Files
Paradise/code/__DEFINES/flockmind_defines.dm
24845b238a 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>
2026-07-08 21:31:28 +00:00

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#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