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

169 lines
5.1 KiB
Plaintext

//Defines for atom layers and planes
//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
#define CLICKCATCHER_PLANE -99
#define GRAVITY_PULSE_PLANE -96 //Needs to be behind space, otherwise it blocks space, lol
#define GRAVITY_PULSE_RENDER_TARGET "*GRAVPULSE_RENDER_TARGET"
#define PLANE_SPACE -95
#define PLANE_SPACE_PARALLAX -90
#define FLOOR_PLANE -6
#define FLOOR_OVERLAY_PLANE -5
#define FLOOR_LIGHTING_LAMPS_GLARE -4
#define FLOOR_LIGHTING_LAMPS_SELFGLOW -3
#define FLOOR_LIGHTING_LAMPS_PLANE -2
#define FLOOR_LIGHTING_LAMPS_RENDER_TARGET "*FLOOR_LIGHTING_LAMPS_RENDER_TARGET"
#define ABOVE_GAME_PLANE -1.5
#define GAME_PLANE -1
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define AREA_PLANE 1
#define SPACE_LAYER 1.5
#define GRASS_UNDER_LAYER 1.6
/// Which layer turfs appear on by default in the map editor. Should be unique!
#define MAP_EDITOR_TURF_LAYER 1.6999
#define PLATING_LAYER 1.7
#define LATTICE_LAYER 1.701
#define DISPOSAL_PIPE_LAYER 1.71
#define GAS_PIPE_HIDDEN_LAYER 1.72
#define WIRE_LAYER 1.73
#define WIRE_TERMINAL_LAYER 1.75
#define ABOVE_PLATING_LAYER 1.76 // generic for /obj/hide
#define TRAY_SCAN_LAYER_OFFSET 0.5 // place images above TURF_LAYER
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
#define ABOVE_TRANSPARENT_TURF_LAYER 2.01 // put wire terminals here if T.transparent_floor
#define MID_TURF_LAYER 2.02
#define HIGH_TURF_LAYER 2.03
#define TURF_PLATING_DECAL_LAYER 2.031
#define TURF_DECAL_LAYER 2.039 //Makes turf decals appear in DM how they will look inworld.
#define ABOVE_OPEN_TURF_LAYER 2.04
#define CLOSED_TURF_LAYER 2.05
#define BULLET_HOLE_LAYER 2.06
#define ABOVE_NORMAL_TURF_LAYER 2.08
#define ABOVE_ICYOVERLAY_LAYER 2.11
#define GAS_SCRUBBER_OFFSET -0.001
#define GAS_PIPE_VISIBLE_LAYER 2.47
#define GAS_PIPE_SCRUB_OFFSET 0.001
#define GAS_PIPE_SUPPLY_OFFSET 0.002
#define GAS_FILTER_OFFSET 0.003
#define GAS_PUMP_OFFSET 0.004
#define HOLOPAD_LAYER 2.491
#define CONVEYOR_LAYER 2.495
#define LOW_OBJ_LAYER 2.5
#define LOW_SIGIL_LAYER 2.52
#define SIGIL_LAYER 2.54
#define HIGH_SIGIL_LAYER 2.56
#define BELOW_OPEN_DOOR_LAYER 2.6
#define BLASTDOOR_LAYER 2.65
#define OPEN_DOOR_LAYER 2.7
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
#define CLOSED_BLASTDOOR_LAYER 3.05
#define CLOSED_DOOR_LAYER 3.1
#define CLOSED_FIREDOOR_LAYER 3.11
#define SHUTTER_LAYER 3.12 // HERE BE DRAGONS
#define ABOVE_OBJ_LAYER 3.2
#define ABOVE_WINDOW_LAYER 3.3
#define DOOR_HELPER_LAYER 3.31 // Keep this above doors and windoors
#define SIGN_LAYER 3.4
#define NOT_HIGH_OBJ_LAYER 3.5
#define HIGH_OBJ_LAYER 3.6
#define BELOW_MOB_LAYER 3.7
#define LYING_MOB_LAYER 3.8
#define ABOVE_LYING_MOB_LAYER 3.9
//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
#define ABOVE_MOB_LAYER 4.1
#define HITSCAN_LAYER 4.2
#define WALL_OBJ_LAYER 4.25
#define EDGED_TURF_LAYER 4.3
#define ON_EDGED_TURF_LAYER 4.35
#define LARGE_MOB_LAYER 4.4
#define ABOVE_ALL_MOB_LAYER 4.5
#define SPACEVINE_LAYER 4.8
#define SPACEVINE_MOB_LAYER 4.9
//#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define
#define GASFIRE_LAYER 5.05
#define RIPPLE_LAYER 5.1
#define GHOST_LAYER 6
#define LOW_LANDMARK_LAYER 9
#define MID_LANDMARK_LAYER 9.1
#define HIGH_LANDMARK_LAYER 9.2
#define AREA_LAYER 10
#define MASSIVE_OBJ_LAYER 11
#define SMOKE_PLANE 12
#define POINT_LAYER 13
#define CHAT_LAYER 12.0001 // Do not insert layers between these two values
#define CHAT_LAYER_MAX 12.9999
/// This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
#define EMISSIVE_PLANE 13
/// The render target used by the emissive.
#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
#define POINT_PLANE 14
#define COGBAR_PLANE 15
#define LIGHTING_PLANE 16
#define LIGHTING_LAYER 16
#define LIGHTING_LAMPS_GLARE 17 // Light glare (optional setting)
#define LIGHTING_EXPOSURE_PLANE 18 // Light sources "cones"
#define LIGHTING_LAMPS_SELFGLOW 19 // Light sources glow (lamps, doors overlay, etc.)
#define LIGHTING_LAMPS_PLANE 20 // Light sources themselves (lamps, screens, etc.)
#define LIGHTING_LAMPS_RENDER_TARGET "*LIGHTING_LAMPS_RENDER_TARGET"
#define RAD_TEXT_LAYER 20.1
#define ABOVE_LIGHTING_PLANE 21
#define ABOVE_LIGHTING_LAYER 21
#define FLOOR_OPENSPACE_PLANE 22
#define OPENSPACE_LAYER 22
#define INFO_TAG_PLANE 23
#define BYOND_LIGHTING_PLANE 24
#define BYOND_LIGHTING_LAYER 24
#define CAMERA_STATIC_PLANE 24
#define CAMERA_STATIC_LAYER 24
//HUD layer defines
#define FULLSCREEN_PLANE 25
#define FLASH_LAYER 25
#define FULLSCREEN_LAYER 25.1
#define UI_DAMAGE_LAYER 25.2
#define BLIND_LAYER 25.3
#define CRIT_LAYER 25.4
#define CURSE_LAYER 25.5
#define HUD_PLANE 26
#define HUD_LAYER 26
#define ABOVE_HUD_PLANE 27
#define ABOVE_HUD_LAYER 27
#define SPLASHSCREEN_LAYER 28
#define SPLASHSCREEN_PLANE 28
#define HUD_PLANE_BUILDMODE 30
// This should always be on top. No exceptions.
#define HUD_PLANE_DEBUGVIEW 40
///Plane master controller keys
#define PLANE_MASTERS_GAME "plane_masters_game"