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CHOMPStation2/code/controllers/subsystems/ai.dm
CHOMPStation2 4d9879937f [MIRROR] Port tg statpanel (#9242)
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: Kashargul <KashL@t-online.de>
2024-10-17 23:29:59 +02:00

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SUBSYSTEM_DEF(ai)
name = "AI"
init_order = INIT_ORDER_AI
priority = FIRE_PRIORITY_AI
wait = 2 SECONDS
flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/processing = list()
var/list/currentrun = list()
var/slept_mobs = 0
var/list/process_z = list()
/datum/controller/subsystem/ai/stat_entry(msg)
msg = "P: [processing.len] | S: [slept_mobs]"
return ..()
/datum/controller/subsystem/ai/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
process_z.Cut()
slept_mobs = 0
var/level = 1
while(process_z.len < GLOB.living_players_by_zlevel.len)
process_z.len++
process_z[level] = GLOB.living_players_by_zlevel[level].len
level++
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/ai_holder/A = currentrun[currentrun.len]
--currentrun.len
if(!A || QDELETED(A) || A.busy) // Doesn't exist or won't exist soon or not doing it this tick
continue
var/mob/living/L = A.holder //VOREStation Edit Start
if(!L?.loc)
continue
if((get_z(L) && process_z[get_z(L)]) || !L.low_priority) //VOREStation Edit End
A.handle_strategicals()
else
slept_mobs++
A.set_stance(STANCE_IDLE)
if(MC_TICK_CHECK)
return