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## About The Pull Request ai controllers that fail planning no longer process until theyre able to plan again. this makes it so /process is called less thus you'll have less AI competing against one another for cpu. also converts idle behaviors into singletons ## Why It's Good For The Game AIs that dont have a plan dont do anything during processing so its better to just make them sit out the cycle instead of draining cpu ## Changelog 🆑 /🆑
50 lines
2.0 KiB
Plaintext
50 lines
2.0 KiB
Plaintext
/// The subsystem used to tick [/datum/ai_controllers] instances. Handling the re-checking of plans.
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SUBSYSTEM_DEF(ai_controllers)
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name = "AI Controller Ticker"
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC
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init_order = INIT_ORDER_AI_CONTROLLERS
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wait = 0.5 SECONDS //Plan every half second if required, not great not terrible.
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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///type of status we are interested in running
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var/planning_status = AI_STATUS_ON
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/// The tick cost of all active AI, calculated on fire.
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var/our_cost
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/datum/controller/subsystem/ai_controllers/Initialize()
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setup_subtrees()
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/ai_controllers/stat_entry(msg)
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var/list/planning_list = GLOB.ai_controllers_by_status[planning_status]
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msg = "Planning AIs:[length(planning_list)]/[round(our_cost,1)]%"
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return ..()
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/datum/controller/subsystem/ai_controllers/fire(resumed)
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var/timer = TICK_USAGE_REAL
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for(var/datum/ai_controller/ai_controller as anything in GLOB.ai_controllers_by_status[planning_status])
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if(!ai_controller.able_to_plan)
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continue
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ai_controller.SelectBehaviors(wait * 0.1)
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if(!length(ai_controller.current_behaviors)) //Still no plan
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ai_controller.planning_failed()
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our_cost = MC_AVERAGE(our_cost, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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///Creates all instances of ai_subtrees and assigns them to the ai_subtrees list.
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/datum/controller/subsystem/ai_controllers/proc/setup_subtrees()
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if(length(GLOB.ai_subtrees))
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return
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for(var/subtree_type in subtypesof(/datum/ai_planning_subtree))
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var/datum/ai_planning_subtree/subtree = new subtree_type
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GLOB.ai_subtrees[subtree_type] = subtree
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///Called when the max Z level was changed, updating our coverage.
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/datum/controller/subsystem/ai_controllers/proc/on_max_z_changed()
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if(!length(GLOB.ai_controllers_by_zlevel))
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GLOB.ai_controllers_by_zlevel = new /list(world.maxz,0)
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while (GLOB.ai_controllers_by_zlevel.len < world.maxz)
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GLOB.ai_controllers_by_zlevel.len++
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GLOB.ai_controllers_by_zlevel[GLOB.ai_controllers_by_zlevel.len] = list()
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