
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#define SPECIAL_ROLE_EVENTMISC "Event Role"
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#define SPECIAL_ROLE_NINJA "Space Ninja"
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#define SPECIAL_ROLE_FLOCK "Divine Flock"
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#define SPECIAL_ROLE_IRRADIATED_MOUSE "Irradiated Mouse"
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// Constants used by code which checks the status of nuclear blasts during a
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// round, regardless of original game mode, e.g. setting the ending cinematic.
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/// The bomb is on-station.
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#define NUKE_SITE_ON_STATION 0
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/// The bomb is on station z-level, but not a station tile.
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#define NUKE_SITE_ON_STATION_ZLEVEL 1
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/// The bomb is off station z-level.
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#define NUKE_SITE_OFF_STATION_ZLEVEL 2
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/// The bomb's location cannot be found.
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#define NUKE_SITE_INVALID 3
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/**
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* Dynamic Gamemode Defines
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*/
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#define DYNAMIC_RULESET_NORMAL "Normal"
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#define DYNAMIC_RULESET_FORCED "<b>Forced</b>"
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#define DYNAMIC_RULESET_BANNED "<b>Banned</b>"
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#define RULESET_FAILURE_BUDGET "Not enough budget"
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#define RULESET_FAILURE_ANTAG_BUDGET "Not enough antag budget"
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#define RULESET_FAILURE_NO_PLAYERS "No drafted players"
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#define RULESET_FAILURE_MUTUAL_RULESET "No banned mutual rulesets"
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#define RULESET_FAILURE_CHANGELING_SECONDARY_RULESET "Needs a secondary ruleset in rotation"
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