Commit Graph

38 Commits

Author SHA1 Message Date
SkyratBot
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
SkyratBot
b77d27d7c4 [MIRROR] Fixes NPC pool runtime (#169)
* Fixes NPC pool runtime (#52655)

* Fixes NPC pool runtime

* idle

* Fixes NPC pool runtime

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-08-02 17:56:28 +01:00
skoglol
7d547dbf9a Fixes npcpool runtime (#52347)
* Fixes npcpool runtime

* Adds comment

* added warnings for real this time
2020-07-21 19:55:25 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
AnturK
be7d1b8f88 Sliding puzzle improvements (#39471)
* Sets notransform on the mob and makes few more things respect it.
* Makes if location contains any indestructible walls. (I need to switch these
  to flag instead of path checking)
* Adds it to smite.
2018-07-31 14:28:25 -07:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
vuonojenmustaturska
8da498119d Removes SNPCs (#36016)
* he's dead, jim

* a few stragglers

* Restores the populate world-verb
2018-02-28 19:11:34 +13:00
ninjanomnom
53ffc71655 make fire priority values defines 2018-01-17 02:57:14 -05:00
Kyle Spier-Swenson
fa136e71f4 Revert "Merge pull request #33537 from ninjanomnom/priority-defines" (#34528)
This reverts commit 0244b61886, reversing
changes made to 5d07df08ea.
2018-01-16 20:04:35 -05:00
ninjanomnom
a65248928b defines all subsystem priority values 2017-12-15 15:16:31 -05:00
vuonojenmustaturska
a927f2a64c expand simple_animals/hostile/aistatus into a simple_animals-wide system for putting mobs into idling mode (#31778)
* Initial commit

* Time is a circus

* Send in the clowns

* i broke something

* Revert "i broke something"

This reverts commit 5a29c40d131b39effe9ebcb6c8c1883693baf07f.

* I think it works?

* cleanup

* define reminders

* Fixes tendrils and such

* sentience_act now moves the mob to AI_OFF state
2017-10-19 11:57:10 +02:00
Cyberboss
1c6bd654b7 Make runlevels bitflags 2017-05-11 10:04:19 -04:00
Cyberboss
a0a27219b6 MC Runlevels 2017-05-10 16:05:37 -04:00
Cyberboss
c9686983f0 Small fix (#26581) 2017-04-27 11:35:51 -03:00
Jack Edge
a76d4374c1 Moves init_order to defines, moves SSevents above ticker. 2017-04-22 22:08:31 +01:00
Cyberboss
f490386a51 Moves simple animal automation from SSmob to SSnpc 2017-04-17 14:32:24 -04:00
Cyberboss
05e1ef69e1 Merge upstream 2017-03-27 09:32:08 -04:00
Cyberboss
7b9fd7e6fb SNPC Refactor (#25429)
* Move the interactive file to the right spot

* Proper scheduling

* dOY

* Fix shit
2017-03-26 21:24:38 +02:00
Cyberboss
fb596bcdb3 _DEF 2017-03-22 14:52:21 -04:00
Cyberboss
7e14ec75fc Normalizes subsystem definitions 2017-03-22 11:50:46 -04:00
Cyberboss
b1e4681c23 SSnpc -> SSnpcpool 2017-03-22 11:42:48 -04:00
Cyberboss
31ee152489 Repaths subsystem to controller/subsystem (#24624)
* Repaths subsystem to controller/subsystem

* Fix the shit
2017-03-08 22:05:45 +01:00
Cyberboss
3ad9be1555 Subsystems are now ordered by name in MC tab 2017-03-02 14:45:40 -05:00
Kyle Spier-Swenson
235b79fb5a StonedMC, the bastard love child of GoonPS and CarnMC (#17987)
Basically, they key difference between StonedMC and CarnMC is that when multiple ticks want to run at the same byond tick, we divvy up the tick between the subsystems, rather then allow one subsystem to hog it all.

The key difference between StonedMC and GoonPS is that we allow the subsystems to tell us how to divvy up the tick using flags and priority.

