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Bubberstation/code/datums/ai/_ai_controller.dm
SkyratBot 2ba69d8b54 [MIRROR] basic mobs & co no longer indiscriminately perform close-range actions in the presence of obstacles. [MDB IGNORE] (#21521)
* basic mobs & co no longer indiscriminately perform close-range actions in the presence of obstacles. (#75687)

## About The Pull Request
Currently, we don't have any such thing as a general ai_behavior flag
for behaviors that need a check for if the current_movement_target is
within reach or not. We could fix it case by case by slapping a
`CanReach()` check in the `performBehavior()` definition of every
`ai_behavior` datum that warrants it, the general issue will keep
resurfacing as long as new behaviors are added to the game anyhow, while
there's a lot less copypasta involved easier to apply solution to
current and future instances of such issue.

Worth mentioning not all ai_behaviors with required_range of 1 have this
flag. Some are fairly innocuous, such as the follow command, some others
kind of handle it already in a more peculiar or complex way, which is
also an argument against making it a hardcoded heck for when the
required_range is 1 or 0.

This has been tested, though there are some rough edges and oddities
also unrelated to his PR that might have evaded scrutiny.

## Why It's Good For The Game
This should fix #74823, fix #69254, and fix #74713 (I guess? it could
have been phrased better).

## Changelog

🆑
fix: basic mobs & co no longer indiscriminately perform close-range
actions in the presence of obstacles such as directional windows between
them and their target.
fix: Doggos should look at you with longing eyes once again if you dare
pick up an edible they are trying to eat.
/🆑

* basic mobs & co no longer indiscriminately perform close-range actions in the presence of obstacles.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-05-31 23:15:23 +12:00

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/*
AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a atom. What this means is that these datums
have ways of interacting with a specific atom and control it. They posses a blackboard with the information the AI knows and has, and will plan behaviors it will try to execute through
multiple modular subtrees with behaviors
*/
/datum/ai_controller
///The atom this controller is controlling
var/atom/pawn
/**
* This is a list of variables the AI uses and can be mutated by actions.
*
* When an action is performed you pass this list and any relevant keys for the variables it can mutate.
*
* DO NOT set values in the blackboard directly, and especially not if you're adding a datum reference to this!
* Use the setters, this is important for reference handing.
*/
var/list/blackboard = list()
///Bitfield of traits for this AI to handle extra behavior
var/ai_traits = NONE
///Current actions planned to be performed by the AI in the upcoming plan
var/list/planned_behaviors
///Current actions being performed by the AI.
var/list/current_behaviors
///Current actions and their respective last time ran as an assoc list.
var/list/behavior_cooldowns = list()
///Current status of AI (OFF/ON)
var/ai_status
///Current movement target of the AI, generally set by decision making.
var/atom/current_movement_target
///Identifier for what last touched our movement target, so it can be cleared conditionally
var/movement_target_source
///Stored arguments for behaviors given during their initial creation
var/list/behavior_args = list()
///Tracks recent pathing attempts, if we fail too many in a row we fail our current plans.
var/pathing_attempts
///Can the AI remain in control if there is a client?
var/continue_processing_when_client = FALSE
///distance to give up on target
var/max_target_distance = 14
///Cooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end
COOLDOWN_DECLARE(failed_planning_cooldown)
///All subtrees this AI has available, will run them in order, so make sure they're in the order you want them to run. On initialization of this type, it will start as a typepath(s) and get converted to references of ai_subtrees found in SSai_controllers when init_subtrees() is called
var/list/planning_subtrees
///The idle behavior this AI performs when it has no actions.
var/datum/idle_behavior/idle_behavior = null
// Movement related things here
///Reference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.
var/datum/ai_movement/ai_movement = /datum/ai_movement/dumb
///Cooldown until next movement
COOLDOWN_DECLARE(movement_cooldown)
///Delay between movements. This is on the controller so we can keep the movement datum singleton
var/movement_delay = 0.1 SECONDS
// The variables below are fucking stupid and should be put into the blackboard at some point.
