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LucyandGitHub beebdd2c52 Converts AI controller processing subsystems to use currentrun (#94905)
## About The Pull Request

this makes it so `SSai_controllers` and its subtypes use a `currentrun`
loop, instead of directly looping thru
`GLOB.ai_controllers_by_status[planning_status]`

## Why It's Good For The Game

most other processing subsystems do this, why shouldn't we?
it should ensure all ai controllers get to process, even if the server's
under load.

## Changelog

no player-facing changes, prolly
2026-01-18 19:35:30 -08:00

71 lines
2.5 KiB
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/// The subsystem used to tick [/datum/ai_controllers] instances. Handling the re-checking of plans.
SUBSYSTEM_DEF(ai_controllers)
name = "AI Controller Ticker"
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
priority = FIRE_PRIORITY_NPC
dependencies = list(
/datum/controller/subsystem/movement/ai_movement,
)
wait = 0.5 SECONDS //Plan every half second if required, not great not terrible.
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
///type of status we are interested in running
var/planning_status = AI_STATUS_ON
/// The average tick cost of all active AI, calculated on fire.
var/our_cost
/// The tick cost of all currently processed AI, being summed together
var/summing_cost
/datum/controller/subsystem/ai_controllers/Initialize()
setup_subtrees()
return SS_INIT_SUCCESS
/datum/controller/subsystem/ai_controllers/stat_entry(msg)
var/list/planning_list = GLOB.ai_controllers_by_status[planning_status]
msg = "\n Planning AIs:[length(planning_list)]/[round(our_cost,1)]%"
return ..()
/datum/controller/subsystem/ai_controllers/fire(resumed)
if(!resumed)
var/list/planning_list = GLOB.ai_controllers_by_status[planning_status]
currentrun = planning_list.Copy()
summing_cost = 0
//cache for sanic speed (lists are references anyways)
var/list/current_run = src.currentrun
var/timer = TICK_USAGE_REAL
while(length(current_run))
var/datum/ai_controller/ai_controller = current_run[length(current_run)]
current_run.len--
if(!ai_controller.able_to_plan)
continue
ai_controller.SelectBehaviors(wait * 0.1)
if(!length(ai_controller.current_behaviors)) //Still no plan
ai_controller.planning_failed()
if(MC_TICK_CHECK)
break
summing_cost += TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer)
if(MC_TICK_CHECK)
return
our_cost = MC_AVERAGE(our_cost, summing_cost)
///Creates all instances of ai_subtrees and assigns them to the ai_subtrees list.
/datum/controller/subsystem/ai_controllers/proc/setup_subtrees()
if(length(GLOB.ai_subtrees))
return
for(var/subtree_type in subtypesof(/datum/ai_planning_subtree))
var/datum/ai_planning_subtree/subtree = new subtree_type
GLOB.ai_subtrees[subtree_type] = subtree
///Called when the max Z level was changed, updating our coverage.
/datum/controller/subsystem/ai_controllers/proc/on_max_z_changed()
if(!length(GLOB.ai_controllers_by_zlevel))
GLOB.ai_controllers_by_zlevel = new /list(world.maxz,0)
while (GLOB.ai_controllers_by_zlevel.len < world.maxz)
GLOB.ai_controllers_by_zlevel.len++
GLOB.ai_controllers_by_zlevel[GLOB.ai_controllers_by_zlevel.len] = list()