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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>
74 lines
2.2 KiB
Plaintext
74 lines
2.2 KiB
Plaintext
/proc/gibs(atom/location, datum/dna/mob_dna) //CARN MARKER
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new /obj/effect/gibspawner/generic(get_turf(location), mob_dna)
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/proc/hgibs(atom/location, datum/dna/mob_dna)
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new /obj/effect/gibspawner/human(get_turf(location), mob_dna)
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/proc/xgibs(atom/location)
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new /obj/effect/gibspawner/xeno(get_turf(location))
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/proc/flockgibs(atom/location)
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new /obj/effect/gibspawner/flock(get_turf(location))
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/proc/robogibs(atom/location)
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new /obj/effect/gibspawner/robot(get_turf(location))
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/obj/effect/gibspawner
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var/sparks = 0 //whether sparks spread on Gib()
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var/list/gibtypes = list()
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var/list/gibamounts = list()
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var/list/gibdirections = list() //of lists
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/obj/effect/gibspawner/Initialize(mapload, datum/dna/mob_dna)
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..()
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ASSERT(length(gibtypes) == length(gibamounts))
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ASSERT(length(gibamounts) == length(gibdirections))
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if(isturf(loc))
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spawn_gibs(loc, mob_dna)
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return INITIALIZE_HINT_QDEL // qdel once done
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/**
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* Spawns the gibs (and sparks if applicable) from the gib spawner.
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*
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* Arguments:
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* * location - The position to spawn the gibs on.
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* * mob_dna - The [/datum/dna] controlling the blood DNA and colour of the gibs.
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*/
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/obj/effect/gibspawner/proc/spawn_gibs(atom/location, datum/dna/mob_dna)
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var/obj/effect/decal/cleanable/blood/gibs/gib = null
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if(sparks)
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do_sparks(2, 1, location)
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for(var/gibtype in 1 to length(gibtypes))
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if(!gibamounts[gibtype])
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continue
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for(var/I in 1 to gibamounts[gibtype])
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var/gib_type = gibtypes[gibtype]
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gib = new gib_type(location)
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gib_dna(gib, mob_dna)
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var/list/directions = gibdirections[gibtype]
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if(length(directions))
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gib.streak(directions)
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/**
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* Assigns DNA and blood colour to mob gibs.
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*
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* Returns FALSE if there was no DNA data to transfer to the gibs, and TRUE if there was.
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* Arguments:
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* * gib - The [/obj/effect/decal/cleanable/blood/gibs] that is being edited.
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* * mob_dna - The [/datum/dna] which is being transferred onto the gib.
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*/
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/obj/effect/gibspawner/proc/gib_dna(obj/effect/decal/cleanable/blood/gibs/gib, datum/dna/mob_dna)
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if(!mob_dna)
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return FALSE
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gib.basecolor = mob_dna.species.blood_color
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gib.update_icon()
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gib.blood_DNA[mob_dna.unique_enzymes] = mob_dna.blood_type
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return TRUE
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