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Standardize material across Flock stuff #230

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[FEATURE][BUG]

About the PR

This PR standardizes how material properties are set across all Flock stuff. It gives Flock stuff that didn't have the gnesis material the gnesis material, prevents some Flock stuff that had the gnesis material from showing that in its name and description, and fixes chairs and alcoves giving steel sheets when deconstructed.

Only thing I noticed was that Flock windows are now opaque. Wasn't sure if opacity should be set manually or the material itself changed.

Why's this needed?

Consistency and bug fixes.

@keywordlabeler keywordlabeler bot added bug Something isn't working feature labels Apr 30, 2022
@TobleroneSwordfish
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TobleroneSwordfish commented Apr 30, 2022

another thing I've noticed is that the starting rift and eggs are tinted due to being made of gnesis, I think things that already have flock sprites probably shouldn't be permanently tinted by their material

edit: I found the property, mat_appearances_to_ignore should fix it I think

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@stonepillars stonepillars merged commit 8751cb8 into stonepillars:master Apr 30, 2022
@FlameArrow57 FlameArrow57 deleted the gnesis-material branch May 14, 2022 22:54
stonepillars added a commit to stonepillars/goonstation that referenced this pull request May 23, 2022
* material stuff

* Update code/obj/window.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>
frawhst added a commit to goonstation/goonstation that referenced this pull request May 30, 2022
* Fixes stonepillars/goon-flock#9 - Sentinel no longer runtimes, also efficiency fix, also no targetting ghosts fix (stonepillars/goon-flock#15)

* Fixes sentinel issues

* remove comment

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Drones now drop their resources when diffracted (stonepillars/goon-flock#23)

* Drones now drop their resources when diffracted

* Add check for zero resources

* Slight tweaks to flockdrone AI to prioritise building material deposits and conversion of walls/doors/closets (stonepillars/goon-flock#24)

* Slight tweaks to AI to prioritise building and conversion of walls/doors/closets

* review code cleanup

* Flockpanel TGUI (stonepillars/goon-flock#20)

* Start to convert flock panel to TGUI

* Added partitions, drones and structures support to panel

* Parity with original achieved, transmission to flockmind initiating

* Removed old CHUI code and fixed update issues

* Bundle

* Fixed task icons misalignment

* Some syntax cleanup

* Moved all flockpanel UI calls to flock datum

* Removed a comment

* Added an icon for rallying task

Co-authored-by: github-actions <github-actions@github.com>

* All flockdrone tasks now have icons (stonepillars/goon-flock#29)

* why weren't these handled by the merge driver? idfk anymore

* Added a drone resource display and moved some HUD elements around to make room (stonepillars/goon-flock#34)

* Added a drone resource display and moved some HUD around to make room

* Added a runtime

* Flockdrones now glow (stonepillars/goon-flock#51)

* Flockdrones now glow

* Let's do non-medium lights for now, because performance is important

* Flock Compute Base (stonepillars/goon-flock#33)

* Compute resource start

* Removed power - tile groups still there

* speeeling

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* code review

* made a bunch of loops over lists typecheckless for efficiency

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* prevent cancel from applying cooldown (stonepillars/goon-flock#56)

* Fix using Concentrated Repair Burst ability on drones with full health (stonepillars/goon-flock#50)

* prevent usage on drones with full health

* use early return

* improve code style

* give flockmind and flocktrace layers (stonepillars/goon-flock#55)

* Fix designating as enemy things that shouldn't be designated using the Designate Enemy ability. (stonepillars/goon-flock#49)

* fix designating flock

* use early return

* add intangible check

* improve code slightly

* Added ways to cancel tealprints (stonepillars/goon-flock#37)

* Added a right click cancel option to tealprints

* Changed cancel verb to an alert and added UI cancel button

* Removed debug

* brackets

* Prevent creating tealprints on tiles that have something with density (stonepillars/goon-flock#57)

* restrict tealprint creation

* change message

* Anchor Flockmind rift (stonepillars/goon-flock#60)