///AI paused time
var/paused_until = 0
/datum/ai_controller/New(atom/new_pawn)
change_ai_movement_type(ai_movement)
init_subtrees()
if(idle_behavior)
idle_behavior = new idle_behavior()
PossessPawn(new_pawn)
/datum/ai_controller/Destroy(force, ...)
set_ai_status(AI_STATUS_OFF)
UnpossessPawn(FALSE)
return ..()
///Sets the current movement target, with an optional param to override the movement behavior
/datum/ai_controller/proc/set_movement_target(source, atom/target, datum/ai_movement/new_movement)
movement_target_source = source
current_movement_target = target
if(new_movement)
change_ai_movement_type(new_movement)
///Overrides the current ai_movement of this controller with a new one
/datum/ai_controller/proc/change_ai_movement_type(datum/ai_movement/new_movement)
ai_movement = SSai_movement.movement_types[new_movement]
///Completely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths
/datum/ai_controller/proc/replace_planning_subtrees(list/typepaths_of_new_subtrees)
planning_subtrees = typepaths_of_new_subtrees
init_subtrees()
///Loops over the subtrees in planning_subtrees and looks at the ai_controllers to grab a reference, ENSURE planning_subtrees ARE TYPEPATHS AND NOT INSTANCES/REFERENCES BEFORE EXECUTING THIS
/datum/ai_controller/proc/init_subtrees()
if(!LAZYLEN(planning_subtrees))
return
var/list/temp_subtree_list = list()
for(var/subtree in planning_subtrees)
var/subtree_instance = SSai_controllers.ai_subtrees[subtree]
temp_subtree_list += subtree_instance
planning_subtrees = temp_subtree_list
///Proc to move from one pawn to another, this will destroy the target's existing controller.
/datum/ai_controller/proc/PossessPawn(atom/new_pawn)
if(pawn) //Reset any old signals
UnpossessPawn(FALSE)
if(istype(new_pawn.ai_controller)) //Existing AI, kill it.
QDEL_NULL(new_pawn.ai_controller)
if(TryPossessPawn(new_pawn) & AI_CONTROLLER_INCOMPATIBLE)
qdel(src)
CRASH("[src] attached to [new_pawn] but these are not compatible!")
pawn = new_pawn
pawn.ai_controller = src
SEND_SIGNAL(src, COMSIG_AI_CONTROLLER_POSSESSED_PAWN)
reset_ai_status()
RegisterSignal(pawn, COMSIG_MOB_STATCHANGE, PROC_REF(on_stat_changed))
RegisterSignal(pawn, COMSIG_MOB_LOGIN, PROC_REF(on_sentience_gained))
/// Sets the AI on or off based on current conditions, call to reset after you've manually disabled it somewhere
/datum/ai_controller/proc/reset_ai_status()
set_ai_status(get_expected_ai_status())
/// Returns what the AI status should be based on current conditions.
/datum/ai_controller/proc/get_expected_ai_status()
var/final_status = AI_STATUS_ON
if (!ismob(pawn))
return final_status
var/mob/living/mob_pawn = pawn
if(!continue_processing_when_client && mob_pawn.client)
final_status = AI_STATUS_OFF
if(ai_traits & CAN_ACT_WHILE_DEAD)
return final_status
if(mob_pawn.stat == DEAD)
final_status = AI_STATUS_OFF
return final_status
///Abstract proc for initializing the pawn to the new controller
/datum/ai_controller/proc/TryPossessPawn(atom/new_pawn)
return
///Proc for deinitializing the pawn to the old controller
/datum/ai_controller/proc/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(COMSIG_MOB_LOGIN, COMSIG_MOB_LOGOUT, COMSIG_MOB_STATCHANGE))
if(ai_movement.moving_controllers[src])
ai_movement.stop_moving_towards(src)
pawn.ai_controller = null
pawn = null
if(destroy)
qdel(src)
return
///Returns TRUE if the ai controller can actually run at the moment.
/datum/ai_controller/proc/able_to_run()
if(HAS_TRAIT(pawn, TRAIT_AI_PAUSED))
return FALSE
if(world.time < paused_until)
return FALSE
return TRUE
///Runs any actions that are currently running
/datum/ai_controller/process(seconds_per_tick)
if(!able_to_run())
SSmove_manager.stop_looping(pawn) //stop moving
return //this should remove them from processing in the future through event-based stuff.
if(!LAZYLEN(current_behaviors) && idle_behavior)
idle_behavior.perform_idle_behavior(seconds_per_tick, src) //Do some stupid shit while we have nothing to do
return
if(current_movement_target)
if(!isatom(current_movement_target))
stack_trace("[pawn]'s current movement target is not an atom, rather a [current_movement_target.type]! Did you accidentally set it to a weakref?")
