Files
VOREStation/code/controllers/subsystems/ai.dm
T
Selis f4bf017921 Unit Test rework & Master/Ticker update (#17912)
* Unit Test rework & Master/Ticker update

* Fixes and working unit testing

* Fixes

* Test fixes and FA update

* Fixed runtimes

* Radio subsystem

* move that glob wherever later

* ident

* CIBUILDING compile option

* Fixed runtimes

* Some changes to the workflow

* CI Split

* More split

* Pathing

* Linters and Annotators

* ci dir fix

* Missing undef fixed

* Enable grep checks

* More test conversions

* More split

* Correct file

* Removes unneeded inputs

* oop

* More dependency changes

* More conversions

* Conversion fixes

* Fixes

* Some assert fixes

* Corrects start gate

* Converted some README.dms to README.mds

* Removes duplicate proc

* Removes unused defines

* Example configs

* fix dll access viol by double calling

* Post-rebase fixes

* Cleans up names global list

* Undef restart counter

* More code/game/ cleanup

* Statpanel update

* Skybox

* add

* Fix ticker

* Roundend fix

* Persistence dependency update

* Reordering

* Reordering

* Reordering

* Initstage fix

* .

* .

* Reorder

* Reorder

* Circle

* Mobs

* Air

* Test fix

* CI Script Fix

* Configs

* More ticker stuff

* This is now in 'reboot world'

* Restart world announcements

* no glob in PreInit

* to define

* Update

* Removed old include

* Make this file normal again

* moved

* test

* shared unit testing objects

* Updates batched_spritesheets and universal_icon

* .

* job data debug

* rm that

* init order

* show us

* .

* i wonder

* .

* .

* urg

* do we not have a job ID?

* .

* rm sleep for now

* updated rust-g linux binaries

* binaries update 2

* binaries update 3

* testing something

* change that

* test something

* .

* .

* .

* locavar

* test

* move that

* .

* debug

* don't run this test

* strack trace it

* cleaner

* .

* .

* cras again

* also comment this out

* return to official rust g

* Update robot_icons.dm

* monitor the generation

* .

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-08-10 01:37:23 +02:00

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SUBSYSTEM_DEF(ai)
name = "AI"
priority = FIRE_PRIORITY_AI
wait = 2 SECONDS
flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
dependencies = list(
/datum/controller/subsystem/air,
/datum/controller/subsystem/mobs
)
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