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* 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>
114 lines
4.5 KiB
Plaintext
114 lines
4.5 KiB
Plaintext
/**
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* # Pathfinding component
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*
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* 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.
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*/
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/obj/item/circuit_component/pathfind
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display_name = "Pathfinder"
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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."
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category = "Action"
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circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL|CIRCUIT_FLAG_OUTPUT_SIGNAL
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var/datum/port/input/input_X
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var/datum/port/input/input_Y
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var/datum/port/input/id_card
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var/datum/port/output/output
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var/datum/port/output/finished
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var/datum/port/output/failed
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var/datum/port/output/reason_failed
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var/list/path
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var/turf/old_dest
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var/turf/next_turf
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// Cooldown to limit how frequently we can path to the same location.
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var/same_path_cooldown = 5 SECONDS
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var/different_path_cooldown = 5 SECONDS
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var/max_range = 60
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/obj/item/circuit_component/pathfind/get_ui_notices()
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. = ..()
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// Not necessary to show the same path cooldown, since it doesn't change much for the player
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. += create_ui_notice("Pathfinding Cooldown: [DisplayTimeText(different_path_cooldown)]", "orange", "stopwatch")
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. += create_ui_notice("Maximum Range: [max_range] tiles", "orange", "info")
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/obj/item/circuit_component/pathfind/populate_ports()
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input_X = add_input_port("Target X", PORT_TYPE_NUMBER, trigger = null)
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input_Y = add_input_port("Target Y", PORT_TYPE_NUMBER, trigger = null)
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id_card = add_input_port("ID Card", PORT_TYPE_ATOM, trigger = null)
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output = add_output_port("Next step", PORT_TYPE_ATOM)
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finished = add_output_port("Arrived to destination", PORT_TYPE_SIGNAL)
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failed = add_output_port("Failed", PORT_TYPE_SIGNAL)
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reason_failed = add_output_port("Fail reason", PORT_TYPE_STRING)
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/obj/item/circuit_component/pathfind/input_received(datum/port/input/port)
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INVOKE_ASYNC(src, PROC_REF(perform_pathfinding), port)
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/obj/item/circuit_component/pathfind/proc/perform_pathfinding(datum/port/input/port)
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var/target_X = input_X.value
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if(isnull(target_X))
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return
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var/target_Y = input_Y.value
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if(isnull(target_Y))
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return
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var/list/access = list()
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if(isidcard(id_card.value))
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var/obj/item/card/id/id = id_card.value
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access = id.GetAccess()
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else if (id_card.value)
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failed.set_output(COMPONENT_SIGNAL)
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reason_failed.set_output("Object marked is not an ID! Using no ID instead.")
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// Get both the current turf and the destination's turf
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var/turf/current_turf = get_location()
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var/turf/destination = locate(target_X, target_Y, current_turf?.z)
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// We're already here! No need to do anything.
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if(current_turf == destination)
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finished.set_output(COMPONENT_SIGNAL)
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old_dest = null
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TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
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next_turf = null
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return
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// If we're going to the same place and the cooldown hasn't subsided, we're probably on the same path as before
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if (destination == old_dest && TIMER_COOLDOWN_RUNNING(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME))
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// 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
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if(current_turf == next_turf)
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popleft(path)
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next_turf = get_turf(path[1])
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output.set_output(next_turf)
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// 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 )
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TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
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TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME, same_path_cooldown)
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else // Either we're not going to the same place or the cooldown is over. Either way, we need a new path
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if(destination != old_dest && TIMER_COOLDOWN_RUNNING(parent, COOLDOWN_CIRCUIT_PATHFIND_DIF))
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failed.set_output(COMPONENT_SIGNAL)
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reason_failed.set_output("Cooldown still active!")
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return
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TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
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old_dest = destination
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path = get_path_to(src, destination, max_range, access=access)
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if(length(path) == 0 || !path)// Check if we can even path there
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next_turf = null
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failed.set_output(COMPONENT_SIGNAL)
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reason_failed.set_output("Can't go there!")
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return
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else
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TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_DIF, different_path_cooldown)
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next_turf = get_turf(path[1])
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output.set_output(next_turf)
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TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME, same_path_cooldown)
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