mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #9459 from variableundefined/NPCPoolPort
SS Port: NPCAI & NPCPool
This commit is contained in:
@@ -2,7 +2,6 @@ var/global/datum/controller/process/npcai/npcai_master
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/datum/controller/process/npcai
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var/current_cycle
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var/saved_voice = 0
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/datum/controller/process/npcai/setup()
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name = "npc ai"
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@@ -36,25 +35,6 @@ var/global/datum/controller/process/npcai/npcai_master
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catchBadType(M)
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simple_animal_list -= M
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if(ticker.current_state == GAME_STATE_FINISHED && !saved_voice)
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var/mob/living/carbon/human/interactive/M = safepick(snpc_list)
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if(M)
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M.saveVoice()
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saved_voice = 1
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for(last_object in snpc_list)
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var/mob/living/carbon/human/interactive/M = last_object
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if(istype(M) && !QDELETED(M))
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try
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if(!M.alternateProcessing || M.forceProcess)
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M.doProcess()
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catch(var/exception/e)
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catchException(e, M)
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SCHECK
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else
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catchBadType(M)
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snpc_list -= M
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current_cycle++
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@@ -1,119 +0,0 @@
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var/global/datum/controller/process/npcpool/npc_master
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/datum/controller/process/npcpool
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var/list/canBeUsed = list()
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var/list/canBeUsed_non = list()
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var/list/needsDelegate = list()
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var/list/needsAssistant = list()
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var/list/needsHelp_non = list()
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var/list/botPool_l = list() //list of all npcs using the pool
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var/list/botPool_l_non = list() //list of all non SNPC mobs using the pool
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/datum/controller/process/npcpool/setup()
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name = "npc pool"
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schedule_interval = 100
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start_delay = 17
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log_startup_progress("NPC pool ticker starting up.")
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/datum/controller/process/npcpool/copyStateFrom(var/datum/controller/process/npcpool/target)
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canBeUsed = target.canBeUsed
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canBeUsed_non = target.canBeUsed_non
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needsDelegate = target.needsDelegate
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needsAssistant = target.needsAssistant
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needsHelp_non = target.needsHelp_non
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botPool_l = target.botPool_l
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botPool_l_non = target.botPool_l_non
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DECLARE_GLOBAL_CONTROLLER(npcpool, npc_master)
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/datum/controller/process/npcpool/proc/insertBot(toInsert)
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if(istype(toInsert, /mob/living/carbon/human/interactive))
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botPool_l |= toInsert
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/datum/controller/process/npcpool/proc/removeBot(toRemove)
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botPool_l -= toRemove
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/datum/controller/process/npcpool/statProcess()
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..()
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stat(null, "T [botPool_l.len + botPool_l_non.len] | D [needsDelegate.len] | A [needsAssistant.len + needsHelp_non.len] | U [canBeUsed.len + canBeUsed_non.len]")
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/datum/controller/process/npcpool/doWork()
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//bot delegation and coordination systems
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//General checklist/Tasks for delegating a task or coordinating it (for SNPCs)
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// 1. Bot proximity to task target: if too far, delegate, if close, coordinate
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// 2. Bot Health/status: check health with bots in local area, if their health is higher, delegate task to them, else coordinate
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// 3. Process delegation: if a bot (or bots) has been delegated, assign them to the task.
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// 4. Process coordination: if a bot(or bots) has been asked to coordinate, assign them to help.
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// 5. Do all assignments: goes through the delegated/coordianted bots and assigns the right variables/tasks to them.
