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
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tgui

Introduction

tgui is a robust user interface framework of /tg/station.

tgui is very different from most UIs you will encounter in BYOND programming. It is heavily reliant on Javascript and web technologies as opposed to DM. If you are familiar with NanoUI (a library which can be found on almost every other SS13 codebase), tgui should be fairly easy to pick up.

Learn tgui

People come to tgui from different backgrounds and with different learning styles. Whether you prefer a more theoretical or a practical approach, we hope youll find this section helpful.

Practical Tutorial

If you are completely new to frontend and prefer to learn by doing, start with our practical tutorial.

Guides

This project uses React. Take your time to read the guide:

If you were already familiar with an older, Ractive-based tgui, and want to translate concepts between old and new tgui, read this interface conversion guide.

Pre-requisites

You will need these programs to start developing in tgui:

  • Node v22.11+
    • LTS release is recommended instead of latest
    • DO NOT install Chocolatey if Node installer asks you to!
  • Yarn v4.8.1+
    • Yarn is normally installed with corepack.
  • Git Bash or MSys2 (optional)

Usage

For Git Bash, MSys2, WSL, Linux or macOS users:

Change your directory to tgui.

Run bin/tgui --install-git-hooks to install merge drivers which will assist you in conflict resolution when rebasing your branches. Only has to be done once.

Run bin/tgui with any of the options listed below.

For Windows CMD or PowerShell users:

If you haven't opened the console already, you can do that by holding Shift and right clicking on the tgui folder, then pressing either Open command window here or Open PowerShell window here.

Run .\bin\tgui.bat with any of the options listed below.

If using PowerShell, you will receive errors if trying to run .\bin\tgui.ps1, because default Windows policy does not allow direct execution of PS1 scripts. Run .\bin\tgui.bat instead.

Available commands:

  • bin/tgui - Build the project in production mode.
  • bin/tgui --dev - Launch a development server.
    • tgui development server provides you with incremental compilation, hot module replacement and logging facilities in all running instances of tgui. In short, this means that you will instantly see changes in the game as you code it. Very useful, highly recommended.
    • In order to use it, you should start the game server first, connect to it and wait until the world has been properly loaded and you are no longer in the lobby. Start tgui dev server, and once it has finished building, press F5 on any tgui window. You'll know that it's hooked correctly if you see a green bug icon in titlebar and data gets dumped to the console.
  • bin/tgui --dev --reload - Reload byond cache once.
  • bin/tgui --dev --debug - Run server with debug logging enabled.
  • bin/tgui --dev --no-hot - Disable hot module replacement (helps when doing development on IE8).
  • bin/tgui --lint - Show problems with the code.
  • bin/tgui --fix - Auto-fix problems with the code.
  • bin/tgui --test - Run tests.
  • bin/tgui --analyze - Run a bundle analyzer.
  • bin/tgui --clean - Clean up project repo.
  • bin/tgui --tgui-polyfill - Build polyfills. You need to run it when updating any of the static (numbered) polyfills.
  • bin/tgui [webpack options] - Build the project with custom webpack options.

For everyone else:

You can double-click these batch files to achieve the same thing:

  • bin\tgui.bat - Build the project in production mode.
  • bin\tgui-dev-server.bat - Launch a development server.

Remember to always run a full build before submitting a PR. It creates a compressed javascript bundle which is then referenced from DM code. We prefer to keep it version controlled, so that people could build the game just by using Dream Maker.

Troubleshooting

Development server doesn't find my BYOND cache!

This happens if your Documents folder in Windows has a custom location, for example in E:\Libraries\Documents. Development server tries its best to find this non-standard location (searches for a Windows Registry key), but it can fail. You have to run the dev server with an additional environmental variable, with a full path to BYOND cache.

BYOND_CACHE="E:/Libraries/Documents/BYOND/cache"

Webpack errors out with some cryptic messages!

Example: No template for dependency: PureExpressionDependency Webpack stores its cache on disk since tgui 4.3, and it is very sensitive to build configuration. So if you update webpack, or share the same cache directory between development and production build, it will start hallucinating.

To fix this kind of problem, run bin/tgui --clean and try again.

Developer Tools

When developing with tgui-dev-server, you will have access to certain development only features.

Debug Logs. When running server via bin/tgui --dev --debug, server will print debug logs and time spent on rendering. Use this information to optimize your code, and try to keep re-renders below 16ms.

Kitchen Sink. Press F12 to open the KitchenSink interface. This interface is a playground to test various tgui components.

Layout Debugger. Press F11 to toggle the layout debugger. It will show outlines of all tgui elements, which makes it easy to understand how everything comes together, and can reveal certain layout bugs which are not normally visible.

Project Structure

  • /packages - Each folder here represents a self-contained Node module.
  • /packages/common - Helper functions that are used throughout all packages.
  • /packages/tgui/index.ts - Application entry point.
  • /packages/tgui/interfaces - Actual in-game interfaces.
  • /packages/tgui/layouts - Root level UI components, that affect the final look and feel of the browser window. These hold various window elements, like the titlebar and resize handlers, and control the UI theme.
  • /packages/tgui/routes.ts - This is where tgui decides which interface to pull and render.
  • /packages/tgui/styles/main.scss - CSS entry point.
  • /packages/tgui/styles/functions.scss - Useful SASS functions.
  • /packages/tgui/styles/atomic - Atomic CSS classes. These are very simple, tiny, reusable CSS classes which you can use and combine to change appearance of your elements. Keep them small.
  • /packages/tgui/styles/interfaces - Custom stylesheets for your interfaces. Add stylesheets here if you really need a fine control over your UI styles.
  • /packages/tgui/styles/layouts - Layout-related styles.
  • /packages/tgui/styles/themes - Contains themes that you can use in tgui. Each theme must be registered in /packages/tgui/index.ts file.

Component Reference

See: Component Reference.

License

Source code is covered by /tg/station's parent license - AGPL-3.0 (see the main README), unless otherwise indicated.

Some files are annotated with a copyright header, which explicitly states the copyright holder and license of the file. Most of the core tgui source code is available under the MIT license.

The Authors retain all copyright to their respective work here submitted.