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* 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>
66 lines
3.0 KiB
Plaintext
66 lines
3.0 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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///List of all ai_subtree singletons, key is the typepath while assigned value is a newly created instance of the typepath. See setup_subtrees()
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var/list/datum/ai_planning_subtree/ai_subtrees = list()
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///Assoc List of all AI statuses and all AI controllers with that status.
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var/list/ai_controllers_by_status = list(
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AI_STATUS_ON = list(),
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AI_STATUS_OFF = list(),
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AI_STATUS_IDLE = list(),
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)
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///Assoc List of all AI controllers and the Z level they are on, which we check when someone enters/leaves a Z level to turn them on/off.
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var/list/ai_controllers_by_zlevel = list()
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/// The tick cost of all active AI, calculated on fire.
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var/cost_on
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/// The tick cost of all idle AI, calculated on fire.
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var/cost_idle
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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/active_list = ai_controllers_by_status[AI_STATUS_ON]
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var/list/inactive_list = ai_controllers_by_status[AI_STATUS_OFF]
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var/list/idle_list = ai_controllers_by_status[AI_STATUS_IDLE]
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msg = "Active AIs:[length(active_list)]/[round(cost_on,1)]%|Inactive:[length(inactive_list)]|Idle:[length(idle_list)]/[round(cost_idle,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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cost_idle = MC_AVERAGE(cost_idle, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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timer = TICK_USAGE_REAL
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for(var/datum/ai_controller/ai_controller as anything in ai_controllers_by_status[AI_STATUS_ON])
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if(!COOLDOWN_FINISHED(ai_controller, failed_planning_cooldown))
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continue
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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(!LAZYLEN(ai_controller.current_behaviors)) //Still no plan
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COOLDOWN_START(ai_controller, failed_planning_cooldown, AI_FAILED_PLANNING_COOLDOWN)
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cost_on = MC_AVERAGE(cost_on, 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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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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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 (!islist(ai_controllers_by_zlevel))
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ai_controllers_by_zlevel = new /list(world.maxz,0)
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while (SSai_controllers.ai_controllers_by_zlevel.len < world.maxz)
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SSai_controllers.ai_controllers_by_zlevel.len++
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SSai_controllers.ai_controllers_by_zlevel[ai_controllers_by_zlevel.len] = list()
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