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listclearnulls(canBeUsed)
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//SNPC handling
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for(var/mob/living/carbon/human/interactive/check in botPool_l)
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if(!check)
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botPool_l -= check
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continue
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var/checkInRange = view(SNPC_MAX_RANGE_FIND, check)
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if(!(locate(check.TARGET) in checkInRange))
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needsDelegate |= check
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else if(check.IsDeadOrIncap(0))
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needsDelegate |= check
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else if(check.doing & SNPC_FIGHTING)
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needsAssistant |= check
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else
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canBeUsed |= check
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SCHECK
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if(needsDelegate.len)
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needsDelegate -= pick(needsDelegate) // cheapo way to make sure stuff doesn't pingpong around in the pool forever. delegation runs seperately to each loop so it will work much smoother
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for(var/mob/living/carbon/human/interactive/check in needsDelegate)
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if(!check)
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needsDelegate -= check
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continue
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if(canBeUsed.len)
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var/mob/living/carbon/human/interactive/candidate = pick(canBeUsed)
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var/facCount = 0
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var/helpProb = 0
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for(var/C in check.faction)
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for(var/D in candidate.faction)
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if(D == C)
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helpProb = min(100, helpProb + 25)
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facCount++
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if(facCount == 1 && helpProb > 0)
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helpProb = 100
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if(prob(helpProb))
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if(candidate.takeDelegate(check))
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needsDelegate -= check
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canBeUsed -= candidate
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candidate.change_eye_color(255, 0, 0)
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SCHECK
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if(needsAssistant.len)
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needsAssistant -= pick(needsAssistant)
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for(var/mob/living/carbon/human/interactive/check in needsAssistant)
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if(!check)
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needsAssistant -= check
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continue
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if(canBeUsed.len)
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var/mob/living/carbon/human/interactive/candidate = pick(canBeUsed)
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var/facCount = 0
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var/helpProb = 0
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for(var/C in check.faction)
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for(var/D in candidate.faction)
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if(D == C)
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helpProb = min(100, helpProb + 25)
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facCount++
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if(facCount == 1 && helpProb > 0)
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helpProb = 100
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if(prob(helpProb))
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if(candidate.takeDelegate(check, 0))
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needsAssistant -= check
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canBeUsed -= candidate
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candidate.change_eye_color(255, 255, 0)
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SCHECK
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@@ -0,0 +1,24 @@
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SUBSYSTEM_DEF(npcai)
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name = "NPC AI" // Simple AI controller, isolated from the SNPC one (NPCPool).
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flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/simple_animal_list = list()
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/datum/controller/subsystem/npcai/stat_entry()
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..("SimAnimals:[simple_animal_list.len]")
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/datum/controller/subsystem/npcai/fire(resumed = FALSE)
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if(!resumed)
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src.simple_animal_list = simple_animal_list.Copy()
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for(var/mob/living/simple_animal/M in simple_animal_list)
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if(istype(M) && !QDELETED(M))
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if(!M.client && M.stat == CONSCIOUS)
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M.process_ai()
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if(MC_TICK_CHECK)
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return
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else
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simple_animal_list -= M
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/datum/controller/subsystem/npcai/Recover()
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simple_animal_list = SSnpcai.simple_animal_list
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@@ -0,0 +1,127 @@
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#define PROCESSING_NPCS 0
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#define PROCESSING_DELEGATES 1
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#define PROCESSING_ASSISTANTS 2
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SUBSYSTEM_DEF(npcpool)
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name = "NPC Pool"
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flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/canBeUsed = list()
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var/list/needsDelegate = list()
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var/list/needsAssistant = list()
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var/list/processing = list()
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var/list/currentrun = list()
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var/stage
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/datum/controller/subsystem/npcpool/stat_entry()
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..("NPCS:[processing.len]|D:[needsDelegate.len]|A:[needsAssistant.len]|U:[canBeUsed.len]")
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/datum/controller/subsystem/npcpool/proc/stop_processing(mob/living/carbon/human/interactive/I)
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processing -= I
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currentrun -= I
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needsDelegate -= I
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canBeUsed -= I
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needsAssistant -= I
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/datum/controller/subsystem/npcpool/fire(resumed = FALSE)
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//bot delegation and coordination systems
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//General checklist/Tasks for delegating a task or coordinating it (for SNPCs)
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// 1. Bot proximity to task target: if too far, delegate, if close, coordinate
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// 2. Bot Health/status: check health with bots in local area, if their health is higher, delegate task to them, else coordinate
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// 3. Process delegation: if a bot (or bots) has been delegated, assign them to the task.
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// 4. Process coordination: if a bot(or bots) has been asked to coordinate, assign them to help.
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// 5. Do all assignments: goes through the delegated/coordianted bots and assigns the right variables/tasks to them.
