[MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)

* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-04-12 21:45:43 +02:00
committed by GitHub
parent 34b66981ce
commit 9a594755f3
540 changed files with 3418 additions and 3424 deletions
@@ -5,7 +5,7 @@
/// The action to execute, extend to add a different cooldown or something
var/attack_behaviour = /datum/ai_behavior/attack_obstructions
/datum/ai_planning_subtree/attack_obstacle_in_path/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/attack_obstacle_in_path/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/datum/weakref/weak_target = controller.blackboard[target_key]
var/atom/target = weak_target?.resolve()
@@ -28,7 +28,7 @@
/// For if you want your mob to be able to attack dense objects
var/can_attack_dense_objects = FALSE
/datum/ai_behavior/attack_obstructions/perform(delta_time, datum/ai_controller/controller, target_key)
/datum/ai_behavior/attack_obstructions/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
. = ..()
var/mob/living/basic/basic_mob = controller.pawn
var/datum/weakref/weak_target = controller.blackboard[target_key]
@@ -1,7 +1,7 @@
/// similar to finding a target but looks for food types in the
/datum/ai_planning_subtree/find_food
/datum/ai_planning_subtree/find_food/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/find_food/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/atom/target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
if(target && !QDELETED(target))
@@ -7,7 +7,7 @@
/// Blackboard key in which to store selected target's hiding place
var/hiding_place_key = BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION
/datum/ai_planning_subtree/flee_target/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/flee_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if (!controller.blackboard[BB_BASIC_MOB_FLEEING])
return
@@ -1,7 +1,7 @@
/datum/ai_planning_subtree/basic_melee_attack_subtree
var/datum/ai_behavior/basic_melee_attack/melee_attack_behavior = /datum/ai_behavior/basic_melee_attack
/datum/ai_planning_subtree/basic_melee_attack_subtree/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/basic_melee_attack_subtree/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/datum/weakref/weak_target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
var/atom/target = weak_target?.resolve()
@@ -18,7 +18,7 @@
/datum/ai_planning_subtree/basic_ranged_attack_subtree
var/datum/ai_behavior/basic_ranged_attack/ranged_attack_behavior = /datum/ai_behavior/basic_ranged_attack
/datum/ai_planning_subtree/basic_ranged_attack_subtree/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/basic_ranged_attack_subtree/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/datum/weakref/weak_target = controller.blackboard[BB_BASIC_MOB_CURRENT_TARGET]
var/atom/target = weak_target?.resolve()
@@ -1,7 +1,7 @@
/// Find the nearest thing which we assume is hostile and set it as the flee target
/datum/ai_planning_subtree/simple_find_nearest_target_to_flee
/datum/ai_planning_subtree/simple_find_nearest_target_to_flee/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/simple_find_nearest_target_to_flee/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if (!controller.blackboard[BB_BASIC_MOB_FLEEING])
return
@@ -10,7 +10,7 @@
/// Find the nearest thing on our list of 'things which have done damage to me' and set it as the flee target
/datum/ai_planning_subtree/find_nearest_thing_which_attacked_me_to_flee
/datum/ai_planning_subtree/find_nearest_thing_which_attacked_me_to_flee/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/find_nearest_thing_which_attacked_me_to_flee/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
if (!controller.blackboard[BB_BASIC_MOB_FLEEING])
return
@@ -1,5 +1,5 @@
/datum/ai_planning_subtree/simple_find_target
/datum/ai_planning_subtree/simple_find_target/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/simple_find_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
controller.queue_behavior(/datum/ai_behavior/find_potential_targets, BB_BASIC_MOB_CURRENT_TARGET, BB_TARGETTING_DATUM, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION)
@@ -5,26 +5,26 @@
/// Target key to interrogate
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/datum/ai_planning_subtree/sleep_with_no_target/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/sleep_with_no_target/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
controller.queue_behavior(sleep_behaviour, BB_BASIC_MOB_CURRENT_TARGET)
/// Disables AI after a certain amount of time spent with no target, you will have to enable the AI again somewhere else
