Files
Bubberstation/code/datums/proximity_monitor/fields/gravity.dm
Waterpig 08d9f59838 [NO GBP] Slime AI fixes + prerequisites (newest mirror: makes slimes not idle) (#27470)
* 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>
2024-04-25 15:05:23 +00:00

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// Proximity monitor applies forced gravity to all turfs in range.
/datum/proximity_monitor/advanced/gravity
edge_is_a_field = TRUE
var/gravity_value = 0
var/list/modified_turfs = list()
/datum/proximity_monitor/advanced/gravity/New(atom/_host, range, _ignore_if_not_on_turf = TRUE, gravity)
. = ..()
gravity_value = gravity
recalculate_field(full_recalc = TRUE)
/datum/proximity_monitor/advanced/gravity/setup_field_turf(turf/target)
. = ..()
if(!isnull(modified_turfs[target]))
return
if(HAS_TRAIT(target, TRAIT_FORCED_GRAVITY))
return
target.AddElement(/datum/element/forced_gravity, gravity_value, can_override = TRUE)
modified_turfs[target] = gravity_value
/datum/proximity_monitor/advanced/gravity/cleanup_field_turf(turf/target)
. = ..()
if(isnull(modified_turfs[target]))
return
var/grav_value = modified_turfs[target] || 0
target.RemoveElement(/datum/element/forced_gravity, grav_value, can_override = TRUE)
modified_turfs -= target
// Subtype which pops up a balloon alert when a mob enters the field
/datum/proximity_monitor/advanced/gravity/warns_on_entrance
/// This is a list of mob refs that have recently entered the field.
/// We track it so that we don't spam a player who is stutter stepping in and out with balloon alerts.
var/list/recently_warned
/datum/proximity_monitor/advanced/gravity/warns_on_entrance/setup_field_turf(turf/target)
. = ..()
for(var/mob/living/guy in target)
warn_mob(guy, target)
/datum/proximity_monitor/advanced/gravity/warns_on_entrance/cleanup_field_turf(turf/target)
. = ..()
for(var/mob/living/guy in target)
warn_mob(guy, target)
/datum/proximity_monitor/advanced/gravity/warns_on_entrance/field_edge_crossed(atom/movable/movable, turf/old_location, turf/new_location)
. = ..()
if(isliving(movable))
warn_mob(movable, new_location)
/datum/proximity_monitor/advanced/gravity/warns_on_entrance/field_edge_uncrossed(atom/movable/movable, turf/old_location, turf/new_location)
. = ..()
if(isliving(movable))
warn_mob(movable, old_location)
/datum/proximity_monitor/advanced/gravity/warns_on_entrance/proc/warn_mob(mob/living/to_warn, turf/location)
var/mob_ref_key = REF(to_warn)
if(mob_ref_key in recently_warned)
return
location.balloon_alert(to_warn, "gravity [(location in modified_turfs) ? "shifts!" : "reverts..."]")
LAZYADD(recently_warned, mob_ref_key)
addtimer(CALLBACK(src, PROC_REF(clear_recent_warning), mob_ref_key), 3 SECONDS)
/datum/proximity_monitor/advanced/gravity/warns_on_entrance/proc/clear_recent_warning(mob_ref_key)
LAZYREMOVE(recently_warned, mob_ref_key)