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if (!resumed)
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currentrun = processing.Copy()
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stage = PROCESSING_NPCS
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//cache for sanic speed (lists are references anyways)
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var/list/cachecurrentrun = currentrun
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var/list/cachecanBeUsed = canBeUsed
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if(stage == PROCESSING_NPCS)
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while(cachecurrentrun.len)
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var/mob/living/carbon/human/interactive/thing = cachecurrentrun[cachecurrentrun.len]
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--cachecurrentrun.len
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thing.InteractiveProcess()
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var/checkInRange = view(SNPC_MAX_RANGE_FIND,thing)
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if(thing.IsDeadOrIncap(FALSE) || !(locate(thing.TARGET) in checkInRange))
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needsDelegate += thing
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else if(thing.doing & SNPC_FIGHTING)
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needsAssistant += thing
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else
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cachecanBeUsed += thing
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if (MC_TICK_CHECK)
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return
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stage = PROCESSING_DELEGATES
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cachecurrentrun = needsDelegate //localcache
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currentrun = cachecurrentrun
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if(stage == PROCESSING_DELEGATES)
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while(cachecurrentrun.len && cachecanBeUsed.len)
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var/mob/living/carbon/human/interactive/check = cachecurrentrun[cachecurrentrun.len]
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var/mob/living/carbon/human/interactive/candidate = cachecanBeUsed[cachecanBeUsed.len]
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--cachecurrentrun.len
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var/helpProb = 0
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var/list/chfac = check.faction
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var/list/canfac = candidate.faction
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var/facCount = LAZYLEN(chfac) * LAZYLEN(canfac)
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for(var/C in chfac)
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if(C in canfac)
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helpProb = min(100,helpProb + 25)
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if(helpProb >= 100)
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break
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if(facCount == 1 && helpProb)
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helpProb = 100
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if(prob(helpProb) && candidate.takeDelegate(check))
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--cachecanBeUsed.len
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candidate.change_eye_color(255, 0, 0)
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candidate.update_icons()
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if(MC_TICK_CHECK)
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return
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stage = PROCESSING_ASSISTANTS
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cachecurrentrun = needsAssistant //localcache
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currentrun = cachecurrentrun
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//no need for the stage check
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while(cachecurrentrun.len && cachecanBeUsed.len)
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var/mob/living/carbon/human/interactive/check = cachecurrentrun[cachecurrentrun.len]
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var/mob/living/carbon/human/interactive/candidate = cachecanBeUsed[cachecanBeUsed.len]
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--cachecurrentrun.len
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var/helpProb = 0
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var/list/chfac = check.faction
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var/list/canfac = candidate.faction
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var/facCount = LAZYLEN(chfac) * LAZYLEN(canfac)
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for(var/C in chfac)
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if(C in canfac)
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helpProb = min(100,helpProb + 25)
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if(helpProb >= 100)
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break
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if(facCount == 1 && helpProb)
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helpProb = 100
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if(prob(helpProb) && candidate.takeDelegate(check,FALSE))
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--cachecanBeUsed.len
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candidate.change_eye_color(255, 255, 0)
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candidate.update_icons()
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if(!cachecurrentrun.len || MC_TICK_CHECK) //don't change SS state if it isn't necessary
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return
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/datum/controller/subsystem/npcpool/Recover()
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processing = SSnpcpool.processing
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@@ -85,7 +85,7 @@
