The Divine Flock - DaedalusDock Flockmind Port (#31984)

* 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>
This commit is contained in:
PollardTheDragon
2026-07-08 21:31:28 +00:00
committed by GitHub
co-authored by Kapu1178 Toastical Burzah
parent ab05a4ee3a
commit 24845b238a
228 changed files with 9724 additions and 49 deletions
+10
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@@ -3,6 +3,13 @@
#define HAS_AI_CONTROLLER_TYPE(thing, type) istype(thing?.ai_controller, type)
//AI controller flags
#ifdef DEBUG_AI
#define DEBUG_AI_LOG(controller, message) if(controller.debug_focus) { to_chat(world, span_debug("AI DBG: [message]")) }
#else
#define DEBUG_AI_LOG(...)
#endif
//If you add a new status, be sure to add it to the ai_controllers subsystem's ai_controllers_by_status list.
/// The AI is currently active.
#define AI_STATUS_ON "ai_on"
@@ -51,6 +58,9 @@
/// Does this behavior NOT block planning?
#define AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION (1<<4)
/// Magic value to tell the G.O.A.P selector to ignore a behavior.
#define AI_GOAP_SKIP_BEHAVIOR (-1000001)
// AI flags
/// Don't move if being pulled
+4
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@@ -22,6 +22,10 @@
#define BB_BASIC_MOB_FLEE_DISTANCE "BB_BASIC_FLEE_DISTANCE"
#define DEFAULT_BASIC_FLEE_DISTANCE 9
/// Path we should use next time we use the JPS movement datum
#define BB_PATH_TO_USE "BB_path_to_use"
/// Max path length we should use next time we use the JPS movement datum
#define BB_PATH_MAX_LENGTH "BB_path_max_length"
// Searching
/// key holding a range to look for stuff in
+22
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@@ -0,0 +1,22 @@
// Flockmind Keys]
#define BB_FLOCK_STARE_TARGET "BB_flock_stare_target"
#define BB_FLOCK_WANDERING "BB_flock_wandering"
#define BB_FLOCK_STARE_CD "BB_flock_stare_cooldown"
#define BB_FLOCK_CONVERT_TARGET "BB_flock_convert_target"
#define BB_FLOCK_DECON_TARGET "BB_flock_decon_target"
#define BB_FLOCK_HARVEST_TARGET "BB_flock_harvest_target"
#define BB_FLOCK_WANDER_FRUSTRATION "BB_flock_wander_frustration"
#define BB_FLOCK_HEAL_TARGET "BB_flock_heal_target"
#define BB_FLOCK_HEAL_FRUSTRATION "BB_flock_heal_frustation"
#define BB_FLOCK_REPLICATE_TARGET "BB_flock_replicate_target"
#define BB_FLOCK_NEST_TARGET "BB_flock_nest_target"
#define BB_FLOCK_OVERMIND_CONTROL "BB_flock_overmind_control"
#define BB_FLOCK_CONTAINER_TARGET "BB_flock_container_target"
#define BB_FLOCK_RUMMAGE_TARGET "BB_flock_rummage_target"
#define BB_FLOCK_CAPTURE_TARGET "BB_flock_capture_target"
#define BB_FLOCK_ATTACK_TARGET "BB_flock_attack_target"
#define BB_FLOCK_ATTACK_COOLDOWN "BB_flock_attack_cooldown"
#define BB_FLOCK_ATTACK_RUN_COOLDOWN "BB_flock_attack_run_cooldown"
#define BB_FLOCK_ATTACK_STRAFE_COOLDOWN "BB_flock_attack_strafe_cooldown"
#define BB_FLOCK_ATTACK_FRUSTRATION "BB_flock_attack_frustration"
#define BB_FLOCK_DEPOSIT_TARGET "BB_flock_deposit_target"
+1
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@@ -120,6 +120,7 @@
#define COLOR_BLOOD_BASE "#A10808"
#define COLOR_BLOOD_MACHINE "#1F181F"
#define COLOR_BLOOD_FLOCK "#4d736d"
#define COLOR_BLOOD_XENO "#05EE05"
// Pipe colours
+2
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@@ -85,6 +85,8 @@
#define MAT_IRIDIUM "iridium"
#define MAT_SILK "silk"
#define MAT_CARDBOARD "cardboard"
#define MAT_GNESIS "gnesis"
#define MAT_GNESIS_GLASS "gnesisglass"
/// The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MINERAL_MATERIAL_AMOUNT 2000
+3
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@@ -20,3 +20,6 @@
#define COMSIG_AI_CONTROLLER_PICKED_BEHAVIORS "ai_controller_picked_behaviors"
///sent from ai controllers when they stop possessing a pawn: (datum/ai_controller/source_controller)
#define COMSIG_AI_CONTROLLER_UNPOSSESSED_PAWN "ai_controller_unpossessed_pawn"
/// Signal sent when a mob's AI turns on or off.