/datum/ai_behavior/sleep_after_targetless_time
/// Turn off AI if we spend this many seconds without a target, don't use the macro because delta_time is already in seconds
/// Turn off AI if we spend this many seconds without a target, don't use the macro because seconds_per_tick is already in seconds
var/time_to_wait = 10
/datum/ai_behavior/sleep_after_targetless_time/perform(delta_time, datum/ai_controller/controller, target_key)
/datum/ai_behavior/sleep_after_targetless_time/perform(seconds_per_tick, datum/ai_controller/controller, target_key)
var/datum/weakref/weak_target = controller.blackboard[target_key]
var/atom/target = weak_target?.resolve()
finish_action(controller, succeeded = !target, delta_time = delta_time)
finish_action(controller, succeeded = !target, seconds_per_tick = seconds_per_tick)
/datum/ai_behavior/sleep_after_targetless_time/finish_action(datum/ai_controller/controller, succeeded, delta_time)
/datum/ai_behavior/sleep_after_targetless_time/finish_action(datum/ai_controller/controller, succeeded, seconds_per_tick)
. = ..()
if (!succeeded)
controller.blackboard[BB_TARGETLESS_TIME] = 0
return
controller.blackboard[BB_TARGETLESS_TIME] += delta_time
controller.blackboard[BB_TARGETLESS_TIME] += seconds_per_tick
if (controller.blackboard[BB_TARGETLESS_TIME] > time_to_wait)
enter_sleep(controller)
@@ -17,8 +17,8 @@
if(emote_see)
emote_see = string_list(emote_see)
/datum/ai_planning_subtree/random_speech/SelectBehaviors(datum/ai_controller/controller, delta_time)
if(DT_PROB(speech_chance, delta_time))
/datum/ai_planning_subtree/random_speech/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(SPT_PROB(speech_chance, seconds_per_tick))
var/audible_emotes_length = emote_hear?.len
var/non_audible_emotes_length = emote_see?.len
var/speak_lines_length = speak?.len
@@ -97,7 +97,7 @@
/datum/ai_planning_subtree/random_speech/dog
speech_chance = 1
/datum/ai_planning_subtree/random_speech/dog/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/random_speech/dog/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if(!isdog(controller.pawn))
return
@@ -7,7 +7,7 @@
/// Blackboard key in which to store selected target's hiding place
var/hiding_place_key = BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION
/datum/ai_planning_subtree/target_retaliate/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/target_retaliate/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
controller.queue_behavior(/datum/ai_behavior/target_from_retaliate_list, BB_BASIC_MOB_RETALIATE_LIST, target_key, targetting_datum_key, hiding_place_key)
@@ -28,7 +28,7 @@
/// How far can we see stuff?
var/vision_range = 9
/datum/ai_behavior/target_from_retaliate_list/perform(delta_time, datum/ai_controller/controller, shitlist_key, target_key, targetting_datum_key, hiding_location_key)
/datum/ai_behavior/target_from_retaliate_list/perform(seconds_per_tick, datum/ai_controller/controller, shitlist_key, target_key, targetting_datum_key, hiding_location_key)
. = ..()
var/mob/living/living_mob = controller.pawn
var/datum/targetting_datum/targetting_datum = controller.blackboard[targetting_datum_key]
@@ -9,7 +9,7 @@
/// If true we terminate planning after trying to use the ability.
var/finish_planning = TRUE
/datum/ai_planning_subtree/targeted_mob_ability/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/targeted_mob_ability/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if (!ability_key)
CRASH("You forgot to tell this mob where to find its ability")
@@ -1,7 +1,7 @@
///used by cows
/datum/ai_planning_subtree/tip_reaction
/datum/ai_planning_subtree/tip_reaction/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/tip_reaction/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
. = ..()
var/tip_reacting = controller.blackboard[BB_BASIC_MOB_TIP_REACTING]
if(!tip_reacting)
@@ -10,7 +10,7 @@
/// If true we terminate planning after trying to use the ability.
var/finish_planning = FALSE
/datum/ai_planning_subtree/use_mob_ability/SelectBehaviors(datum/ai_controller/controller, delta_time)
/datum/ai_planning_subtree/use_mob_ability/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
if (!ability_key)
CRASH("You forgot to tell this mob where to find its ability")
@@ -25,7 +25,7 @@
/datum/ai_behavior/use_mob_ability
/datum/ai_behavior/use_mob_ability/perform(delta_time, datum/ai_controller/controller, ability_key)
/datum/ai_behavior/use_mob_ability/perform(seconds_per_tick, datum/ai_controller/controller, ability_key)
var/datum/weakref/weak_ability = controller.blackboard[ability_key]
var/datum/action/cooldown/using_action = weak_ability?.resolve()
if (!using_action)