* anchor rift

* improve code style

* remove line

* Restrict Flockmind rift placement (stonepillars/goon-flock#54)

* restrict rift placement

* return values

* Remove flockbits from panel (stonepillars/goon-flock#65)

* allow ability to undesignate (stonepillars/goon-flock#70)

* Makes flock using announcement computers come out garbled (stonepillars/goon-flock#73)

* add nametags (stonepillars/goon-flock#76)

* Allows flockdrones to convert human computers (stonepillars/goon-flock#62)

* Allows flockdrones to convert human computers

* Fixed a runtime and rift conversion not setting flock ownership

* Added compute generation to tooltip

* Added holographic screen and several more patterns

* Attempt to factor out infinite loop

* Flock structure names should not be proper

* just link it directly to process

* Re-minified the bundle, jesus

Co-authored-by: github-actions <github-actions@github.com>

* fix not being able to designate space tiles (stonepillars/goon-flock#82)

* fix catwalk conversion (stonepillars/goon-flock#81)

* Fix depositing resources to a tealprint when you have none (stonepillars/goon-flock#83)

* fix contributing when you have no resources

* use less than

* fix attacking drones not registering (stonepillars/goon-flock#86)

* fix barricade sprite being missing (stonepillars/goon-flock#90)

* fix wrong intent being shown on hud (stonepillars/goon-flock#84)

* Fix putting grabs in the disintegration reclaimer (stonepillars/goon-flock#91)

* fix equipping grabs

* remove unnecessary check

* fix (stonepillars/goon-flock#93)

* Fixed multiple flockdrones butchering the same target (stonepillars/goon-flock#95)

* Allow structures to give a SYSTEM message on the Flock channel (stonepillars/goon-flock#77)

* allow structures to talk on flock radio

* make ghost structures talk

* cleanup code a little

* undo a change

* Add Flock protection component (stonepillars/goon-flock#96)

* add flock protection component

* remove existing attacker message

* remove return

* Prevents flockminds from teleporting to deleted drones (stonepillars/goon-flock#94)

* Prevents flockminds from teleporting to deleted drones

* Wait no that's not how ? works

* Update code/mob/living/intangible/flock/flockmind.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* prevent flocktiles from being burned (stonepillars/goon-flock#101)

* fix sound bugs (stonepillars/goon-flock#99)

* make fibrenet full 32x32 (stonepillars/goon-flock#98)

* Fix being able to fling Flock floor tiles (stonepillars/goon-flock#100)

* fix being able to fling flock floor tiles

* use early return

* Flock relay now renders over lightswitches (stonepillars/goon-flock#118)

* changes flock critter blood to gnesis (stonepillars/goon-flock#111)

* add special handling for card_groups (stonepillars/goon-flock#113)

* use tgui alert (stonepillars/goon-flock#121)

* update flocktrace offer (stonepillars/goon-flock#120)

* Fixed flockminds not being able to use certain hotkeys (stonepillars/goon-flock#122)

* add missing messages (stonepillars/goon-flock#106)

* fix cage health (stonepillars/goon-flock#107)

* Improve hit feedback for cages (stonepillars/goon-flock#109)

* improve hit feedback for cages

* add attack particles

* use max health var

* call function directly

* restrict barricade placement (stonepillars/goon-flock#116)

* Add Flockcloset attackby restrictions (stonepillars/goon-flock#115)

* add flockcloset restrictions

* minor style stuff

* change how walls are deconstructed (stonepillars/goon-flock#119)

* Unlockable Flock Structures! Also Endgame! (stonepillars/goon-flock#63)

* tah-dah

* also relays get unlocked at 1000 compute

* added a break statement on finding the wanted structure

* we do a little coding

* achievements and cheats

* Update code/datums/abilities/flock/flockmind.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* added friendly name to the unlockable structure datum, instead of calling initial()

* whoops

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Prevent Flock stuff from being harmed by Flockdrones (stonepillars/goon-flock#89)