#define COMSIG_AI_STATUS_CHANGE "ai_status_change"
+2
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@@ -9,6 +9,8 @@
#define COMSIG_MOVELOOP_POSTPROCESS "moveloop_postprocess"
//from [/datum/move_loop/has_target/jps/recalculate_path] ():
#define COMSIG_MOVELOOP_JPS_REPATH "moveloop_jps_repath"
//from [/datum/move_loop/has_target/astar/recalculate_path] ():
#define COMSIG_MOVELOOP_ASTAR_REPATH "moveloop_astar_repath"
///From base of /datum/move_loop/process() after attempting to move a movable: (datum/move_loop/loop, old_dir)
#define COMSIG_MOVABLE_MOVED_FROM_LOOP "movable_moved_from_loop"
///from [/datum/move_loop/has_target/jps/on_finish_pathing]
+4
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@@ -0,0 +1,4 @@
#define COMSIG_FLOCK_PROTECTION_TRIGGER "comsig_flock_protection_trigger"
#define COMPONENT_FLOCK_DENY_ATTACK (1<<0)
#define COMSIG_TURF_CLAIMED_BY_FLOCK "comsig_turf_claimed_by_flock"
+4 -1
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@@ -148,6 +148,8 @@
#define PASSGIRDER (1<<8)
#define PASSTAKE (1<<9)
#define PASSBARRICADE (1<<10)
/// Pass through flock objects and mobs
#define PASSFLOCK (1<<11)
//turf-only flags, under the flags variable
#define BLESSED_TILE (1<<0)
@@ -185,8 +187,9 @@
#define ZAP_MOB_DAMAGE (1<<3)
#define ZAP_MOB_STUN (1<<4)
#define ZAP_GENERATES_POWER (1<<5)
#define ZAP_NO_COOLDOWN (1<<6)
#define ZAP_DEFAULT_FLAGS (ZAP_MOB_STUN | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
#define ZAP_DEFAULT_FLAGS (ZAP_MOB_STUN | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_NO_COOLDOWN)
#define ZAP_FUSION_FLAGS (ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN)
#define ZAP_SUPERMATTER_FLAGS (ZAP_GENERATES_POWER)
+70
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@@ -0,0 +1,70 @@
#define FLOCK_TYPE_OVERMIND "overmind"
#define FLOCK_TYPE_TRACE "trace"
#define FLOCK_TYPE_DRONE "drone"
#define FLOCK_TYPE_BIT "bit"
// Turf reserved by a flockdrone
#define FLOCK_NOTICE_RESERVED "reserved"
// Turf marked for conversion
#define FLOCK_NOTICE_PRIORITY "priority"
// Mob marked as enemy
#define FLOCK_NOTICE_ENEMY "enemy"
// Mob marked as ignored
#define FLOCK_NOTICE_IGNORE "ignore"
// Flockdrone under flocktrace control
#define FLOCK_NOTICE_FLOCKTRACE_CONTROL "flocktrace_control"
// Flockdrone under overmind control
#define FLOCK_NOTICE_FLOCKMIND_CONTROL "flockmind_control"
// Flockdrone health bars
#define FLOCK_NOTICE_HEALTH "flock_health"
// Atom marked for deconstruction
#define FLOCK_NOTICE_DECONSTRUCT "flock_deconstruct"
#define FLOCK_UI_DRONES "drones"
#define FLOCK_UI_TRACES "traces"
#define FLOCK_UI_ENEMIES "enemies"
#define FLOCK_UI_STRUCTURES "structures"
#define FLOCK_COMPUTE_COST_FLOCKTRACE 100
#define FLOCK_COMPUTE_COST_DRONE 10
#define FLOCK_COMPUTE_COST_RELAY 750
#define FLOCK_TURFS_FOR_RELAY 250
/// Amount of substrate to add to a tealprint.
#define FLOCK_SUBSTRATE_COST_DEPOST_TEALPRINT 10
/// Amount to convert a turf and it's contents.
#define FLOCK_SUBSTRATE_COST_CONVERT 20
/// Amount to repair a flock construct.
#define FLOCK_SUBSTRATE_COST_REPAIR 10
/// BASE amount to lay an egg.
#define FLOCK_SUBSTRATE_COST_LAY_EGG 100
/// Egg cost does not start scaling until there are this many drones.
#define FLOCK_MIN_DESIRED_POP 10
/// Each drone above the min desired pop adds this much to the substrate required to be able to lay an egg.
#define FLOCK_ADDITIONAL_RESOURCE_RESERVATION_PER_DRONE 8
#define FLOCK_DRONE_LIMIT 50
#define FLOCK_ENDGAME_LOST 1
#define FLOCK_ENDGAME_RELAY_BUILT 2
#define FLOCK_ENDGAME_RELAY_ACTIVATING 3
#define FLOCK_ENDGAME_VICTORY 4
/// The list of behaviors for the planners to select from. THIS IS ACTUALLY A SUBKEY!
#define BB_PLANNER_BEHAVIORS "BB_planner_behaviors"
// G.O.A.P weights for flock behaviors, for easy comparison/adjustment.
#define FLOCK_BEHAVIOR_WEIGHT_WANDER 1
#define FLOCK_BEHAVIOR_WEIGHT_STARE 1
#define FLOCK_BEHAVIOR_WEIGHT_CONVERT 1
#define FLOCK_BEHAVIOR_WEIGHT_HARVEST 2
#define FLOCK_BEHAVIOR_WEIGHT_OPEN_CONTAINER 3
#define FLOCK_BEHAVIOR_WEIGHT_RUMMAGE 3
#define FLOCK_BEHAVIOR_WEIGHT_REPAIR 4
#define FLOCK_BEHAVIOR_WEIGHT_NEST 6
#define FLOCK_BEHAVIOR_WEIGHT_REPLICATE 7
#define FLOCK_BEHAVIOR_WEIGHT_DECONSTRUCT 8
#define FLOCK_BEHAVIOR_WEIGHT_DEPOSIT 8
#define FLOCK_BEHAVIOR_WEIGHT_SHOOT 10
#define FLOCK_BEHAVIOR_WEIGHT_CAPTURE 15
+1
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@@ -67,6 +67,7 @@
#define SPECIAL_ROLE_HERETIC "Heretic"
#define SPECIAL_ROLE_EVENTMISC "Event Role"
#define SPECIAL_ROLE_NINJA "Space Ninja"
#define SPECIAL_ROLE_FLOCK "Divine Flock"
#define SPECIAL_ROLE_IRRADIATED_MOUSE "Irradiated Mouse"
// Constants used by code which checks the status of nuclear blasts during a
+18
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@@ -31,6 +31,22 @@
#define isalienqueen(A) (istype(A, /mob/living/carbon/alien/humanoid/queen))
#define isaicamera(A) (istype(A, /mob/camera/ai_eye))
#define isflockmob(A) (istype(A, /mob/camera/flock) || istype(A, /mob/living/basic/flock))
#define isflockdrone(A) (istype(A, /mob/living/basic/flock/drone))
#define isflockbit(A) (istype(A, /mob/living/basic/flock/bit))
#define isflocktrace(A) (istype(A, /mob/camera/flock/trace))
#define isflockmind(A) (istype(A, /mob/camera/flock/overmind))
#define isflockcontroller(A) (isflockmind(A) || isflocktrace(A))
#define isflockworker(A) (isflockdrone(A) || isflockbit(A))
// Simple animals
#define isanimal(A) (istype(A, /mob/living/simple_animal))
@@ -134,6 +150,8 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
#define is_ancient_rock(A) (istype(A, /turf/simulated/mineral/ancient))
#define isflockturf(A) (istype(A, /turf/simulated/floor/flock) || istype(A, /turf/simulated/wall/flock))
// Areas
//#define isarea(A, B, C...) BYOND proc, can test multiple arguments and only return TRUE if all are areas
+2
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@@ -133,6 +133,8 @@
#define FLOOR_OPENSPACE_PLANE 22
#define OPENSPACE_LAYER 22
#define INFO_TAG_PLANE 23
#define BYOND_LIGHTING_PLANE 24
#define BYOND_LIGHTING_LAYER 24
+5
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@@ -190,6 +190,8 @@
#define SHOCK_ILLUSION (1<<2)
///The shock doesn't stun.
