mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-15 12:11:45 +00:00
## 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 /🆑
67 lines
3.0 KiB
Plaintext
67 lines
3.0 KiB
Plaintext
/// The subsystem used to tick [/datum/ai_controllers] instances. Handling the re-checking of plans.
|
|
SUBSYSTEM_DEF(ai_controllers)
|
|
name = "AI Controller Ticker"
|
|
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
|
|
priority = FIRE_PRIORITY_NPC
|
|
init_order = INIT_ORDER_AI_CONTROLLERS
|
|
wait = 0.5 SECONDS //Plan every half second if required, not great not terrible.
|
|
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
|
|
|
///List of all ai_subtree singletons, key is the typepath while assigned value is a newly created instance of the typepath. See setup_subtrees()
|
|
var/list/datum/ai_planning_subtree/ai_subtrees = list()
|
|
///Assoc List of all AI statuses and all AI controllers with that status.
|
|
var/list/ai_controllers_by_status = list(
|
|
AI_STATUS_ON = list(),
|
|
AI_STATUS_OFF = list(),
|
|
AI_STATUS_IDLE = list(),
|
|
)
|
|
///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.
|
|
var/list/ai_controllers_by_zlevel = list()
|
|
/// The tick cost of all active AI, calculated on fire.
|
|
var/cost_on
|
|
/// The tick cost of all idle AI, calculated on fire.
|
|
var/cost_idle
|
|
|
|
|
|
/datum/controller/subsystem/ai_controllers/Initialize()
|
|
setup_subtrees()
|
|
return SS_INIT_SUCCESS
|
|
|
|
/datum/controller/subsystem/ai_controllers/stat_entry(msg)
|
|
var/list/active_list = ai_controllers_by_status[AI_STATUS_ON]
|
|
var/list/inactive_list = ai_controllers_by_status[AI_STATUS_OFF]
|
|
var/list/idle_list = ai_controllers_by_status[AI_STATUS_IDLE]
|
|
msg = "Active AIs:[length(active_list)]/[round(cost_on,1)]%|Inactive:[length(inactive_list)]|Idle:[length(idle_list)]/[round(cost_idle,1)]%"
|
|
return ..()
|
|
|
|
/datum/controller/subsystem/ai_controllers/fire(resumed)
|
|
var/timer = TICK_USAGE_REAL
|
|
cost_idle = MC_AVERAGE(cost_idle, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
|
|
|
|
timer = TICK_USAGE_REAL
|
|
for(var/datum/ai_controller/ai_controller as anything in ai_controllers_by_status[AI_STATUS_ON])
|
|
if(!COOLDOWN_FINISHED(ai_controller, failed_planning_cooldown))
|
|
continue
|
|
|
|
if(!ai_controller.able_to_plan())
|
|
continue
|
|
ai_controller.SelectBehaviors(wait * 0.1)
|
|
if(!LAZYLEN(ai_controller.current_behaviors)) //Still no plan
|
|
COOLDOWN_START(ai_controller, failed_planning_cooldown, AI_FAILED_PLANNING_COOLDOWN)
|
|
|
|
cost_on = MC_AVERAGE(cost_on, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
|
|
|
|
///Creates all instances of ai_subtrees and assigns them to the ai_subtrees list.
|
|
/datum/controller/subsystem/ai_controllers/proc/setup_subtrees()
|
|
for(var/subtree_type in subtypesof(/datum/ai_planning_subtree))
|
|
var/datum/ai_planning_subtree/subtree = new subtree_type
|
|
ai_subtrees[subtree_type] = subtree
|
|
|
|
///Called when the max Z level was changed, updating our coverage.
|
|
/datum/controller/subsystem/ai_controllers/proc/on_max_z_changed()
|
|
if (!islist(ai_controllers_by_zlevel))
|
|
ai_controllers_by_zlevel = new /list(world.maxz,0)
|
|
while (SSai_controllers.ai_controllers_by_zlevel.len < world.maxz)
|
|
SSai_controllers.ai_controllers_by_zlevel.len++
|
|
SSai_controllers.ai_controllers_by_zlevel[ai_controllers_by_zlevel.len] = list()
|