* prevent structures from being harmed

* extra line

* fix commit mistake

* fix again

* another fix

* use component instead

* add more stuff

* add flock buildings

* add flock cages

* add flock walls

* call parent

* fix merge conflict

* add flockdrones and flockbits

* Fix Flock stuff having no attack delay (stonepillars/goon-flock#108)

* fix no hit delay on structures

* add delay for floors

* add delay for cages

* change delay point for floors

* allow incapacitor to point blank (stonepillars/goon-flock#125)

* fix block shocking you (stonepillars/goon-flock#114)

* Allow Flock structures to report when attacked (stonepillars/goon-flock#97)

* allow structures to report when damaged

* undo mistake

* report without requiring nearby flockdrones

* use cooldown macro

* fix flocktrace death (stonepillars/goon-flock#130)

* add flock control panel after rift spawn (stonepillars/goon-flock#129)

* flockdrone projectiles can hitting resting targets, and cause a small amount of burn (stonepillars/goon-flock#131)

* change health setup for flockdrones and flockbits (stonepillars/goon-flock#128)

* Fixes a couple issues with items being awkward (stonepillars/goon-flock#112)

* Flock victory destroys all radios (stonepillars/goon-flock#133)

* Flock victory now destroys all radios

* Corrected comment

* Added stun to headset destruction

* Makes flockdrone density work properly (stonepillars/goon-flock#134)

* lifeprocess ending + density

* Update code/mob/living/critter/flock/flockdrone.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/mob/living/critter/flock/flockdrone.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Allow for Flockwalls to be breakable (stonepillars/goon-flock#102)

* allow for flockwalls to be breakable

* add attack delay

* fix icons not updating

* put min cap on health

* add attack particles

* remove unnecessary spawn

* remove comments

* increase health

* fix merge conflict

* fix closet runtime (stonepillars/goon-flock#145)

* Fixes AI drones not being able to attack (stonepillars/goon-flock#146)

* prevent broken walls from reflecting (stonepillars/goon-flock#142)

* prevent buckling of flockcritters (stonepillars/goon-flock#152)

* Make minor Flock structure attack adjustments/improvements (stonepillars/goon-flock#151)

* make adjustments

* add attack particles

* more adjustments

* Mark people who throw objects at Flockdrones as enemies (stonepillars/goon-flock#148)

* allow object throwers to be marked as enemies

* use isflock

* prevent drones from entering pods (stonepillars/goon-flock#154)

* Prevent setting signals for Flockdoors with multitools (stonepillars/goon-flock#150)

* prevent setting signals for door

* add ?

* Flock AI Tweaks 2: Electric Boogaloo (stonepillars/goon-flock#126)

* not working lol

* holy shit that's better

* almost done

* mobai is an adventure

* much better, range weighting is now normalized

* Update code/mob/living/critter/ai/flock/flocktasks.dm

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* Update code/mob/living/critter/ai/flock/flocktasks.dm

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* add nesting icon to control panel

* codereview

* Apply suggestions from code review

bunch of 0 -> FALSE, 1 -> TRUE

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* couple code review tweaks + new pathfinding behaviour for caging

* bunch of 0 -> FALSE, 1->TRUE

* move behaviour is now faster.

* fix for taking control of drones, plus minor tweak to shooting

* Fix for drones smashing their face against a wall - pathing was going too fast

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>
Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* give flockdrones and flockbits rad immunity (stonepillars/goon-flock#147)

* Add floor light sprite and fix flock conversion double converting (stonepillars/goon-flock#159)

* Cage all the things (stonepillars/goon-flock#123)

* you can cage /obj/critter now. fuck /obj/critter

* most of the way there, if only contents would render under instead of over the cube

* Fuck the icon layering system

* fix bad merging

* change obj path to cage

* SPAWN also minor fix

* indent fix

* Code review, plus moving some things up to flock_structure_parent. Also fix takeDamage calls

* this was supposed to be in that commit

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* code review + minor change to death

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/mob/living/critter/ai/flock/flocktasks.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/mob/living/critter/ai/flock/flocktasks.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/mob/living/critter/ai/flock/flocktasks.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/mob/living/critter/flock/flockdrone.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* code review

