Files
PollardTheDragon 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

397 lines
17 KiB
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/** # Oranges Ear
*
* turns out view() spends a significant portion of its processing time generating lists of contents of viewable turfs which includes EVERYTHING on it visible
* and the turf itself. there is an optimization to view() which makes it only iterate through either /obj or /mob contents, as well as normal list typechecking filters
*
* a fuckton of these are generated as part of its SS's init and stored in a list, when requested for a list of movables returned by the spatial grid or by some
* superset of the final output that must be narrowed down by view(), one of these gets put on every turf that contains the movables that need filtering
* and each is given references to the movables they represent. that way you can do for(var/mob/oranges_ear/ear in view(...)) and check what they reference
* as opposed to for(var/atom/movable/target in view(...)) and checking if they have the properties you want which leads to much larger lists generated by view()
* and also leads to iterating through more movables to filter them.
*
* TLDR: iterating through just mobs is much faster than all movables when iterating through view() on average, this system leverages that to boost speed
* enough to offset the cost of allocating the mobs
*
* named because the idea was first made by oranges and i didnt know what else to call it (note that this system was originally made for get_hearers_in_view())
*/
/mob/oranges_ear
icon_state = null
density = FALSE
move_resist = INFINITY
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
faction = null
alerts = null
screens = null
hud_possible = null
/// references to everything "on" the turf we are assigned to, that we care about. populated in assign() and cleared in unassign().
/// movables iside of other movables count as being "on" if they have get_turf(them) == our turf. intentionally not a lazylist
var/list/references = list()
/mob/oranges_ear/Initialize(mapload)
SHOULD_CALL_PARENT(FALSE)
if(initialized)
stack_trace("Warning: [src]([type]) initialized multiple times!")
initialized = TRUE
return INITIALIZE_HINT_NORMAL
/mob/oranges_ear/Destroy(force)
var/old_length = length(SSspatial_grid.pregenerated_oranges_ears)
SSspatial_grid.pregenerated_oranges_ears -= src
if(length(SSspatial_grid.pregenerated_oranges_ears) < old_length)
SSspatial_grid.number_of_oranges_ears -= 1
var/turf/our_loc = get_turf(src)
if(our_loc && our_loc.assigned_oranges_ear == src)
our_loc.assigned_oranges_ear = null
. = ..()
/mob/oranges_ear/Move()
SHOULD_CALL_PARENT(FALSE)
stack_trace("SOMEHOW A /mob/oranges_ear MOVED")
return FALSE
/mob/oranges_ear/abstract_move(atom/destination)
SHOULD_CALL_PARENT(FALSE)
stack_trace("SOMEHOW A /mob/oranges_ear MOVED")
return FALSE
/mob/oranges_ear/Bump()
SHOULD_CALL_PARENT(FALSE)
return FALSE
///clean this oranges_ear up for future use
/mob/oranges_ear/proc/unassign()
var/turf/turf_loc = loc
turf_loc.assigned_oranges_ear = null//trollface. our loc should ALWAYS be a turf, no exceptions. if it isnt then this doubles as an error message ;)
loc = null
references.Cut()
/**
* returns every hearaing movable in view to the turf of source not taking into account lighting
* useful when you need to maintain always being able to hear something if a sound is emitted from it and you can see it (and youre in range).
* otherwise this is just a more expensive version of get_hearers_in_LOS().
*
* * view_radius - what radius search circle we are using, worse performance as this increases
* * source - object at the center of our search area. everything in get_turf(source) is guaranteed to be part of the search area
* * contents_type - the type of contents we want to be looking for. defaults to hearing sensitive
*/
/proc/get_hearers_in_view(view_radius, atom/source, contents_type=RECURSIVE_CONTENTS_HEARING_SENSITIVE)
var/turf/center_turf = get_turf(source)
if(!center_turf)
return
. = list()
if(view_radius <= 0)//special case for if only source cares
for(var/atom/movable/target as anything in center_turf)
var/list/recursive_contents = target.important_recursive_contents?[contents_type]
if(recursive_contents)
. += recursive_contents
return .
