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
+8 -2
View File
@@ -45,6 +45,8 @@ RESTRICT_TYPE(/datum/ai_controller)
var/continue_processing_when_client = FALSE
/// Distance to give up on target.
var/max_target_distance = 14
/// The search radius when looking for interesting things.
var/target_search_radius = 5
/// Cooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end
COOLDOWN_DECLARE(failed_planning_cooldown)
/// All subtrees this AI has available. Will run them in order, so make sure
@@ -142,8 +144,9 @@ RESTRICT_TYPE(/datum/ai_controller)
return
var/list/temp_subtree_list = list()
for(var/subtree in planning_subtrees)
var/subtree_instance = GLOB.ai_subtrees[subtree]
var/datum/ai_planning_subtree/subtree_instance = GLOB.ai_subtrees[subtree]
temp_subtree_list += subtree_instance
subtree_instance.setup(src)
planning_subtrees = temp_subtree_list
/// Proc to move from one pawn to another. This will destroy the target's existing controller.
@@ -344,7 +347,7 @@ RESTRICT_TYPE(/datum/ai_controller)
qdel(src)
/datum/ai_controller/proc/setup_able_to_run()
// paused_until is handled by PauseAi() manually
// paused_until is handled by pause_ai() manually
RegisterSignals(pawn, list(SIGNAL_ADDTRAIT(TRAIT_AI_PAUSED), SIGNAL_REMOVETRAIT(TRAIT_AI_PAUSED)), PROC_REF(update_able_to_run))
/datum/ai_controller/proc/clear_able_to_run()
@@ -521,6 +524,9 @@ RESTRICT_TYPE(/datum/ai_controller)
var/list/arguments = args.Copy()
arguments[1] = src
if(!behavior.setup(arglist(arguments)))
return FALSE
// It's still in the plan, don't add it again to current_behaviors
// but do keep it in the planned behavior list so its not cancelled
if(current_behaviors[behavior])