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Bubberstation/code/modules/wiremod/components/action/pathfind.dm
SkyratBot 75228c0e2b [MIRROR] Reduced pathfinding circuit component cooldown to 5 seconds (#29339)
* Reduced pathfinding circuit component cooldown to 5 seconds (#85534)

## About The Pull Request
The cooldown length for pathfinding to a position with circuits is
reduced from 30 seconds to 5 seconds, the same time when pathfinding to
a previously located position.

## Why It's Good For The Game
This allows the moving drone and other circuit related operations to be
able to track moving targets, as the 30 second cooldown would render the
component practically pointless.

https://github.com/user-attachments/assets/cba8742c-7e98-411e-931d-4d74f51f6be0

## Changelog
🆑
balance: Reduced pathfinding circuit component cooldown from 30 seconds
to 5 seconds
/🆑

* Reduced pathfinding circuit component cooldown to 5 seconds

---------

Co-authored-by: tmyqlfpir <80724828+tmyqlfpir@users.noreply.github.com>
2024-08-15 11:58:06 +02:00

114 lines
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/**
* # Pathfinding component
*
* Calcualtes a path, returns a list of entities. Each entity is the next step in the path. Can be used with the direction component to move.
*/
/obj/item/circuit_component/pathfind
display_name = "Pathfinder"
desc = "When triggered, the next step to the target's location as an entity. This can be used with the direction component and the drone shell to make it move on its own. The Id Card input port is for considering ID access when pathing, it does not give the shell actual access."
category = "Action"
circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL|CIRCUIT_FLAG_OUTPUT_SIGNAL
var/datum/port/input/input_X
var/datum/port/input/input_Y
var/datum/port/input/id_card
var/datum/port/output/output
var/datum/port/output/finished
var/datum/port/output/failed
var/datum/port/output/reason_failed
var/list/path
var/turf/old_dest
var/turf/next_turf
// Cooldown to limit how frequently we can path to the same location.
var/same_path_cooldown = 5 SECONDS
var/different_path_cooldown = 5 SECONDS
var/max_range = 60
/obj/item/circuit_component/pathfind/get_ui_notices()
. = ..()
// Not necessary to show the same path cooldown, since it doesn't change much for the player
. += create_ui_notice("Pathfinding Cooldown: [DisplayTimeText(different_path_cooldown)]", "orange", "stopwatch")
. += create_ui_notice("Maximum Range: [max_range] tiles", "orange", "info")
/obj/item/circuit_component/pathfind/populate_ports()
input_X = add_input_port("Target X", PORT_TYPE_NUMBER, trigger = null)
input_Y = add_input_port("Target Y", PORT_TYPE_NUMBER, trigger = null)
id_card = add_input_port("ID Card", PORT_TYPE_ATOM, trigger = null)
output = add_output_port("Next step", PORT_TYPE_ATOM)
finished = add_output_port("Arrived to destination", PORT_TYPE_SIGNAL)
failed = add_output_port("Failed", PORT_TYPE_SIGNAL)
reason_failed = add_output_port("Fail reason", PORT_TYPE_STRING)
/obj/item/circuit_component/pathfind/input_received(datum/port/input/port)
INVOKE_ASYNC(src, PROC_REF(perform_pathfinding), port)
/obj/item/circuit_component/pathfind/proc/perform_pathfinding(datum/port/input/port)
var/target_X = input_X.value
if(isnull(target_X))
return
var/target_Y = input_Y.value
if(isnull(target_Y))
return
var/list/access = list()
if(isidcard(id_card.value))
var/obj/item/card/id/id = id_card.value
access = id.GetAccess()
else if (id_card.value)
failed.set_output(COMPONENT_SIGNAL)
reason_failed.set_output("Object marked is not an ID! Using no ID instead.")
// Get both the current turf and the destination's turf
var/turf/current_turf = get_location()
var/turf/destination = locate(target_X, target_Y, current_turf?.z)
// We're already here! No need to do anything.
if(current_turf == destination)
finished.set_output(COMPONENT_SIGNAL)
old_dest = null
TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
next_turf = null
return
// If we're going to the same place and the cooldown hasn't subsided, we're probably on the same path as before
if (destination == old_dest && TIMER_COOLDOWN_RUNNING(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME))
// Check if the current turf is the same as the current turf we're supposed to be in. If so, then we set the next step as the next turf on the list
if(current_turf == next_turf)
popleft(path)
next_turf = get_turf(path[1])
output.set_output(next_turf)
// Restart the cooldown since we don't need a new path ( TIMER_COOLDOWN_START might restart the timer by itself and i dont need to call TIMER_COOLDOWN_END, but better safe than sorry )
TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME, same_path_cooldown)
else // Either we're not going to the same place or the cooldown is over. Either way, we need a new path
if(destination != old_dest && TIMER_COOLDOWN_RUNNING(parent, COOLDOWN_CIRCUIT_PATHFIND_DIF))
failed.set_output(COMPONENT_SIGNAL)
reason_failed.set_output("Cooldown still active!")
return
TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
old_dest = destination
path = get_path_to(src, destination, max_range, access=access)
if(length(path) == 0 || !path)// Check if we can even path there
next_turf = null
failed.set_output(COMPONENT_SIGNAL)
reason_failed.set_output("Can't go there!")
return
else
TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_DIF, different_path_cooldown)
next_turf = get_turf(path[1])
output.set_output(next_turf)
TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME, same_path_cooldown)