* fixes Designating someone seems to also designate everyone with the same name stonepillars/goon-flock#44

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>
Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* prevent diffracting dead drones (stonepillars/goon-flock#166)

* end floorrunning on eject (stonepillars/goon-flock#172)

* fixes runtime on difract in space (stonepillars/goon-flock#179)

* fixes runtime on difract in space

* i can't spell

* Light icon fixes (stonepillars/goon-flock#165)

* Add floor light sprite and fix flock conversion double converting

* Fixes bad icon_state refs for flock lights, also floor light plane

* Change Flockmind death condition (stonepillars/goon-flock#143)

* change flockmind death condition

* undo a change

* undo more changes

* Flocktrace abilities (ping) (stonepillars/goon-flock#135)

* swapped place-tealprint for designate-enemy and started adding a ping ability

* Ping ability: now with sound and componentness

* Added ping animation and re-ping on teleport

* Fixed outline visual bugs and started adding point arrows

* Added arrow and icon

* Cleanup

* TIME

* Initialize -> RegisterWithParent

* Added component compatiblity check

* Pali review

* Pali makes me realise it wasn't even working right anyway

* Flockdrones can now eat bells (stonepillars/goon-flock#185)

* Fix some Flockdrone healing bugs (stonepillars/goon-flock#184)

* fix healing dead drones

* fix flockdrones waiting

* Fix Flockdrone system integrity showing to be less than 0% (stonepillars/goon-flock#186)

* put minimum on flockdrone integrity

* add flockbits

* adds a tick() call to interrupt (stonepillars/goon-flock#187)

* add/change cooldowns (stonepillars/goon-flock#191)

* fix being able to damage flock stuff (stonepillars/goon-flock#189)

* Fixes flockmind being unable to act while partitioning (stonepillars/goon-flock#193)

* Fixed flockmind being unable to act while partitioning

* Fixed partition messages

* Adds flock cheatmode admin verb (stonepillars/goon-flock#192)

* Adds flock cheatmode admin verb

* Split cheats

* Doing flock cheats admin verb properly

* typo

* atom property on things (stonepillars/goon-flock#198)

* atom property on things

* cooler name

* centre the light sprite properly (stonepillars/goon-flock#200)

* Tile designation fix (stonepillars/goon-flock#139)

* that was easy

* moves the highlight onto the lighting layer, because crime pays

* Ensure tiles without lighting have a fallback (basically just space tiles)

* Apply suggestions from code review

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* removed extra param from image()

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Adds bounds checking to large flock structures, plus ability to deconstruct flock stuff to clear space (stonepillars/goon-flock#188)

* This started off as just bounds checking...

* we doin this a new way now

* nice color

* adds decon AI task

* deconstruct chairs you useless brocoli

* working on everything but walls

* annotation fix

* working now! thanks leah :D

* Few minor tweaks

* Convert lists of jank to HAS_ATOM

* fix minor cheat error

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Add cost to floorrunning (stonepillars/goon-flock#194)

* add resource cost to floorrunning

* remove left in comments

* add checks

* add decon toggle, fix AI behaviour to use it (stonepillars/goon-flock#205)

* Flock protection comp blah (stonepillars/goon-flock#163)

* allow component to handle projectiles

* allow component to account for thrown objects

* Update code/datums/flock/flockprotection.dm

* normalize protection component args and refactor

* decouple components even harder

* auxtils why didnt you find this damnit

* ok use properties now

* we do a little casting

Co-authored-by: FlameArrow57 <53062374+FlameArrow57@users.noreply.github.com>

* Revert "Flock protection comp blah (stonepillars/goon-flock#163)"

This reverts commit 98cb4da.