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debug_variables(SSmobs)
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feedback_add_details("admin_verb","DMob")
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if("NPC AI")
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debug_variables(npcai_master)
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debug_variables(SSnpcai)
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feedback_add_details("admin_verb","DNPCAI")
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if("Shuttle")
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debug_variables(SSshuttle)
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@@ -212,7 +212,6 @@ var/list/admin_verbs_proccall = list(
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)
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var/list/admin_verbs_snpc = list(
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/client/proc/resetSNPC,
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/client/proc/toggleSNPC,
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/client/proc/customiseSNPC,
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/client/proc/hide_snpc_verbs
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)
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@@ -67,14 +67,13 @@
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//modules
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var/list/functions = list("nearbyscan","combat","shitcurity","chatter")
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var/restrictedJob = 0
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var/shouldUseDynamicProc = 0 // switch to make the AI control it's own proccessing
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var/alternateProcessing = 0
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var/forceProcess = 0
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var/processTime = 10
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var/speak_file = "npc_chatter.json"
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var/debugexamine = FALSE //If we show debug info in our examine
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var/showexaminetext = TRUE //If we show our telltale examine text
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var/voice_saved = FALSE
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var/list/knownStrings = list()
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//snpc traitor variables
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@@ -95,6 +94,8 @@
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knownStrings = list()
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/mob/living/carbon/human/interactive/proc/saveVoice()
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if(voice_saved)
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return
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var/savefile/S = new /savefile("data/npc_saves/snpc.sav")
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S["knownStrings"] << knownStrings
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@@ -142,7 +143,7 @@
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doing = 0
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inactivity_period = 0
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/client/proc/resetSNPC(mob/living/carbon/human/interactive/T in npc_master.botPool_l)
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/client/proc/resetSNPC(mob/living/carbon/human/interactive/T in SSnpcpool.processing)
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set name = "Reset SNPC"
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set desc = "Reset the SNPC"
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set category = "Debug"
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@@ -153,20 +154,7 @@
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if(istype(T))
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T.reset()
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/client/proc/toggleSNPC(mob/living/carbon/human/interactive/T in npc_master.botPool_l)
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set name = "Toggle SNPC Proccessing Mode"
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set desc = "Toggle SNPC Proccessing Mode"
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set category = "Debug"
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|
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if(!holder)
|
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return
|
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|
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if(istype(T))
|
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T.alternateProcessing = !T.alternateProcessing
|
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T.forceProcess = 1
|
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to_chat(usr, "[T]'s processing has been switched to [T.alternateProcessing ? "High Profile" : "Low Profile"]")
|
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|
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/client/proc/customiseSNPC(mob/living/carbon/human/interactive/T in npc_master.botPool_l)
|
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/client/proc/customiseSNPC(mob/living/carbon/human/interactive/T in SSnpcpool.processing)
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set name = "Customize SNPC"
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set desc = "Customize the SNPC"
|
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set category = "Debug"
|
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@@ -191,8 +179,12 @@
|
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T.myjob = cjob
|
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T.job = cjob.title
|
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T.mind.assigned_role = cjob.title
|
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for(var/obj/item/W in T)
|
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qdel(W)
|
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for(var/obj/item/I in T)
|
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if(istype(I, /obj/item/implant))
|
