Commit Graph

9 Commits

Author SHA1 Message Date
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
GunHog
cdc3e5c174 Removes bots from NPC Pool
It was causing unexpected and buggy behavior with certain bots, and has
been tossed in the bin along with radio code.
2015-05-07 08:42:31 -05:00
MrStonedOne
94a132dbde pr-9231 changelog and minor subsystem tweaks 2015-05-01 05:24:33 -07:00
MrStonedOne
bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
MrStonedOne
a6602795c9 fixes runtimes with npcpool 2015-04-14 10:30:58 -07:00
hornygranny
35498dc200 Merge pull request #8686 from sawu-tg/npcpool
Fixes to SNPCs
2015-04-01 11:47:57 -07:00
Sawu
799eadb6c8 Fixes to SNPCs
* Fixes two runtimes (stat menu and taking a delegate/assistant)
* Fixes SNPCs not being inserted into the NPCPool
* Makes the NPCPool fire more often for maximum robustness.
2015-04-02 05:19:21 +11:00
Sawu
1142cbd355 Fixes NPCPool stat runtime 2015-03-30 09:35:33 +11:00
Sawu
ab776cf014 Updates the NPCPool to current branch.
see #7012
* NPCPool will co-ordinate and organize all SNPCs, making them stronger and more intelligent.
* SNPCs can use the botPool system to co-ordinate and delegate with each other.
* SNPCs have been given factions to allow interoperability between certain types of SNPCs.
* Bots (machinery/bot) can use the system too for basic help and coordination.
2015-03-30 02:50:21 +11:00