The new SS_ flags allows us to select behaviors that used to be piggybacked as side effects of dynamic wait or default but sometimes unneeded behavior.

Dynamic wait is 100% gone, lower priority and SS_BACKGROUND are better more refined ways of doing this when combined with MC_TICK_CHECK

I have by design never looked at the inners of goonPS, so this is all original code but I know it uses two loops because of comments by goon devs on reddit threads, that design didn't make sense before, but when I can tell a SS how much of a byond tick it is allowed to have, knowing how many need to run this tick is helpful I also know a bit more about how it works from piecing together comments in #vgstation.

Detailed list of changes:

Subsystems now have flags, allowing fine grain control over things like rather or not it processes, inits, rather it's wait is how long between runs (post run timing) or how long between starts, and rather or not late fires should cause the next fire to be earlier.

Mc now has two loops One loop handles queuing shit, one loop handles running shit.

MC now splits up tick allotment rather than first come first serve Subsystems can even request a bigger share using higher priorities. (It will even resume subsystems it paused if other subsystems hadn't used as much as it predicted they might need)

Default fps is now 20 This is related enough to the MC and it's a change that's really long since over due

All code oddities are most likely to be necessities to lower overhead on the mc since it runs every tick
2016-06-16 18:01:16 +12:00
Sawu
fc56e7f529 SNPC Expansion v. Traitorous Scum
* Fixes SNPCs still healing people
* SNPCs now use similar speech handling to Poly, and will mimic phrases in addition to their usual speech
* SNPCs can now be spawned as traitors, and given a special role.
* Greytide SNPCs now wear assistant outfits
* Certain jobs are now restricted to their area (can be toggled with restrictedJob)
* SNPCs start with a minor variation in stats
* Bartender SNPCs should now appropriately serve people
* Chef SNPC workflow redone, they will now prioritise preparing food over making it, and should serve more food to tables
* Third attempt at fixing infighting
* SNPCs should no longer repeatedly stun a target
* Friendly SNPCs now no longer have a combat module, and they are the station's faction
* NPCPool will routinely trim orders from it, reducing the amount of order ping-pong
2016-03-13 18:21:37 +11:00
Sawu
9caed06d78 Condenses cleanNull() using listclearnulls() 2016-02-27 07:02:50 +11:00
Sawu
3369739693 SNPCs v3: Robustaloo
Makes a number of changes and tweaks to SNPCs to make them work better in general.
* NPCPool now automatically clears nulls from its list (badminnery, singulo, gibbing etc)
* NPCs now correctly update their eyes when delegating
* NPCs will blacklist items they deem unusable (currently only empty guns)
* Augmentation chance is now singular instead of recursive
* NPCs support favoured types, which they will use above others when equipping, fighting and looting
* Renamed the non-descript "isnotfunc" to "IsDeadOrIncap"
* enforce_hands() now ensures the held items are still held by the npc (no more floaty items and ghostly guns)
* take_to_slot() now supports taking to hands directly
* NPCs will now appropriately dress themselves
* Interest/Timeout rates tweaked to create smoother transitions between states
* NPC choice system moved from prob to switch to create more activity
* NPCs now have a basic pathfinding system that should work (in most cases)
* Shitcurity NPCs now use any restraints, not just handcuffs
* NPCs spawned with the janitor job will now do some basic janitorial duties
* NPCs priorities in terms of weapons and held objects have been completely rebalanced
* NPCs will now appropriately equip, fire and discard guns.
* NPCs using guns will attempt to maintain a range instead of shooting point blank
* NPCs doorscan now uses all directions to improve mobility
* NPCs doorscan places the NPC in the door instead of attempting to path to it.
2016-02-27 06:11:13 +11:00
Bjorn Neergaard
531e4b947f Subsystem display tweaks 2015-12-05 10:13:59 -06:00
Bjorn Neergaard
34b717afb4 radio_controller -> SSradio, SSbp -> SSnpc 2015-12-04 22:25:24 -06:00
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