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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>
55 lines
2.6 KiB
Plaintext
55 lines
2.6 KiB
Plaintext
/datum/event/flockmind
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name = "Flockmind"
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noAutoEnd = TRUE
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nominal_severity = EVENT_LEVEL_DISASTER
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role_weights = list(ASSIGNMENT_SECURITY = 2, ASSIGNMENT_CREW = 0.7, ASSIGNMENT_MEDICAL = 2)
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role_requirements = list(ASSIGNMENT_SECURITY = 3, ASSIGNMENT_CREW = 25, ASSIGNMENT_MEDICAL = 2)
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/datum/event/flockmind/start()
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INVOKE_ASYNC(src, PROC_REF(create_flock))
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/datum/event/flockmind/proc/create_flock()
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var/list/candidates = SSghost_spawns.poll_candidates("Do you want to play as a Flockmind?", ROLE_FLOCK, TRUE, source = /mob/camera/flock/overmind)
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if(!length(candidates))
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return kill()
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var/mob/C
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while(length(candidates))
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C = pick_n_take(candidates)
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if(jobban_isbanned(C, ROLE_TRAITOR))
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continue
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break
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if(!C)
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kill()
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return
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var/player_key = C.key
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if(!player_key)
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kill()
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return
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dust_if_respawnable(C)
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/spawner/flock/spawn_site in GLOB.landmarks_list)
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spawn_locs += get_turf(spawn_site)
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if(!spawn_locs) // If we can't find any, then give up
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kill()
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return
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var/mob/camera/flock/overmind/flockmind = new /mob/camera/flock/overmind(pick(spawn_locs))
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flockmind.key = C.key
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flockmind.mind = new
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flockmind.mind.bind_to(flockmind)
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flockmind.mind.set_original_mob(flockmind)
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flockmind.mind.assigned_role = SPECIAL_ROLE_FLOCK
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flockmind.mind.special_role = SPECIAL_ROLE_FLOCK
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var/list/messages = list()
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messages += "<div style='font-size: 200%;text-align: center'>You are [gradient_text("The Divine Flock","#3cb5a3", "#124e43")]</div>"
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messages += "<div style='text-align: center'>" + gradient_text("The Signal has led us here, a rift allowing a part of us through. We must build a Signal Relay to bring forth the rest of The Divine Flock. Such is the will of the Monarch.", "#3cb5a3", "#1e806e") + "</div>"
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messages += "<div style='text-align: center'>" + gradient_text("Outside of our innate subsystems, we can take manual control of drones (using alt-click). Doing so will be more effective than allowing their simple partitions to work autonomously.", "#3cb5a3", "#1e806e") + "</div>"
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messages += "<div style='text-align: center'>" + gradient_text("For more information, we have decrypted an information manifest: ([GLOB.configuration.url.wiki_url]/index.php/The_Divine_Flock)", "#3cb5a3", "#1e806e") + "</div>"
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to_chat(flockmind, chat_box_red(messages.Join("<br>")))
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flockmind.playsound_local(flockmind, 'sound/goonstation/flockmind/ArtifactFea2.ogg', 50, FALSE, use_reverb = FALSE)
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SSticker.mode.traitors |= flockmind.mind
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log_admin("[player_key] has been made into a flockmind by an event.")
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log_game("[player_key] was spawned as a flockmind by an event.")
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