CancelActions()
return
if(get_dist(pawn, current_movement_target) > max_target_distance) //The distance is out of range
CancelActions()
return
for(var/datum/ai_behavior/current_behavior as anything in current_behaviors)
// Convert the current behaviour action cooldown to realtime seconds from deciseconds.current_behavior
// Then pick the max of this and the seconds_per_tick passed to ai_controller.process()
// Action cooldowns cannot happen faster than seconds_per_tick, so seconds_per_tick should be the value used in this scenario.
var/action_seconds_per_tick = max(current_behavior.action_cooldown * 0.1, seconds_per_tick)
if(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_MOVEMENT) //Might need to move closer
if(!current_movement_target)
stack_trace("[pawn] wants to perform action type [current_behavior.type] which requires movement, but has no current movement target!")
return //This can cause issues, so don't let these slide.
///Stops pawns from performing such actions that should require the target to be adjacent.
var/atom/movable/moving_pawn = pawn
var/can_reach = !(current_behavior.behavior_flags & AI_BEHAVIOR_REQUIRE_REACH) || moving_pawn.CanReach(current_movement_target)
if(can_reach && current_behavior.required_distance >= get_dist(moving_pawn, current_movement_target)) ///Are we close enough to engage?
if(ai_movement.moving_controllers[src] == current_movement_target) //We are close enough, if we're moving stop.
ai_movement.stop_moving_towards(src)
if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
continue
ProcessBehavior(action_seconds_per_tick, current_behavior)
return
else if(ai_movement.moving_controllers[src] != current_movement_target) //We're too far, if we're not already moving start doing it.
ai_movement.start_moving_towards(src, current_movement_target, current_behavior.required_distance) //Then start moving
if(current_behavior.behavior_flags & AI_BEHAVIOR_MOVE_AND_PERFORM) //If we can move and perform then do so.
if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
continue
ProcessBehavior(action_seconds_per_tick, current_behavior)
return
else //No movement required
if(behavior_cooldowns[current_behavior] > world.time) //Still on cooldown
continue
ProcessBehavior(action_seconds_per_tick, current_behavior)
return
///Determines whether the AI can currently make a new plan
/datum/ai_controller/proc/able_to_plan()
. = TRUE
for(var/datum/ai_behavior/current_behavior as anything in current_behaviors)
if(!(current_behavior.behavior_flags & AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION)) //We have a behavior that blocks planning
. = FALSE
break
///This is where you decide what actions are taken by the AI.
/datum/ai_controller/proc/SelectBehaviors(seconds_per_tick)
SHOULD_NOT_SLEEP(TRUE) //Fuck you don't sleep in procs like this.
if(!COOLDOWN_FINISHED(src, failed_planning_cooldown))
return FALSE
LAZYINITLIST(current_behaviors)
LAZYCLEARLIST(planned_behaviors)
if(LAZYLEN(planning_subtrees))
for(var/datum/ai_planning_subtree/subtree as anything in planning_subtrees)
if(subtree.SelectBehaviors(src, seconds_per_tick) == SUBTREE_RETURN_FINISH_PLANNING)
break
for(var/datum/ai_behavior/current_behavior as anything in current_behaviors)
if(LAZYACCESS(planned_behaviors, current_behavior))
continue
var/list/arguments = list(src, FALSE)
var/list/stored_arguments = behavior_args[type]
if(stored_arguments)
arguments += stored_arguments
current_behavior.finish_action(arglist(arguments))
///This proc handles changing ai status, and starts/stops processing if required.
/datum/ai_controller/proc/set_ai_status(new_ai_status)
if(ai_status == new_ai_status)
return FALSE //no change
ai_status = new_ai_status
switch(ai_status)
if(AI_STATUS_ON)
SSai_controllers.active_ai_controllers += src
START_PROCESSING(SSai_behaviors, src)
if(AI_STATUS_OFF)
STOP_PROCESSING(SSai_behaviors, src)
SSai_controllers.active_ai_controllers -= src
CancelActions()
/datum/ai_controller/proc/PauseAi(time)
paused_until = world.time + time
///Call this to add a behavior to the stack.
