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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Redo mobs subsystem to be more like SSai with regards to skipping
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@@ -15,24 +15,23 @@ SUBSYSTEM_DEF(mobs)
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var/list/currentrun = list()
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var/log_extensively = FALSE
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var/list/timelog = list()
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var/list/busy_z_levels = list()
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var/slept_mobs = 0
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var/list/process_z = list()
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/datum/controller/subsystem/mobs/stat_entry()
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..("P: [global.mob_list.len] | S: [slept_mobs]")
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/datum/controller/subsystem/mobs/fire(resumed = 0)
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var/list/busy_z_levels = src.busy_z_levels
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if (!resumed)
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slept_mobs = 0
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src.currentrun = mob_list.Copy()
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busy_z_levels.Cut()
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for(var/played_mob in player_list)
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if(!played_mob || isobserver(played_mob))
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continue
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var/mob/pm = played_mob
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busy_z_levels |= pm.z
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process_z.Cut()
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slept_mobs = 0
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var/level = 1
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while(process_z.len < GLOB.living_players_by_zlevel.len)
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process_z.len++
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process_z[level] = GLOB.living_players_by_zlevel[level].len
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level++
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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@@ -41,18 +40,13 @@ SUBSYSTEM_DEF(mobs)
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var/mob/M = currentrun[currentrun.len]
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currentrun.len--
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if(QDELETED(M))
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if(!M || QDELETED(M))
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mob_list -= M
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else
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// Right now mob.Life() is unstable enough I think we need to use a try catch.
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// Obviously we should try and get rid of this for performance reasons when we can.
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try
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if(M.low_priority && !(M.z in busy_z_levels))
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slept_mobs++
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continue
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M.Life(times_fired)
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catch(var/exception/e)
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log_runtime(e, M, "Caught by [name] subsystem")
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else if(M.low_priority && !(process_z[get_z(M)]))
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slept_mobs++
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continue
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M.Life(times_fired)
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if (MC_TICK_CHECK)
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return
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