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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>
62 lines
1.7 KiB
Plaintext
62 lines
1.7 KiB
Plaintext
#define INVISIBILITY_MINIMUM 0 //not really minimum, but we will lie
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#define SEE_INVISIBLE_MINIMUM 5
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#define SEE_INVISIBLE_OBSERVER_NOLIGHTING 15
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#define INVISIBILITY_LIGHTING 20
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#define SEE_INVISIBLE_LIVING_AI 24
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// Normal cult runes
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#define INVISIBILITY_RUNES 25
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#define SEE_INVISIBLE_LIVING 25
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// Hidden cult runes
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#define INVISIBILITY_HIDDEN_RUNES 30
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#define SEE_INVISIBLE_HIDDEN_RUNES 30
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#define INVISIBILITY_FLOCK 30
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#define SEE_INVISIBLE_FLOCK 30
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#define SEE_INVISIBLE_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
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#define SEE_INVISIBLE_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
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#define INVISIBILITY_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
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#define INVISIBILITY_SPIRIT 50
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#define SEE_SPIRITS 50
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/// Only observers can see this
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#define INVISIBILITY_HIGH INVISIBILITY_OBSERVER - 1
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/// Observer's vision without ghost vision
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#define SEE_INVISIBLE_OBSERVER_NO_OBSERVERS SEE_INVISIBLE_OBSERVER - 1
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/// Observer's invisibility
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#define INVISIBILITY_OBSERVER 60
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/// Observer's vision with ghost vision
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#define SEE_INVISIBLE_OBSERVER 60
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#define INVISIBILITY_MAXIMUM 100
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//Some mob defines below
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#define AI_CAMERA_LUMINOSITY 6
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#define BORGMESON (1<<0)
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#define BORGTHERM (1<<1)
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#define BORGXRAY (1<<2)
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#define SECHUD 1
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#define MEDHUD 2
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#define ANTAGHUD 3
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//for clothing visor toggles, these determine which vars to toggle
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#define VISOR_FLASHPROTECT (1<<0)
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#define VISOR_TINT (1<<1)
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#define VISOR_VISIONFLAGS (1<<2) //all following flags only matter for glasses
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#define VISOR_DARKNESSVIEW (1<<3)
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#define VISOR_INVISVIEW (1<<4)
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// Should AI eyes be counted for get_mobs_in_view?
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#define AI_EYE_EXCLUDE 0
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#define AI_EYE_REQUIRE_HEAR 1
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#define AI_EYE_INCLUDE 2
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