mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-05-21 06:07:16 +01:00
f4bf017921
* 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>
55 lines
1.3 KiB
Plaintext
55 lines
1.3 KiB
Plaintext
SUBSYSTEM_DEF(ai)
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name = "AI"
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priority = FIRE_PRIORITY_AI
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wait = 2 SECONDS
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flags = SS_NO_INIT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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dependencies = list(
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/datum/controller/subsystem/air,
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/datum/controller/subsystem/mobs
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)
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var/list/processing = list()
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var/list/currentrun = 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/ai/stat_entry(msg)
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msg = "P: [processing.len] | S: [slept_mobs]"
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return ..()
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/datum/controller/subsystem/ai/fire(resumed = 0)
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if (!resumed)
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src.currentrun = processing.Copy()
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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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while(currentrun.len)
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var/datum/ai_holder/A = currentrun[currentrun.len]
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--currentrun.len
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if(!A || QDELETED(A) || A.busy) // Doesn't exist or won't exist soon or not doing it this tick
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continue
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var/mob/living/L = A.holder //VOREStation Edit Start
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if(!L?.loc)
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continue
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if((get_z(L) && process_z[get_z(L)]) || !L.low_priority) //VOREStation Edit End
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A.handle_strategicals()
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else
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slept_mobs++
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A.set_stance(STANCE_IDLE)
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if(MC_TICK_CHECK)
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return
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