var/list/hearables_from_grid = SSspatial_grid.orthogonal_range_search(source, contents_type, view_radius)
if(!length(hearables_from_grid))//we know that something is returned by the grid, but we dont know if we need to actually filter down the output
return .
var/list/assigned_oranges_ears = SSspatial_grid.assign_oranges_ears(hearables_from_grid)
//this is the ENTIRE reason all this shit is worth it due to how view()-like procs and the contents list works and can be optimized
//internally, the contents list is secretly two linked lists, one for /obj's and one for /mob's (/atom/movable counts as /obj here)
//by default, for(var/atom/name in view()) iterates through both the /obj linked list then the /mob linked list of each turf
//but because what we want are only a tiny proportion of all movables, most of the things in the /obj contents list are not what we're looking for
//while every mob can hear. for this case view() and similar procs have an optimization to only look through 1 of these lists if it can (eg youre only looking for mobs)
//so by representing every hearing contents on a turf with a single /mob/oranges_ear containing references to all of them, we are:
//1. making view() only go through the smallest of the two linked lists per turf, which contains the type we're looking for at the end
//2. typechecking all mobs in the output to only actually return mobs of type /mob/oranges_ear
//on a whole this can outperform iterating through all movables in view() by ~2x especially when hearables are a tiny percentage of movables in view
//using hearers is a further optimization of that because for our purposes its the same as view except we dont have to set center's luminosity to 6 and then unset it
for(var/mob/oranges_ear/ear in hearers(view_radius, center_turf))
. += ear.references
for(var/mob/oranges_ear/remaining_ear as anything in assigned_oranges_ears)//we need to clean up our mess
remaining_ear.unassign()
return .
/**
* The exact same as get_hearers_in_view, but not limited by visibility. Does no filtering for traits, line of sight, or any other such criteria.
* Filtering is intended to be done by whatever calls this function.
*
* This function exists to allow for mobs to hear speech without line of sight, if such a thing is needed.
*
* * radius - what radius search circle we are using, worse performance as this increases
* * source - object at the center of our search area. everything in get_turf(source) is guaranteed to be part of the search area
* * contents_type - the type of contents we want to be looking for. defaults to hearing sensitive
*/
/proc/get_hearers_in_range(range, atom/source, contents_type=RECURSIVE_CONTENTS_HEARING_SENSITIVE)
var/turf/center_turf = get_turf(source)
if(!center_turf)
return
. = list()
if(range <= 0)//special case for if only source cares
for(var/atom/movable/target as anything in center_turf)
var/list/recursive_contents = target.important_recursive_contents?[contents_type]
if(recursive_contents)
. += recursive_contents
return .
var/list/hearables_from_grid = SSspatial_grid.orthogonal_range_search(source, contents_type, range)
if(!length(hearables_from_grid))//we know that something is returned by the grid, but we dont know if we need to actually filter down the output
return .
for(var/atom/movable/hearable as anything in hearables_from_grid)
if(get_dist(center_turf, hearable) <= range)
. += hearable
return .
/**
* Returns a list of movable atoms that are hearing sensitive in view_radius and line of sight to source
* the majority of the work is passed off to the spatial grid if view_radius > 0
* because view() isnt a raycasting algorithm, this does not hold symmetry to it. something in view might not be hearable with this.
* if you want that use get_hearers_in_view() - however thats significantly more expensive
*
* * view_radius - what radius search circle we are using, worse performance as this increases but not as much as it used to
* * source - object at the center of our search area. everything in get_turf(source) is guaranteed to be part of the search area
*/
/proc/get_hearers_in_LOS(view_radius, atom/source, contents_type=RECURSIVE_CONTENTS_HEARING_SENSITIVE)
var/turf/center_turf = get_turf(source)
if(!center_turf)
return
if(view_radius <= 0)//special case for if only source cares
. = list()
for(var/atom/movable/target as anything in center_turf)
var/list/hearing_contents = target.important_recursive_contents?[contents_type]
if(hearing_contents)
. += hearing_contents
return
. = SSspatial_grid.orthogonal_range_search(source, contents_type, view_radius)
for(var/atom/movable/target as anything in .)