* Added icon for flock deconstruction ability (stonepillars/goon-flock#209)

* Flock antag popups (stonepillars/goon-flock#138)

* Started to add antag popups for flockminds and traces

* Added antag popups for flockmind and flocktrace

* Actually no, just pasting a bunch of ability descriptions here is silly

* Emphasis

* Whoops that's not a flocktrace

* Fixed flock popup wiki links

* Whoops I left those in

* Add Flock atom property to Flock structures (stonepillars/goon-flock#207)

* fix flock converter not working right

* apply flock atom property to structures

* Make every health-based Flock thing repairable (stonepillars/goon-flock#183)

* make more flock stuff repairable

* use flock atom property

* undo something

* Flockdrones stare at birds occasionally (stonepillars/goon-flock#180)

* Copies the proper bird stare stuff into a fixed commit

* Update code/mob/living/critter/ai/flock/flocktasks.dm

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* code review

* Revert "Merge branch 'master' into bird_stare_3"

This reverts commit 14ecffb4769e6e04b75cc4b1d44f0739b7bdab99, reversing
changes made to 6cf6111.

* still doesn't work, but at least it's merged now

* call your birb parents

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* Remove Flock critters that leave the station z level from their Flock (stonepillars/goon-flock#212)

* remove those that leave z level

* remove comment

* undo a mistake

* Fix floorrunning bugs (stonepillars/goon-flock#92)

* fix floorrunning bugs

* add another case

* fix mistake

* remove if check

* use qdel()

* remove var/ in parameter

* fix drones not coming out of destroyed tiles

* fix moving through occupied tile turning it off

* fix merge conflict

* make suggested change

* fix merge conflict

* fix merge conflict

* atom to obj

* fix floorrunning through broken flockwalls

* fix drones not coming out of destroyed walls

* fix another case of moving through broken walls

* fix throws hitting drones

* fix a case of floortiles not turning off

* fix case of moving off tile turning it off

* adds flockpanel icons for observing and deconstructing (stonepillars/goon-flock#214)

* Moves the target reset from sequence to aiTask (stonepillars/goon-flock#213)

* Moves the target reset from sequence to aiTask

* Okay let's not do that actually

* Gnesis turret (stonepillars/goon-flock#110)

* init

* part working, firing syringes with nothing in them. needs icons

* projectile works now, some icon changes

* Couple tweaks, flock_structures are made of gnesis now

* adds unlockable and cost

* Indent error from merge

* Update code/obj/flock/structure/gnesisturret.dm

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* code review, bugfix for shooting at things in cages

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>
Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Flockdrone menu (stonepillars/goon-flock#181)

* Flockdrone context actions, implemented move

* Added convert, capture and barricade context actions

* Made context actions actually check if the target is valid

* Added shoot context action

* Made flockmob input make sense

* Oh gods indent that

* Whoops don't try to capture that floor

* critters

Co-authored-by: Amelia Pollard <amylizzle@users.noreply.github.com>

* Amy review

* Added failure messages to flock AI override tasks

* no flock targeting

* Adding some icons

* Added icons for all flock context actions

* TRUE

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

Co-authored-by: Amelia Pollard <amylizzle@users.noreply.github.com>
Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* drop resource cube instead of scap (stonepillars/goon-flock#217)

* fix walls by flockdoors not updating properly (stonepillars/goon-flock#216)

* change deposit success color (stonepillars/goon-flock#223)

* check for null z level (stonepillars/goon-flock#222)

* fix being able to teleport flock closets (stonepillars/goon-flock#224)

* very important (stonepillars/goon-flock#232)

* Standardize material across Flock stuff (stonepillars/goon-flock#230)

* material stuff

* Update code/obj/window.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Add proper disposing for Flockdrones and Flockbits (stonepillars/goon-flock#221)

* fix flockcritters not being disposed right

* check for flock first

* shut up you stupid birds (stonepillars/goon-flock#245)

* Change how annotations are updated (stonepillars/goon-flock#197)

* change how annotations are done

* remove var/

* related bug fix

* change deconstruction annotations

* prevent converting reserved tiles

* add disposed checks

* clear annotations on death

* Fix rallying over long distances (stonepillars/goon-flock#252)

* rally init

* Fixed movement tasks failing after 5 ticks ?!!

