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Reworks how AI tracking is handled & reorganizes it (#77776)
## About The Pull Request Completely reworks how AI tracking is handled, this has no in-game effects. This moves nearly all AI tracking handling onto ``/datum/tracking``, which previously was pretty bad. I tried documenting as much as I can, making comments actually useful and give accurate information. Turns ``get_camera_list`` into a global proc, which we now use for camera consoles (including the app), cutting down on copy paste in 2 areas and standardizing its behavior/backend. ## Why It's Good For The Game I wanted to generalize this behavior so I can use it for tracking players in https://github.com/tgstation/tgstation/pull/77713 - This helps me do that. Also the current state of AI tracking code is pretty poor and hopefully this improves that area. Closes https://github.com/tgstation/tgstation/issues/42355 ## Changelog 🆑 refactor: AI's player-tracking eyes received an unwanted obligatory update, and should now not tell you that a player is untrackable when they clearly obviously can be. /🆑
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@@ -95,10 +95,6 @@
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/obj/item/multitool/ai_detect/proc/multitool_detect()
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var/turf/our_turf = get_turf(src)
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detect_state = PROXIMITY_NONE
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for(var/mob/living/silicon/ai/AI as anything in GLOB.ai_list)
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if(AI.cameraFollow == src)
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detect_state = PROXIMITY_ON_SCREEN
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return
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for(var/mob/camera/ai_eye/AI_eye as anything in GLOB.aiEyes)
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if(!AI_eye.ai_detector_visible)
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