var/turf/target_turf = get_turf(target)
var/distance = get_dist(center_turf, target_turf)
if(distance > view_radius)
. -= target
continue
else if(distance < 2) //we should always be able to see something 0 or 1 tiles away
continue
//this turf search algorithm is the worst scaling part of this proc, scaling worse than view() for small-moderate ranges and > 50 length contents_to_return
//luckily its significantly faster than view for large ranges in large spaces and/or relatively few contents_to_return
//i can do things that would scale better, but they would be slower for low volume searches which is the vast majority of the current workload
//maybe in the future a high volume algorithm would be worth it
var/turf/inbetween_turf = center_turf
//this is the lowest overhead way of doing a loop in dm other than a goto. distance is guaranteed to be >= steps taken to target by this algorithm
for(var/step_counter in 1 to distance)
inbetween_turf = get_step_towards(inbetween_turf, target_turf)
if(inbetween_turf == target_turf)//we've gotten to target's turf without returning due to turf opacity, so we must be able to see target
break
if(IS_OPAQUE_TURF(inbetween_turf))//this turf or something on it is opaque so we cant see through it
. -= target
break
/proc/get_hearers_in_radio_ranges(list/obj/item/radio/radios)
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
for(var/obj/item/radio/radio as anything in radios)
. |= get_hearers_in_LOS(radio.canhear_range, radio)
/proc/is_in_sight(atom/first_atom, atom/second_atom)
var/turf/first_turf = get_turf(first_atom)
var/turf/second_turf = get_turf(second_atom)
if(!first_turf || !second_turf)
return FALSE
return inLineOfSight(first_turf.x, first_turf.y, second_turf.x, second_turf.y, first_turf.z)
///Returns all atoms present in a circle around the center
/proc/circle_range(center = usr,radius = 3)
var/turf/center_turf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius + 0.5)
for(var/atom/checked_atom as anything in range(radius, center_turf))
var/dx = checked_atom.x - center_turf.x
var/dy = checked_atom.y - center_turf.y
if(dx * dx + dy * dy <= rsq)
atoms += checked_atom
return atoms
///Returns all atoms present in a circle around the center but uses view() instead of range() (Currently not used)
/proc/circle_view(center=usr,radius=3)
var/turf/center_turf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius + 0.5)
for(var/atom/checked_atom as anything in view(radius, center_turf))
var/dx = checked_atom.x - center_turf.x
var/dy = checked_atom.y - center_turf.y
if(dx * dx + dy * dy <= rsq)
atoms += checked_atom
return atoms
///Returns the distance between two atoms
/proc/get_dist_euclidean(atom/first_location, atom/second_location)
var/dx = first_location.x - second_location.x
var/dy = first_location.y - second_location.y
var/dist = sqrt(dx ** 2 + dy ** 2)
return dist
///Returns a list of turfs around a center based on RANGE_TURFS()
/proc/circle_range_turfs(center = usr, radius = 3)
var/turf/center_turf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius + 0.5)
for(var/turf/checked_turf as anything in RANGE_TURFS(radius, center_turf))
var/dx = checked_turf.x - center_turf.x
var/dy = checked_turf.y - center_turf.y
if(dx * dx + dy * dy <= rsq)
turfs += checked_turf
return turfs
///Returns a list of turfs around a center based on view()
/proc/circle_view_turfs(center=usr,radius=3) //Is there even a diffrence between this proc and circle_range_turfs()? // Yes
var/turf/center_turf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius + 0.5)
for(var/turf/checked_turf in view(radius, center_turf))
var/dx = checked_turf.x - center_turf.x
var/dy = checked_turf.y - center_turf.y
if(dx * dx + dy * dy <= rsq)
turfs += checked_turf
return turfs
///Returns the list of turfs around the outside of a center based on RANGE_TURFS()
/proc/border_diamond_range_turfs(atom/center = usr, radius = 3)
var/turf/center_turf = get_turf(center)
var/list/turfs = list()
for(var/turf/checked_turf as anything in RANGE_TURFS(radius, center_turf))
var/dx = checked_turf.x - center_turf.x
var/dy = checked_turf.y - center_turf.y
var/abs_sum = abs(dx) + abs(dy)
if(abs_sum == radius)
turfs += checked_turf
return turfs
///Returns a slice of a list of turfs, defined by the ones that are inside the inner/outer angle's bounds
/proc/slice_off_turfs(atom/center, list/turf/turfs, inner_angle, outer_angle)
var/turf/center_turf = get_turf(center)
var/list/sliced_turfs = list()
for(var/turf/checked_turf as anything in turfs)
var/angle_to = get_angle(center_turf, checked_turf)
if(angle_to < inner_angle || angle_to > outer_angle)
continue
sliced_turfs += checked_turf
return sliced_turfs
/// Like view but bypasses luminosity check
/proc/get_hear(range, atom/source)
var/lum = source.luminosity
source.luminosity = 6
. = view(range, source)
source.luminosity = lum
///Returns a list of all areas that are adjacent to the center atom's area, clear the list of nulls at the end.
