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* Fixes NPC pool runtime (#52655) * Fixes NPC pool runtime * idle * Fixes NPC pool runtime Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
40 lines
1.1 KiB
Plaintext
40 lines
1.1 KiB
Plaintext
SUBSYSTEM_DEF(npcpool)
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name = "NPC Pool"
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flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/currentrun = list()
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/datum/controller/subsystem/npcpool/stat_entry()
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var/list/activelist = GLOB.simple_animals[AI_ON]
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..("NPCS:[activelist.len]")
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/datum/controller/subsystem/npcpool/fire(resumed = FALSE)
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if (!resumed)
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var/list/activelist = GLOB.simple_animals[AI_ON]
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src.currentrun = activelist.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/mob/living/simple_animal/SA = currentrun[currentrun.len]
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--currentrun.len
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if (QDELETED(SA)) // Some issue causes nulls to get into this list some times. This keeps it running, but the bug is still there.
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GLOB.simple_animals[AI_ON] -= SA
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log_world("Found a null in simple_animals list!")
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continue
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if(!SA.ckey && !SA.notransform)
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if(SA.stat != DEAD)
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SA.handle_automated_movement()
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if(SA.stat != DEAD)
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SA.handle_automated_action()
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if(SA.stat != DEAD)
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SA.handle_automated_speech()
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if (MC_TICK_CHECK)
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return
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