* Reworks targeting behavior to fall back onto proximity monitors. Refactors ai cooldowns a bit (#82640)
## About The Pull Request
Nother bit ripped out of #79498
[Implements a get_cooldown() proc to get around dumb manual overrides
and empower me to optimize the findtarget
logic](7047d294dd)
[Adds modify_cooldown, uses it to optimize find_potential_targets
further](4ebc8cedce)
No sense running the behavior if we're just waiting on its output, so
let's run it once a minute just in case, then push an update instantly
if we find something
[Optimizes connect_range and
promxity_monitors](bcf7d7c5b3)
We know what turfs exist before and after a move
We can use this information to prevent trying to update turfs we don't
care about.
This is important because post these changes mobs with fields will be
moving a lot more, so it's gotta be cheap
[Implements a special kind of field to handle ai
targeting](80b63b3445)
If we run targeting and don't like, find anything, we should setup a
field that listens for things coming near us and then handle those
things as we find them.
This incurs a slight startup cost but saves so much time on the churn of
constant costs
Note:
We should also work to figure out a way to avoid waking ais if none is
near them/they aren't doing anything interesting
We don't need to do that immediately this acts as somewhat of a stopgap
(and would be good regardless) but it is worth keeping in mind)
## IMPORTANT
I am unsure whether this is worth it anymore since #82539 was merged. As
I say it was done as a stopgap because ais didn't know how to idle.
If not I'll rip er out and we'll keep the other
refactoring/optimizations.
## Why It's Good For The Game
Cleaner basic ai code, maybe? faster basic ai code, for sure faster
proximity monitors (significantly)
* ai controllers use cell trackers to know when to idle (#82691)
## About The Pull Request
this makes ai controllers use cell trackers and signals to determine
when to idle
## Why It's Good For The Game
might be better than looping over all clients for every controller
## Changelog
🆑
code: The way mobs idle has been refactored, please report any issues
with non-reactive mobs
/🆑
* makes slimes not idle (#82742)
## About The Pull Request
slimes should still be able to do their everyday routine without needing
to be watched over
## Why It's Good For The Game
makes xenobiologist's lives easier
## Changelog
🆑
qol: slimes will stay active without needing any one to watch over
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Gravitational Anomalies will not make areas permanently have weird gravity (#77647)
## About The Pull Request
See title.
Someone added a new argument to this element, passed it in on creation,
and forgot to pass it in on removal.
## Why It's Good For The Game
A shift where the whole of the cargo bay has no gravity is fun, but the
crew can't fix it.
I might think of a way to bring it back in a more temporary fashion.
## Changelog
🆑
fix: Gravitational Anomalies will now correctly clean up after
themselves, instead of leaving an area of the station permanently heavy
or with no gravity at all.
/🆑
fixes https://github.com/tgstation/tgstation/issues/77249
* Gravitational Anomalies will not make areas permanently have weird gravity
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* FIxes Time Stop being a 3x3 instead of a 5x5 (no seriously) (#73339)
## About The Pull Request
Keen eyes will notice time stop is intended to have a radius of 2
3c0013dfa5/code/modules/spells/spell_types/self/stop_time.dm (L14-L17)
This implies it's supposed to be a 5x5 - radius of 2
Back when it was originally coded, it was a 5x5
f2abe13f51
(scroll down a bit, and you will see `orange(2)`. This is a 5x5.)
So where did it become a 3x3? I can't find a single PR nerfing it, and
the radius is still 2 as it always has been
The answer: Here, in 2017 it was refactored to use fields
#30858
Fields track their inner fields and edge fields separately, but it used
the same radius as before, so it quietly shrunk by 1 tile as the outer
edge was no longer counted as frozen, and I guess no one noticed? or
cared? I don't know??
So I updated advanced fields to have a "mode" that tracks edge fields as
field turfs.
While I was here, I fixed some other issues with timestop. A runtime
when movelooping mobs were time stopped, sign languagers (emote mute).
And while I was "while I was here", Gravity aura had a similar issue,
causing the grav gen's aura to never work. That was fixed as well
## Why It's Good For The Game
This caused an hour long search over a 5 year old bug
## Changelog
🆑 Melbert
fix: Fixed a FIVE YEAR OLD issue causing Time Stop to be a 3x3 instead
of a 5x5. Really.
fix: The gravity generator correctly gives "forced gravity" to all
adjacent mobs
fix: Fixed some runtimes with Time Stop, and other miscellaneous issues
/🆑
* FIxes Time Stop being a 3x3 instead of a 5x5 (no seriously)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>