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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:
co-authored by
Kapu1178
Toastical
Burzah
parent
ab05a4ee3a
commit
24845b238a
@@ -45,6 +45,8 @@ RESTRICT_TYPE(/datum/ai_controller)
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var/continue_processing_when_client = FALSE
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/// Distance to give up on target.
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var/max_target_distance = 14
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/// The search radius when looking for interesting things.
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var/target_search_radius = 5
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/// Cooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end
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COOLDOWN_DECLARE(failed_planning_cooldown)
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/// All subtrees this AI has available. Will run them in order, so make sure
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@@ -142,8 +144,9 @@ RESTRICT_TYPE(/datum/ai_controller)
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return
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var/list/temp_subtree_list = list()
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for(var/subtree in planning_subtrees)
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var/subtree_instance = GLOB.ai_subtrees[subtree]
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var/datum/ai_planning_subtree/subtree_instance = GLOB.ai_subtrees[subtree]
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temp_subtree_list += subtree_instance
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subtree_instance.setup(src)
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planning_subtrees = temp_subtree_list
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/// Proc to move from one pawn to another. This will destroy the target's existing controller.
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@@ -344,7 +347,7 @@ RESTRICT_TYPE(/datum/ai_controller)
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qdel(src)
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/datum/ai_controller/proc/setup_able_to_run()
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// paused_until is handled by PauseAi() manually
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// paused_until is handled by pause_ai() manually
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RegisterSignals(pawn, list(SIGNAL_ADDTRAIT(TRAIT_AI_PAUSED), SIGNAL_REMOVETRAIT(TRAIT_AI_PAUSED)), PROC_REF(update_able_to_run))
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/datum/ai_controller/proc/clear_able_to_run()
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@@ -521,6 +524,9 @@ RESTRICT_TYPE(/datum/ai_controller)
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var/list/arguments = args.Copy()
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arguments[1] = src
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if(!behavior.setup(arglist(arguments)))
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return FALSE
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// It's still in the plan, don't add it again to current_behaviors
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// but do keep it in the planned behavior list so its not cancelled
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if(current_behaviors[behavior])
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