* this was a pain (stonepillars/goon-flock#254)

* Make flocktraces be antags (stonepillars/goon-flock#249)

* init

* moved it to a better place

* Add Flockmind promotion framework (stonepillars/goon-flock#243)

* allow flockmind promotions

* move code around

* change visibility for flock (stonepillars/goon-flock#255)

* Flock relay now blocks shuttle calls and recalls the shuttle if it is in transit (stonepillars/goon-flock#246)

* Flock relay now blocks shuttle calls and recalls the shuttle

* Reverted shuttle message changes

* Allow drones to attack pods (stonepillars/goon-flock#250)

* Allow drones to attack pods

* Pods now have enemy markers

* allow walls to be off (stonepillars/goon-flock#256)

* Cut relay charge time to 6 minutes and added an announcement (stonepillars/goon-flock#263)

* Prevent flockdrones from admin messaging on attack after spawning (stonepillars/goon-flock#260)

* change resumabilities (stonepillars/goon-flock#258)

* Fixes drones still moving when controlled (stonepillars/goon-flock#259)

* Probably fixes drones still moving when controlled

* Fixed ai getting stuck with a zero length path sometimes

* Replaced a walk with a stop_move call in flockbit login proc

* quick fix to not move bits onto dense tiles (stonepillars/goon-flock#265)

* quick fix to not move bits onto dense tiles

* fix potential runtime

* Flock protection comp blah (stonepillars/goon-flock#206)

* allow component to handle projectiles

* allow component to account for thrown objects

* Update code/datums/flock/flockprotection.dm

* normalize protection component args and refactor

* decouple components even harder

* auxtils why didnt you find this damnit

* ok use properties now

* we do a little casting

* attackby -> attack

* make it werk better

* move prop to new

* viewers

* Update code/datums/flock/flockprotection.dm

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* fixes

* update comsig docstring

Co-authored-by: FlameArrow57 <53062374+FlameArrow57@users.noreply.github.com>
Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* move shared stuff to /obj/living/critter/flock (stonepillars/goon-flock#267)

* Flock walls in 3/4 (stonepillars/goon-flock#268)

* flock perspective walls start

* some runey stuff

* more stuff done

* more done

* almost done

* god that was so much more effort than it should have been

* make windows 3/4 too

* tweaks

* undoes flamearrow's broken walls thing because no new sprite. Sorry!

* darker = better

* cleaner special_desc strings

* ew 4spaces

* fix sprite (stonepillars/goon-flock#273)

* Prevents beepsky from opening featherdoors (stonepillars/goon-flock#264)

* Prevents beepsky from opening featherdoors

* a comment

* Let beepsky pass through friendly doors :)

* fuck runtimes (stonepillars/goon-flock#277)

* scary AI code

* Drone control icons (stonepillars/goon-flock#276)

* Added sprites for flockdrone control icons

* Added control icons for flockdrones (very jank currently)

* Icon changes

* whoops those were backwards

* proc call overhead is not real and cannot hurt you

* More anim fixes (stonepillars/goon-flock#279)

* Fixes stonepillars/goon-flock#271

* Fix stonepillars/goon-flock#269 by making rummage only active when you aren't eating

* Fix stonepillars/goon-flock#272 just cos

* nice procs instead of code dupe

* whoopsie (stonepillars/goon-flock#281)

* Restrict some Flock stuff from being marked for deconstruction or deconstructed (stonepillars/goon-flock#275)

* add restrictions

* use macro

* Flock gamemode work (stonepillars/goon-flock#280)

* Started to add flock gamemode completion

* Objectives and victory messages

* Made flock round end tracking less dumb

* whoops runtime

* mysterious

Co-authored-by: Amy <amylizzle@users.noreply.github.com>

* acknowledge that I only have myself to blame

Co-authored-by: Amy <amylizzle@users.noreply.github.com>

* Fix not being able to convert Flock lattices to floors (stonepillars/goon-flock#274)

* fix lattice conversion

* fix lattices not being deconstructed

* Better wandering (stonepillars/goon-flock#283)