#define SHOCK_NOSTUN (1<<3)
/// Shock damage is reduced by the average siemen's coeff
#define SHOCK_USE_AVG_SIEMENS (1 << 4)
#define POCKET_STRIP_DELAY 4 SECONDS //time taken to search somebody's pockets
@@ -233,6 +235,9 @@
#define DIRECTION_LOCK_SLOWDOWN 3
// Helpers
#define DOING_INTERACTION(user, interaction_key) (LAZYACCESS(user.do_afters, interaction_key))
//Human sub-species
#define isabductor(A) (is_species(A, /datum/species/abductor))
#define isgolem(A) (is_species(A, /datum/species/golem))
+2
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@@ -46,6 +46,7 @@
#define ROLE_GHOST "ghost role"
#define ROLE_ELITE "lavaland elite"
#define ROLE_NINJA "ninja"
#define ROLE_FLOCK "flockmind"
#define ROLE_IRRADIATED_MOUSE "irradiated mouse"
#define ROLE_UPLIFTED_PRIMITIVE "uplifted primitive"
@@ -78,6 +79,7 @@ GLOBAL_LIST_INIT(special_roles_antags, list(
ROLE_IRRADIATED_MOUSE,
ROLE_UPLIFTED_PRIMITIVE,
ROLE_FLOCK,
// UNUSED/BROKEN ANTAGS
// ROLE_HOG_GOD = /datum/game_mode/hand_of_god,
// ROLE_HOG_CULTIST = /datum/game_mode/hand_of_god,
+1
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@@ -15,6 +15,7 @@ GLOBAL_LIST_INIT(antag_roles, list(
ROLE_MORPH,
ROLE_TSPIDER,
ROLE_NINJA,
ROLE_FLOCK,
))
// Bannable other roles
+3
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@@ -15,6 +15,9 @@
#define INVISIBILITY_HIDDEN_RUNES 30
#define SEE_INVISIBLE_HIDDEN_RUNES 30
#define INVISIBILITY_FLOCK 30
#define SEE_INVISIBLE_FLOCK 30
#define SEE_INVISIBLE_LEVEL_ONE 35 //Used by some stuff in code. It's really poorly organized.
#define SEE_INVISIBLE_LEVEL_TWO 45 //Used by some other stuff in code. It's really poorly organized.
+2
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@@ -130,3 +130,5 @@
#define SPAN_WHISPER(str) ("<span class='whisper'>" + str + "</span>")
#define SPAN_ZOMBIE(str) ("<span class='zombie'>" + str + "</span>")
#define SPAN_ZOMBIELARGE(str) ("<span class='zombielarge'>" + str + "</span>")
#define SPAN_FLOCKSAY(str) ("<span class='flocksay'>" + str + "</span>")
#define SPAN_FLOCKSAY_GRADIENT(str) ("<span>[gradient_text(str, "#3cb5a3", "#1e806e")]</span>")