Excited groups will be much more aggressive about averaging out their turfs when air movement within has slowed down.
Excited groups will be less aggressive about sleeping simi-idle turfs to prevent deadlocking
Sleeping thresholds lowered.
SSair will now tick_check all loops, not just active turf processing.
-only process roundstart spawners when they're needed
-use the same method to call atom_spawners for template loading.
Assuming user is adding to the appropriate process list, this will not
cause issues
This system is called just before initialize and does not use a world
loop, so it is safe to spawn and create new atoms.
Any atom can inherit this behaviour by overriding the
spawn_atom_to_world proc and spawning atoms there at roundstart
Make sure you register the atom in question to the list of spawner atoms
by doing SSobj.atom_spawners += src, and then remove when you are done
spawning objects
lighting removed from dewait because lag checks are better for it and lag checked subsystems that are also dwait systems are given lower priority, we don't want that to happen to lighting.
This setup allows subsystems to pause themselves until next mc fire if they are about to go over a tick, and resume on the next mc tick
It also makes it so we prioritize running subsystems we skipped because there wasn't enough time in the current tick to run them based on their avg tick usage. (as well as subsystems paused mid way thru)
Adds a macro for adding this to non-mc procs. just drop it in the loop. There is a define version as well for if checks if you want to know if you just slept to avoid lag.
This is all inside #if DM_VERSION defines, so once i test that 509 still works to compile/test this should be good to merge
* 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
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.
Sometime last year sec officers lost one of the two pairs of cuffs they started with (I think its when the adv taser was added on spawn, cuffs used to be in the armor slot and were replaced by the taser but never placed anywhere else)
Seeing as cuffs are the only thing stopping sec officers beating the clown to death, I'm readding them.
I've also done a general clean up on sec lockers, removing the extra standard headset (why the f weren't these just replaced by the bowmans in the first place?), and stuffed the locker contents into the sec belts - because fuck the RSI inducing clickfest that is gearing up.
Reordered some of the contents of lockers, again for less repetitive clicks.
Gave the HoS a proper stun baton (I've notice most HoS's pinch a spare one from an officer's locker).
Swapped the detectives collapsible baton for a classic baton, seeing as they're as shit as collapsible batons now and fit the detective's film noir look better. Also gave him some pepperspray because its terrible enough for him to use.
:CL: Malkevin
tweak: Sec officers have two sets of cuffs again (one on spawn, one in locker)
tweak: Done some optimisation of sec spawn equipment lists and lockers to remove some of the repetitive clicking, sec belts are now preloaded with equipment.
tweak: HoS has a full baton instead of the collapsible one
tweak: Detective has a classic police baton and pepper spray instead of the collapsible baton (some made police batons shit, so don't get overly happy)
bugfix: pop scaled additional lockers spawned were the wrong type, changed them to the right type which has batons now.
/:CL: