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Bubberstation/code/datums/ai/_ai_behavior.dm
Ben10Omintrix 3ab9703298 some ai planning subsystem optimization (#86564)
## About The Pull Request
reduces the cost of the planning subsystem. instead of calculating
able_to_plan on every fire for every mob, we only calculate it when a
mob queues/dequeues a behavior. also converts behavior lists into lists
rather than lazylists to reduce the amount of checks we do on process.
these are the differences after ran on tracy.

![image](https://github.com/user-attachments/assets/f2c027b8-778c-490e-9d86-4e8993eacc3b)


## Why It's Good For The Game
reduces the cost of ai planning subsystem

## Changelog
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2024-09-09 15:20:26 -04:00

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///Abstract class for an action an AI can take, can range from movement to grabbing a nearby weapon.
/datum/ai_behavior
///What distance you need to be from the target to perform the action
var/required_distance = 1
///Flags for extra behavior
var/behavior_flags = NONE
///Cooldown between actions performances, defaults to the value of CLICK_CD_MELEE because that seemed like a nice standard for the speed of AI behavior
///Do not read directly or mutate, instead use get_cooldown()
var/action_cooldown = CLICK_CD_MELEE
/// Returns the delay to use for this behavior in the moment
/// Override to return a conditional delay
/datum/ai_behavior/proc/get_cooldown(datum/ai_controller/cooldown_for)
return action_cooldown
/// Called by the ai controller when first being added. Additional arguments depend on the behavior type.
/// Return FALSE to cancel
/datum/ai_behavior/proc/setup(datum/ai_controller/controller, ...)
return TRUE
///Called by the AI controller when this action is performed
///Returns a set of flags defined in [code/__DEFINES/ai/ai.dm]
/datum/ai_behavior/proc/perform(seconds_per_tick, datum/ai_controller/controller, ...)
return
///Called when the action is finished. This needs the same args as perform besides the default ones
/datum/ai_behavior/proc/finish_action(datum/ai_controller/controller, succeeded, ...)
controller.dequeue_behavior(src)
controller.behavior_args -= type
if(!(behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT)) //If this was a movement task, reset our movement target if necessary
return
if(behavior_flags & AI_BEHAVIOR_KEEP_MOVE_TARGET_ON_FINISH)
return
clear_movement_target(controller)
controller.ai_movement.stop_moving_towards(controller)
/// Helper proc to ensure consistency in setting the source of the movement target
/datum/ai_behavior/proc/set_movement_target(datum/ai_controller/controller, atom/target, datum/ai_movement/new_movement)
controller.set_movement_target(type, target, new_movement)
/// Clear the controller's movement target only if it was us who last set it
/datum/ai_behavior/proc/clear_movement_target(datum/ai_controller/controller)
if (controller.movement_target_source != type)
return
controller.set_movement_target(type, null)