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siliconsandGitHub 4c423957fd dynamic mob AI - preliminary (#6493)
adds variable timing schedulers
adds core AI holder abstraction and services

kicks current AI to /polaris and shims everything; reconcilation will
come later.
2024-06-06 14:27:44 -06:00

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SUBSYSTEM_DEF(ai)
name = "AI"
init_order = INIT_ORDER_AI
priority = FIRE_PRIORITY_AI
wait = 5 // This gets run twice a second, however this is technically two loops in one, with the second loop being run every four iterations.
subsystem_flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/processing = list()
var/list/currentrun = list()
var/list/busy_z_levels = list()
var/slept_mobs = 0
/datum/controller/subsystem/ai/stat_entry()
return ..() + " P:[length(processing)]"
/datum/controller/subsystem/ai/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
slept_mobs = 0
busy_z_levels.Cut()
for(var/played_mob in GLOB.player_list)
if(!played_mob || isobserver(played_mob))
continue
var/turf/player_turf = get_turf(played_mob)
busy_z_levels |= player_turf?.z
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
// var/mob/living/L = currentrun[currentrun.len]
var/datum/ai_holder/polaris/A = currentrun[currentrun.len]
--currentrun.len
if(!A || QDELETED(A)) // Doesn't exist or won't exist soon.
continue
var/mob/M = null
if(A.holder)
M = A.holder
if(M && M.low_priority && !(M.z in busy_z_levels))
slept_mobs++
continue
if(times_fired % 4 == 0 && A.holder.stat != DEAD)
A.handle_strategicals()
if(A.holder.stat != DEAD) // The /TG/ version checks stat twice, presumably in-case processing somehow got the mob killed in that instant.
A.handle_tactics()
if(MC_TICK_CHECK)
return