/datum/ai_controller/proc/queue_behavior(behavior_type, ...)
var/datum/ai_behavior/behavior = GET_AI_BEHAVIOR(behavior_type)
if(!behavior)
CRASH("Behavior [behavior_type] not found.")
var/list/arguments = args.Copy()
arguments[1] = src
if(LAZYACCESS(current_behaviors, behavior)) ///It's still in the plan, don't add it again to current_behaviors but do keep it in the planned behavior list so its not cancelled
LAZYADDASSOC(planned_behaviors, behavior, TRUE)
return
if(!behavior.setup(arglist(arguments)))
return
LAZYADDASSOC(current_behaviors, behavior, TRUE)
LAZYADDASSOC(planned_behaviors, behavior, TRUE)
arguments.Cut(1, 2)
if(length(arguments))
behavior_args[behavior_type] = arguments
else
behavior_args[behavior_type] = null
/datum/ai_controller/proc/ProcessBehavior(seconds_per_tick, datum/ai_behavior/behavior)
var/list/arguments = list(seconds_per_tick, src)
var/list/stored_arguments = behavior_args[behavior.type]
if(stored_arguments)
arguments += stored_arguments
behavior.perform(arglist(arguments))
/datum/ai_controller/proc/CancelActions()
if(!LAZYLEN(current_behaviors))
return
for(var/i in current_behaviors)
var/datum/ai_behavior/current_behavior = i
var/list/arguments = list(src, FALSE)
var/list/stored_arguments = behavior_args[current_behavior.type]
if(stored_arguments)
arguments += stored_arguments
current_behavior.finish_action(arglist(arguments))
/// Turn the controller on or off based on if you're alive, we only register to this if the flag is present so don't need to check again
/datum/ai_controller/proc/on_stat_changed(mob/living/source, new_stat)
SIGNAL_HANDLER
reset_ai_status()
/datum/ai_controller/proc/on_sentience_gained()
SIGNAL_HANDLER
UnregisterSignal(pawn, COMSIG_MOB_LOGIN)
if(!continue_processing_when_client)
set_ai_status(AI_STATUS_OFF) //Can't do anything while player is connected
RegisterSignal(pawn, COMSIG_MOB_LOGOUT, PROC_REF(on_sentience_lost))
/datum/ai_controller/proc/on_sentience_lost()
SIGNAL_HANDLER
UnregisterSignal(pawn, COMSIG_MOB_LOGOUT)
set_ai_status(AI_STATUS_ON) //Can't do anything while player is connected
RegisterSignal(pawn, COMSIG_MOB_LOGIN, PROC_REF(on_sentience_gained))
/// Use this proc to define how your controller defines what access the pawn has for the sake of pathfinding, likely pointing to whatever ID slot is relevant
/datum/ai_controller/proc/get_access()
return
///Returns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you
/datum/ai_controller/proc/get_minimum_distance()
var/minimum_distance = max_target_distance
// right now I'm just taking the shortest minimum distance of our current behaviors, at some point in the future
// we should let whatever sets the current_movement_target also set the min distance and max path length
// (or at least cache it on the controller)
for(var/datum/ai_behavior/iter_behavior as anything in current_behaviors)
if(iter_behavior.required_distance < minimum_distance)
minimum_distance = iter_behavior.required_distance
return minimum_distance
/**
* Used to manage references to datum by AI controllers
*
* * tracked_datum - something being added to an ai blackboard
* * key - the associated key
*/
#define TRACK_AI_DATUM_TARGET(tracked_datum, key) do { \
if(isweakref(tracked_datum)) { \
var/datum/weakref/_bad_weakref = tracked_datum; \
stack_trace("Weakref (Actual datum: [_bad_weakref.resolve()]) found in ai datum blackboard! \
This is an outdated method of ai reference handling, please remove it."); \
}; \
else if(isdatum(tracked_datum)) { \
var/datum/_tracked_datum = tracked_datum; \
if(!HAS_TRAIT_FROM(_tracked_datum, TRAIT_AI_TRACKING, "[REF(src)]_[key]")) { \
RegisterSignal(_tracked_datum, COMSIG_PARENT_QDELETING, PROC_REF(sig_remove_from_blackboard), override = TRUE); \
ADD_TRAIT(_tracked_datum, TRAIT_AI_TRACKING, "[REF(src)]_[key]"); \
}; \
}; \
} while(FALSE)
/**
* Used to clear previously set reference handing by AI controllers
*
* * tracked_datum - something being removed from an ai blackboard
* * key - the associated key
*/
#define CLEAR_AI_DATUM_TARGET(tracked_datum, key) do { \
if(isdatum(tracked_datum)) { \
var/datum/_tracked_datum = tracked_datum; \
REMOVE_TRAIT(_tracked_datum, TRAIT_AI_TRACKING, "[REF(src)]_[key]"); \
if(!HAS_TRAIT(_tracked_datum, TRAIT_AI_TRACKING)) { \
UnregisterSignal(_tracked_datum, COMSIG_PARENT_QDELETING); \
}; \
}; \
} while(FALSE)
/// Used for above to track all the keys that have registered a signal
#define TRAIT_AI_TRACKING "tracked_by_ai"
/**
* Sets the key to the passed "thing".