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continue
|
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if(istype(I, /obj/item/organ))
|
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continue
|
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qdel(I)
|
||||
T.myjob.equip(T)
|
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T.doSetup(alt_title)
|
||||
|
||||
@@ -316,6 +308,12 @@
|
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if(TRAITS & TRAIT_THIEVING)
|
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slyness = 75
|
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|
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/mob/living/carbon/human/interactive/proc/InteractiveProcess()
|
||||
if(ticker.current_state == GAME_STATE_FINISHED)
|
||||
saveVoice()
|
||||
voice_saved = TRUE
|
||||
doProcess()
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/setup_job(thejob)
|
||||
switch(thejob)
|
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if("Civilian")
|
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@@ -419,7 +417,7 @@
|
||||
sync_mind()
|
||||
random()
|
||||
doSetup()
|
||||
npc_master.insertBot(src)
|
||||
START_PROCESSING(SSnpcpool, src)
|
||||
loadVoice()
|
||||
hear_radio_list += src
|
||||
|
||||
@@ -432,9 +430,7 @@
|
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doProcess()
|
||||
|
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/mob/living/carbon/human/interactive/Destroy()
|
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hear_radio_list -= src
|
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snpc_list -= src
|
||||
npc_master.removeBot(src)
|
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SSnpcpool.stop_processing(src)
|
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return ..()
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/retalTarget(mob/living/target)
|
||||
@@ -595,17 +591,7 @@
|
||||
..()
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/doProcess()
|
||||
forceProcess = 0
|
||||
|
||||
if(shouldUseDynamicProc)
|
||||
var/isSeen = 0
|
||||
for(var/mob/living/carbon/human/A in orange(12, src))
|
||||
if(A.client)
|
||||
isSeen = 1
|
||||
alternateProcessing = isSeen
|
||||
if(alternateProcessing)
|
||||
forceProcess = 1
|
||||
|
||||
set waitfor = FALSE
|
||||
if(IsDeadOrIncap())
|
||||
reset()
|
||||
return
|
||||
@@ -633,10 +619,13 @@
|
||||
if(istype(D,/obj/machinery/door/airlock))
|
||||
var/obj/machinery/door/airlock/AL = D
|
||||
if(!AL.CanAStarPass(RPID)) // only crack open doors we can't get through
|
||||
inactivity_period = 20
|
||||
AL.panel_open = 1
|
||||
AL.update_icon()
|
||||
AL.shock(src, mistake_chance)
|
||||
sleep(5)
|
||||
if(QDELETED(AL))
|
||||
return
|
||||
AL.unlock()
|
||||
if(prob(mistake_chance))
|
||||
if(!AL.wires.IsIndexCut(AIRLOCK_WIRE_DOOR_BOLTS))
|
||||
@@ -653,6 +642,8 @@
|
||||
if(prob(mistake_chance) && !AL.wires.IsIndexCut(AIRLOCK_WIRE_ELECTRIFY))
|
||||
AL.wires.CutWireIndex(AIRLOCK_WIRE_ELECTRIFY)
|
||||
sleep(5)
|
||||
if(QDELETED(AL))
|
||||
return
|
||||
AL.panel_open = 0
|
||||
AL.update_icon()
|
||||
D.open()
|
||||
@@ -686,7 +677,7 @@
|
||||
//proc functions
|
||||
for(var/Proc in functions)
|
||||
if(!IsDeadOrIncap())
|
||||
callfunction(Proc)
|
||||
INVOKE_ASYNC(src, Proc)
|
||||
|
||||
|
||||
//target interaction stays hardcoded
|
||||
@@ -700,8 +691,8 @@
|
||||
if(istype(TARGET, /obj/machinery/door))
|
||||
var/obj/machinery/door/D = TARGET
|
||||
if(D.check_access(MYID) && !istype(D,/obj/machinery/door/poddoor))
|
||||
inactivity_period = 10
|
||||
D.open()
|
||||
sleep(15)
|
||||
var/turf/T = get_step(get_step(D.loc, dir), dir) //recursion yo
|
||||
tryWalk(T)
|
||||
//THIEVING SKILLS
|
||||
@@ -725,15 +716,8 @@
|
||||
insert_into_backpack()
|
||||
//---------FASHION
|
||||
if(istype(TARGET, /obj/item/clothing))
|
||||
var/obj/item/clothing/C = TARGET
|
||||
drop_item()
|
||||
spawn(5)
|
||||
take_to_slot(C,1)
|
||||
if(!equip_to_appropriate_slot(C))
|
||||
var/obj/item/I = get_item_by_slot(C)
|
||||
unEquip(I)
|
||||
spawn(5)
|
||||
equip_to_appropriate_slot(C)
|
||||
dressup(TARGET)
|
||||
update_hands = 1
|
||||
if(MYPDA in loc)
|
||||
equip_to_appropriate_slot(MYPDA)
|
||||
@@ -790,9 +774,19 @@
|
||||
TARGET = traitorTarget
|
||||
tryWalk(TARGET)
|
||||
LAST_TARGET = TARGET
|
||||
if(alternateProcessing)
|
||||
spawn(processTime)
|
||||
doProcess()
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/dressup(obj/item/clothing/C)
|
||||
set waitfor = FALSE
|
||||
inactivity_period = 12
|
||||
sleep(5)
|
||||
if(!QDELETED(C) && !QDELETED(src))
|
||||
take_to_slot(C,1)
|
||||
if(!equip_to_appropriate_slot(C))
|
||||
var/obj/item/I = get_item_by_slot(C)
|
||||
unEquip(I)
|
||||
sleep(5)
|
||||
if(!QDELETED(src) && !QDELETED(C))
|
||||
equip_to_appropriate_slot(C)
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/favouredObjIn(list/inList)
|
||||
var/list/outList = list()
|
||||
@@ -804,10 +798,6 @@
|
||||
outList = inList
|
||||
return outList
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/callfunction(Proc)
|
||||
spawn(0)
|
||||
call(src, Proc)(src)
|
||||
|
||||
/mob/living/carbon/human/interactive/proc/tryWalk(turf/inTarget)
|
||||
if(restrictedJob) // we're a job that has to stay in our home
|
||||
if(!(get_turf(inTarget) in get_area_turfs(job2area(myjob))))
|
||||
|
||||
+2
-1
@@ -195,7 +195,6 @@
|
||||
#include "code\controllers\Processes\fast_process.dm"
|
||||
#include "code\controllers\Processes\lighting.dm"
|
||||
#include "code\controllers\Processes\npcai.dm"
|
||||
#include "code\controllers\Processes\npcpool.dm"
|
||||
#include "code\controllers\Processes\obj.dm"
|
||||
#include "code\controllers\Processes\ticker.dm"
|
||||
#include "code\controllers\ProcessScheduler\core\process.dm"
|
||||
@@ -209,6 +208,8 @@
|
||||
#include "code\controllers\subsystem\nano_mob_hunter.dm"
|
||||
#include "code\controllers\subsystem\nanoui.dm"
|
||||
#include "code\controllers\subsystem\nightshift.dm"
|
||||
#include "code\controllers\subsystem\npcai.dm"
|
||||
#include "code\controllers\subsystem\npcpool.dm"
|
||||
#include "code\controllers\subsystem\shuttles.dm"
|
||||
#include "code\controllers\subsystem\spacedrift.dm"
|
||||
#include "code\controllers\subsystem\sun.dm"
|
||||
|
||||
Reference in New Issue
Block a user