event based incapicated and able_to_run (#86031)

## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
This commit is contained in:
Ben10Omintrix
2024-09-04 10:02:49 -04:00
committed by GitHub
co-authored by LemonInTheDark ZephyrTFA
parent 8fe62dac3d
commit 91baa94ac5
170 changed files with 446 additions and 307 deletions
@@ -72,7 +72,7 @@ GLOBAL_VAR_INIT(hhMysteryRoomNumber, rand(1, 999999))
to_chat(target, span_warning("You too far away from \the [src] to enter it!"))
// If the target is incapacitated after selecting a room, they're not allowed to teleport.
if(target.incapacitated())
if(target.incapacitated)
to_chat(target, span_warning("You aren't able to activate \the [src] anymore!"))
// Has the user thrown it away or otherwise disposed of it such that it's no longer in their hands or in some storage connected to them?