*
* * key - A blackboard key
* * thing - a value to set the blackboard key to.
*/
/datum/ai_controller/proc/set_blackboard_key(key, thing)
// Assume it is an error when trying to set a value overtop a list
if(islist(blackboard[key]))
CRASH("set_blackboard_key attempting to set a blackboard value to key [key] when it's a list!")
// Clear existing values
if(!isnull(blackboard[key]))
clear_blackboard_key(key)
TRACK_AI_DATUM_TARGET(thing, key)
blackboard[key] = thing
/**
* Sets the key at index thing to the passed value
*
* Assumes the key value is already a list, if not throws an error.
*
* * key - A blackboard key, with its value set to a list
* * thing - a value which becomes the inner list value's key
* * value - what to set the inner list's value to
*/
/datum/ai_controller/proc/set_blackboard_key_assoc(key, thing, value)
if(!islist(blackboard[key]))
CRASH("set_blackboard_key_assoc called on non-list key [key]!")
TRACK_AI_DATUM_TARGET(thing, key)
TRACK_AI_DATUM_TARGET(value, key)
blackboard[key][thing] = value
/**
* Similar to [proc/set_blackboard_key_assoc] but operates under the assumption the key is a lazylist (so it will create a list)
* More dangerous / easier to override values, only use when you want to use a lazylist
*
* * key - A blackboard key, with its value set to a list
* * thing - a value which becomes the inner list value's key
* * value - what to set the inner list's value to
*/
/datum/ai_controller/proc/set_blackboard_key_assoc_lazylist(key, thing, value)
LAZYINITLIST(blackboard[key])
TRACK_AI_DATUM_TARGET(thing, key)
TRACK_AI_DATUM_TARGET(value, key)
blackboard[key][thing] = value
/**
* Adds the passed "thing" to the associated key
*
* Works with lists or numbers, but not lazylists.
*
* * key - A blackboard key
* * thing - a value to set the blackboard key to.
*/
/datum/ai_controller/proc/add_blackboard_key(key, thing)
TRACK_AI_DATUM_TARGET(thing, key)
blackboard[key] += thing
/**
* Similar to [proc/add_blackboard_key], but performs an insertion rather than an add
* Throws an error if the key is not a list already, intended only for use with lists
*
* * key - A blackboard key, with its value set to a list
* * thing - a value to set the blackboard key to.
*/
/datum/ai_controller/proc/insert_blackboard_key(key, thing)
if(!islist(blackboard[key]))
CRASH("insert_blackboard_key called on non-list key [key]!")
TRACK_AI_DATUM_TARGET(thing, key)
blackboard[key] |= thing
/**
* Adds the passed "thing" to the associated key, assuming key is intended to be a lazylist (so it will create a list)
* More dangerous / easier to override values, only use when you want to use a lazylist
*
* * key - A blackboard key
* * thing - a value to set the blackboard key to.
*/
/datum/ai_controller/proc/add_blackboard_key_lazylist(key, thing)
LAZYINITLIST(blackboard[key])
TRACK_AI_DATUM_TARGET(thing, key)
blackboard[key] += thing
/**
* Similar to [proc/insert_blackboard_key_lazylist], but performs an insertion / or rather than an add
*
* * key - A blackboard key
* * thing - a value to set the blackboard key to.