* way better wandering behaviour, plus fix janky old wander code

* tmpturf->T

* flocks no longer metabolise chems (stonepillars/goon-flock#287)

* prevent flockcritters from being moved (stonepillars/goon-flock#61)

* Give Flockdrones and Flockbits health icons (stonepillars/goon-flock#253)

* add health icons

* merge stuff

* move some icon updates to parent

* merge stuff

* more merge stuff

Co-authored-by: github-actions <github-actions@github.com>

* fix (stonepillars/goon-flock#296)

* Makes pinging turfs a little less weird (stonepillars/goon-flock#297)

* Rework and improve item absorption (stonepillars/goon-flock#270)

* item absorption modifications

* reduce resources absorbed per health

* fix items health being reduced if dropped

* ignore spacecash amount

* rename variables

* allow for flock to be added

* Efficient AI please

* move max fails less

* Make the move thing only have super long paths for rally

* better variable names

* adds bonus range to targettable tasks

* wander fix, because atomised prs are for sensible people

* hey maybe don't check every atom in range ya dingus

* oh that's what was wrong

* precondition refinement

* codereview

* locs that are objects mean you're not in view

* position updates when you're getting eaten

* yeah alright

* Fixes very threatening walls (stonepillars/goon-flock#298)

* Fixes very dangerous walls

* Turns out a lot of stuff was broken

* obj critters exist :pensivefrog:

* comments

* Flock annotations refactor (stonepillars/goon-flock#288)

* Unified flock annotations

* Update code/datums/flock/flock.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Refactored drone control release procs

* macros

* Some message changes

* cursed use of ||

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Flame review

* flame review 3

* Flame review 4

* Flame review 5

* Flame review 6

* Flame review 7

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Revert release_control changes because atomized PRs

* Missed a couple of lines

* Update code/datums/flock/flock.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>
Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Fix some dormancy bugs (stonepillars/goon-flock#293)

* fix bugs

* move to parent

* fix context menus showing for dormant drones

* prevent dormantizing on another z level

* use proc

* undo accidental whitespace removal

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Minor balance change (stonepillars/goon-flock#299)

* no building before 10 drones, higher absorbtion rate

* complexdronecount

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* missing bracket

Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>

* Fixed some flockdrone absorber jank and nerfed paperbin health (stonepillars/goon-flock#301)

* Properly handle Flockmind and Flocktrace suicides (stonepillars/goon-flock#290)

* handle suicides

* remove comment

* remove something

* use removestructure

* use parent proc

* Lets the flock convert the mainframe (stonepillars/goon-flock#302)

* Make complexDroneCount() not stupid.  (stonepillars/goon-flock#300)

* associative lists, as anything, length()

* Update code/datums/flock/flock.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* i cant merge if i had a gun pointed to my brain

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>
Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Prevent multiple of the same name from being given to Flock entities (stonepillars/goon-flock#199)

* prevent duplicate names

* add back name

* undo a change

* add infinite loop protection

* fix mistake

* another mistake and cleanup

* another mistake

* pick name based on type

* revert

* add debug

* revise

* use . instead of :

* add traces to names list

* add check for repicking name

* Fixes deleted enemies causing runtimes

* Fixes deleted enemies causing runtimes

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Update code/datums/flock/flock.dm

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com>

* Basic cleanup (stonepillars/goon-flock#294)

* cleanup stuff

* add back some comments

* undo mouse_opacity change

* missing/wrong ai task info

* more minor code cleanup

* add defines

* zero to FALSE

* for loop optimization

* booleans for flockdoor

* add proper indentation

* use defines

* comments

* more cases of proper indentation

* flock windows

* special_desc early returns

* remove stat panels

* remove accidental merge thing

* some split_into_bits stuff

* add back some comments

* ai task comments

* radio

* radio again

* clarify more

* Added ping sound file to sound cache (stonepillars/goon-flock#313)

* you need FLOCK (stonepillars/goon-flock#312)

* fix race condition with paper bins (stonepillars/goon-flock#310)