/proc/get_adjacent_areas(atom/center)
. = list(
get_area(get_ranged_target_turf(center, NORTH, 1)),
get_area(get_ranged_target_turf(center, SOUTH, 1)),
get_area(get_ranged_target_turf(center, EAST, 1)),
get_area(get_ranged_target_turf(center, WEST, 1))
)
list_clear_nulls(.)
///Returns a list of all turfs that are adjacent to the center atom's turf, clear the list of nulls at the end.
/proc/get_adjacent_turfs(atom/center)
. = list(
get_step(center, NORTH),
get_step(center, SOUTH),
get_step(center, EAST),
get_step(center, WEST)
)
list_clear_nulls(.)
/**
* Behaves like the orange() proc, but only looks in the outer range of the function (The "peel" of the orange).
* This is useful for things like checking if a mob is in a certain range, but not within a smaller range.
*
* @params outer_range - The outer range of the cicle to pull from.
* @params inner_range - The inner range of the circle to NOT pull from.
* @params center - The center of the circle to pull from, can be an atom (we'll apply get_turf() to it within circle_x_turfs procs.)
* @params view_based - If TRUE, we'll use circle_view_turfs instead of circle_range_turfs procs.
*/
/proc/turf_peel(outer_range, inner_range, center, view_based = FALSE)
if(inner_range > outer_range) // If the inner range is larger than the outer range, you're using this wrong.
CRASH("Turf peel inner range is larger than outer range!")
var/list/peel = list()
var/list/outer
var/list/inner
if(view_based)
outer = circle_view_turfs(center, outer_range)
inner = circle_view_turfs(center, inner_range)
else
outer = circle_range_turfs(center, outer_range)
inner = circle_range_turfs(center, inner_range)
for(var/turf/possible_spawn as anything in outer)
if(possible_spawn in inner)
continue
peel += possible_spawn
if(!length(peel))
return center //Offer the center only as a default case when we don't have a valid circle.
return peel
///check if 2 diagonal turfs are blocked by dense objects
/proc/diagonally_blocked(turf/our_turf, turf/dest_turf)
if(get_dist(our_turf, dest_turf) != 1)
return FALSE
var/direction_to_turf = get_dir(dest_turf, our_turf)
if(!IS_DIR_DIAGONAL(direction_to_turf))
return FALSE
for(var/direction_check in GLOB.cardinal)
if(!(direction_check & direction_to_turf))
continue
var/turf/test_turf = get_step(dest_turf, direction_check)
if(isnull(test_turf))
continue
if(!test_turf.is_blocked_turf(exclude_mobs = TRUE))
return FALSE
return TRUE
/// Returns the manhattan distance between two atoms. Returns INFINITY if either are not on a turf, for BYOND get_dist() parity.
/proc/get_dist_manhattan(atom/A, atom/B)
if(!A.z || !B.z)
return INFINITY
if(A == B)
return -1
return abs(A.x - B.x) + abs(A.y - B.y) + abs(A.z - B.z)