*/
/datum/ai_controller/proc/insert_blackboard_key_lazylist(key, thing)
LAZYINITLIST(blackboard[key])
TRACK_AI_DATUM_TARGET(thing, key)
blackboard[key] |= thing
/**
* Adds the value to the inner list at key with the inner key set to "thing"
* Throws an error if the key is not a list already, intended only for use with lists
*
* * key - A blackboard key, with its value set to a list
* * thing - a value which becomes the inner list value's key
* * value - what to set the inner list's value to
*/
/datum/ai_controller/proc/add_blackboard_key_assoc(key, thing, value)
if(!islist(blackboard[key]))
CRASH("add_blackboard_key_assoc called on non-list key [key]!")
TRACK_AI_DATUM_TARGET(thing, key)
TRACK_AI_DATUM_TARGET(value, key)
blackboard[key][thing] += value
/**
* Similar to [proc/add_blackboard_key_assoc], assuming key is intended to be a lazylist (so it will create a list)
* More dangerous / easier to override values, only use when you want to use a lazylist
*
* * key - A blackboard key, with its value set to a list
* * thing - a value which becomes the inner list value's key
* * value - what to set the inner list's value to
*/
/datum/ai_controller/proc/add_blackboard_key_assoc_lazylist(key, thing, value)
LAZYINITLIST(blackboard[key])
TRACK_AI_DATUM_TARGET(thing, key)
TRACK_AI_DATUM_TARGET(value, key)
blackboard[key][thing] += value
/**
* Clears the passed key, resetting it to null
*
* Not intended for use with list keys - use [proc/remove_thing_from_blackboard_key] if you are removing a value from a list at a key
*
* * key - A blackboard key
*/
/datum/ai_controller/proc/clear_blackboard_key(key)
CLEAR_AI_DATUM_TARGET(blackboard[key], key)
blackboard[key] = null
/**
* Remove the passed thing from the associated blackboard key
*
* Intended for use with lists, if you're just clearing a reference from a key use [proc/clear_blackboard_key]
*
* * key - A blackboard key
* * thing - a value to set the blackboard key to.
*/
/datum/ai_controller/proc/remove_thing_from_blackboard_key(key, thing)
var/associated_value = blackboard[key]
if(thing == associated_value)
stack_trace("remove_thing_from_blackboard_key was called un-necessarily in a situation where clear_blackboard_key would suffice. ")
clear_blackboard_key(key)
return
if(!islist(associated_value))
CRASH("remove_thing_from_blackboard_key called with an invalid \"thing\" argument ([thing]). \
(The associated value of the passed key is not a list and is also not the passed thing, meaning it is clearing an unintended value.)")
for(var/inner_key in associated_value)
if(inner_key == thing)
// flat list
CLEAR_AI_DATUM_TARGET(thing, key)
associated_value -= thing
return
else if(associated_value[inner_key] == thing)
// assoc list
CLEAR_AI_DATUM_TARGET(thing, key)
associated_value -= inner_key
return
CRASH("remove_thing_from_blackboard_key called with an invalid \"thing\" argument ([thing]). \
(The passed value is not tracked in the passed list.)")
/// Signal proc to go through every key and remove the datum from all keys it finds
/datum/ai_controller/proc/sig_remove_from_blackboard(datum/source)
SIGNAL_HANDLER
var/list/list/remove_queue = list(blackboard)
var/index = 1
while(index <= length(remove_queue))
var/list/next_to_clear = remove_queue[index]
for(var/inner_value in next_to_clear)
var/associated_value = next_to_clear[inner_value]
// We are a lists of lists, add the next value to the queue so we can handle references in there
// (But we only need to bother checking the list if it's not empty.)
if(islist(inner_value) && length(inner_value))
UNTYPED_LIST_ADD(remove_queue, inner_value)
// We found the value that's been deleted. Clear it out from this list
else if(inner_value == source)
next_to_clear -= inner_value
// We are an assoc lists of lists, the list at the next value so we can handle references in there
// (But again, we only need to bother checking the list if it's not empty.)
if(islist(associated_value) && length(associated_value))
UNTYPED_LIST_ADD(remove_queue, associated_value)
// We found the value that's been deleted, it was an assoc value. Clear it out entirely
else if(associated_value == source)
next_to_clear -= inner_value
index += 1
#undef TRACK_AI_DATUM_TARGET
#undef CLEAR_AI_DATUM_TARGET
#undef TRAIT_AI_TRACKING