mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 08:34:16 +01:00
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>
169 lines
5.1 KiB
Plaintext
169 lines
5.1 KiB
Plaintext
//Defines for atom layers and planes
|
|
//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
|
|
|
|
#define CLICKCATCHER_PLANE -99
|
|
|
|
#define GRAVITY_PULSE_PLANE -96 //Needs to be behind space, otherwise it blocks space, lol
|
|
#define GRAVITY_PULSE_RENDER_TARGET "*GRAVPULSE_RENDER_TARGET"
|
|
|
|
#define PLANE_SPACE -95
|
|
#define PLANE_SPACE_PARALLAX -90
|
|
|
|
#define FLOOR_PLANE -6
|
|
#define FLOOR_OVERLAY_PLANE -5
|
|
|
|
#define FLOOR_LIGHTING_LAMPS_GLARE -4
|
|
#define FLOOR_LIGHTING_LAMPS_SELFGLOW -3
|
|
#define FLOOR_LIGHTING_LAMPS_PLANE -2
|
|
#define FLOOR_LIGHTING_LAMPS_RENDER_TARGET "*FLOOR_LIGHTING_LAMPS_RENDER_TARGET"
|
|
#define ABOVE_GAME_PLANE -1.5
|
|
#define GAME_PLANE -1
|
|
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
|
|
|
|
#define AREA_PLANE 1
|
|
|
|
#define SPACE_LAYER 1.5
|
|
#define GRASS_UNDER_LAYER 1.6
|
|
/// Which layer turfs appear on by default in the map editor. Should be unique!
|
|
#define MAP_EDITOR_TURF_LAYER 1.6999
|
|
#define PLATING_LAYER 1.7
|
|
#define LATTICE_LAYER 1.701
|
|
#define DISPOSAL_PIPE_LAYER 1.71
|
|
#define GAS_PIPE_HIDDEN_LAYER 1.72
|
|
#define WIRE_LAYER 1.73
|
|
#define WIRE_TERMINAL_LAYER 1.75
|
|
#define ABOVE_PLATING_LAYER 1.76 // generic for /obj/hide
|
|
#define TRAY_SCAN_LAYER_OFFSET 0.5 // place images above TURF_LAYER
|
|
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
|
|
#define ABOVE_TRANSPARENT_TURF_LAYER 2.01 // put wire terminals here if T.transparent_floor
|
|
#define MID_TURF_LAYER 2.02
|
|
#define HIGH_TURF_LAYER 2.03
|
|
#define TURF_PLATING_DECAL_LAYER 2.031
|
|
#define TURF_DECAL_LAYER 2.039 //Makes turf decals appear in DM how they will look inworld.
|
|
#define ABOVE_OPEN_TURF_LAYER 2.04
|
|
#define CLOSED_TURF_LAYER 2.05
|
|
#define BULLET_HOLE_LAYER 2.06
|
|
#define ABOVE_NORMAL_TURF_LAYER 2.08
|
|
#define ABOVE_ICYOVERLAY_LAYER 2.11
|
|
#define GAS_SCRUBBER_OFFSET -0.001
|
|
#define GAS_PIPE_VISIBLE_LAYER 2.47
|
|
#define GAS_PIPE_SCRUB_OFFSET 0.001
|
|
#define GAS_PIPE_SUPPLY_OFFSET 0.002
|
|
#define GAS_FILTER_OFFSET 0.003
|
|
#define GAS_PUMP_OFFSET 0.004
|
|
#define HOLOPAD_LAYER 2.491
|
|
#define CONVEYOR_LAYER 2.495
|
|
#define LOW_OBJ_LAYER 2.5
|
|
#define LOW_SIGIL_LAYER 2.52
|
|
#define SIGIL_LAYER 2.54
|
|
#define HIGH_SIGIL_LAYER 2.56
|
|
|
|
#define BELOW_OPEN_DOOR_LAYER 2.6
|
|
#define BLASTDOOR_LAYER 2.65
|
|
#define OPEN_DOOR_LAYER 2.7
|
|
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
|
|
#define TABLE_LAYER 2.8
|
|
#define BELOW_OBJ_LAYER 2.9
|
|
#define LOW_ITEM_LAYER 2.95
|
|
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
|
|
#define CLOSED_BLASTDOOR_LAYER 3.05
|
|
#define CLOSED_DOOR_LAYER 3.1
|
|
#define CLOSED_FIREDOOR_LAYER 3.11
|
|
#define SHUTTER_LAYER 3.12 // HERE BE DRAGONS
