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Bubberstation/code/controllers/subsystem/ai_controllers.dm

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/// 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
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
init_order = INIT_ORDER_AI_CONTROLLERS
wait = 0.5 SECONDS //Plan every half second if required, not great not terrible.
///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/ai_subtrees = list()
///List of all ai controllers currently running
var/list/active_ai_controllers = list()
/datum/controller/subsystem/ai_controllers/Initialize()
setup_subtrees()
return SS_INIT_SUCCESS
/datum/controller/subsystem/ai_controllers/proc/setup_subtrees()
ai_subtrees = list()
for(var/subtree_type in subtypesof(/datum/ai_planning_subtree))
var/datum/ai_planning_subtree/subtree = new subtree_type
ai_subtrees[subtree_type] = subtree
/datum/controller/subsystem/ai_controllers/fire(resumed)
for(var/datum/ai_controller/ai_controller as anything in active_ai_controllers)
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)