* fix race condition

* i am dum

* Flock control panel now only sends relevent data (stonepillars/goon-flock#305)

* Flock control panel now only sends relevent data

* stonepillars review

* uncurse tgui bundle

Co-authored-by: github-actions <github-actions@github.com>

* gib structures on suicide (stonepillars/goon-flock#311)

* add flock to the admin changelog

* merge_upstream failed hard let's do it manually

* Update code/datums/abilities/flock/flockmind.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/datums/abilities/flockdrone.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/datums/abilities/flock/flockmind.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Lets admins spawn flock rift in space (stonepillars/goon-flock#320)

* Adjusted some ability timings (stonepillars/goon-flock#318)

* Feedback on casting abilities on dead drones (stonepillars/goon-flock#317)

* Refactors pathing and featherdoor access (stonepillars/goon-flock#315)

* Refactors pathing and featherdoor access

* Flame is scared of comments

* assoc list gud (stonepillars/goon-flock#314)

* assoc list gud

* add comment

* Defines flockdrones as restrained (stonepillars/goon-flock#319)

* Defined flockdrones as restrained while floorrunning

* can_throw

* The Rename (stonepillars/goon-flock#316)

* Apply suggestions from code review

Co-authored-by: Azrun <goadster@gmail.com>

* Removed some unused procs (stonepillars/goon-flock#322)

* Azrun Code Review - Achievements (stonepillars/goon-flock#324)

* azrun comments

* mini refactor

* oops

* Ternaries bad, || good (stonepillars/goon-flock#326)

* cognition for flockbits (stonepillars/goon-flock#323)

* I think this is what Azrun meant (stonepillars/goon-flock#325)

* Fixes some grab jank (stonepillars/goon-flock#321)

* Fixed flockdrone antigrab and made pins work on flock tiles

* Flame review

* Refactor a little and fix some stuff

* No blocks when grabbed

* Update code/mob/living/critter/flock/flockdrone.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* pRoC cAlL OvERhEaD

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* make flocks float

* validate flock structure datums

* apparently, my linter didn't pick that up. fuck

* Added copyright message to flockpanel (stonepillars/goon-flock#330)

* Made a comment better (stonepillars/goon-flock#331)

* Moved flock components into components folder (stonepillars/goon-flock#329)

* Moved flock components into components folder

* Comments

* Update code/datums/flock/flock.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/datums/flock/flock.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/datums/flock/flock.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/mob/living/critter/flockcritter_parent.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/obj/flock/structure/flock_structure_ghost.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/obj/flock/cage.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* Update code/obj/flock/structure/flock_structure_parent.dm

Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>

* girder stuff (stonepillars/goon-flock#327)

* remove redundant loops because turfs are morbin

* Switched mass driver to use floating atom prop (stonepillars/goon-flock#335)

* aloe review (stonepillars/goon-flock#333)

* Revert nerfs to flockdrone absorption (stonepillars/goon-flock#334)

* Revert nerfs to flockdrone absorption

* Remove completion bonus and add flockbits to rift

* Allow flock to work as a random event antag (stonepillars/goon-flock#336)

* allow flock to work as a random event antag

* Rename stinky global

* Anti-birdwatching balance (stonepillars/goon-flock#339)

* Makes flock conversion break station cameras

* No tracking flock either

* Atom prop

* Cage + Turret Cost Balance (stonepillars/goon-flock#338)

* Balance

* Update code/obj/flock/cage.dm

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* remove comment

Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>

* Added attack feedback to flock structures (stonepillars/goon-flock#337)

* Added attack feedback to flock structures

* Fixed some stuff twitching when it shouldn't

* Apply suggestions from code review

Co-authored-by: Amelia Pollard <amylizzle@users.noreply.github.com>
Co-authored-by: TobleroneSwordfish <jonathan.hall859@gmail.com>
Co-authored-by: github-actions <github-actions@github.com>
Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com>
Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com>
Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com>
Co-authored-by: Azrun <goadster@gmail.com>
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
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4 participants