|
|
#define ABOVE_OBJ_LAYER 3.2
|
|
#define ABOVE_WINDOW_LAYER 3.3
|
|
#define DOOR_HELPER_LAYER 3.31 // Keep this above doors and windoors
|
|
#define SIGN_LAYER 3.4
|
|
#define NOT_HIGH_OBJ_LAYER 3.5
|
|
#define HIGH_OBJ_LAYER 3.6
|
|
|
|
#define BELOW_MOB_LAYER 3.7
|
|
#define LYING_MOB_LAYER 3.8
|
|
#define ABOVE_LYING_MOB_LAYER 3.9
|
|
//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
|
|
#define ABOVE_MOB_LAYER 4.1
|
|
#define HITSCAN_LAYER 4.2
|
|
#define WALL_OBJ_LAYER 4.25
|
|
#define EDGED_TURF_LAYER 4.3
|
|
#define ON_EDGED_TURF_LAYER 4.35
|
|
#define LARGE_MOB_LAYER 4.4
|
|
#define ABOVE_ALL_MOB_LAYER 4.5
|
|
|
|
#define SPACEVINE_LAYER 4.8
|
|
#define SPACEVINE_MOB_LAYER 4.9
|
|
//#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define
|
|
#define GASFIRE_LAYER 5.05
|
|
#define RIPPLE_LAYER 5.1
|
|
|
|
#define GHOST_LAYER 6
|
|
#define LOW_LANDMARK_LAYER 9
|
|
#define MID_LANDMARK_LAYER 9.1
|
|
#define HIGH_LANDMARK_LAYER 9.2
|
|
#define AREA_LAYER 10
|
|
#define MASSIVE_OBJ_LAYER 11
|
|
#define SMOKE_PLANE 12
|
|
#define POINT_LAYER 13
|
|
|
|
#define CHAT_LAYER 12.0001 // Do not insert layers between these two values
|
|
#define CHAT_LAYER_MAX 12.9999
|
|
|
|
/// This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
|
|
#define EMISSIVE_PLANE 13
|
|
/// The render target used by the emissive.
|
|
#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
|
|
|
|
#define POINT_PLANE 14
|
|
#define COGBAR_PLANE 15
|
|
|
|
#define LIGHTING_PLANE 16
|
|
#define LIGHTING_LAYER 16
|
|
|
|
#define LIGHTING_LAMPS_GLARE 17 // Light glare (optional setting)
|
|
#define LIGHTING_EXPOSURE_PLANE 18 // Light sources "cones"
|
|
#define LIGHTING_LAMPS_SELFGLOW 19 // Light sources glow (lamps, doors overlay, etc.)
|
|
#define LIGHTING_LAMPS_PLANE 20 // Light sources themselves (lamps, screens, etc.)
|
|
|
|
#define LIGHTING_LAMPS_RENDER_TARGET "*LIGHTING_LAMPS_RENDER_TARGET"
|
|
|
|
#define RAD_TEXT_LAYER 20.1
|
|
|
|
#define ABOVE_LIGHTING_PLANE 21
|
|
#define ABOVE_LIGHTING_LAYER 21
|
|
|
|
#define FLOOR_OPENSPACE_PLANE 22
|
|
#define OPENSPACE_LAYER 22
|
|
|
|
#define INFO_TAG_PLANE 23
|
|
|
|
#define BYOND_LIGHTING_PLANE 24
|
|
#define BYOND_LIGHTING_LAYER 24
|
|
|
|
#define CAMERA_STATIC_PLANE 24
|
|
#define CAMERA_STATIC_LAYER 24
|
|
|
|
//HUD layer defines
|
|
|
|
#define FULLSCREEN_PLANE 25
|
|
#define FLASH_LAYER 25
|
|
#define FULLSCREEN_LAYER 25.1
|
|
#define UI_DAMAGE_LAYER 25.2
|
|
#define BLIND_LAYER 25.3
|
|
#define CRIT_LAYER 25.4
|
|
#define CURSE_LAYER 25.5
|
|
|
|
#define HUD_PLANE 26
|
|
#define HUD_LAYER 26
|
|
#define ABOVE_HUD_PLANE 27
|
|
#define ABOVE_HUD_LAYER 27
|
|
|
|
#define SPLASHSCREEN_LAYER 28
|
|
#define SPLASHSCREEN_PLANE 28
|
|
|
|
#define HUD_PLANE_BUILDMODE 30
|
|
|
|
// This should always be on top. No exceptions.
|
|
#define HUD_PLANE_DEBUGVIEW 40
|
|
|
|
///Plane master controller keys
|
|
#define PLANE_MASTERS_GAME "plane_masters_game"
|