Experiment: Stuff for AI Inactivity being on for all mobs#262
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Sun-Soaked wants to merge 3 commits intoMonkestation:masterfrom
Draft
Experiment: Stuff for AI Inactivity being on for all mobs#262Sun-Soaked wants to merge 3 commits intoMonkestation:masterfrom
Sun-Soaked wants to merge 3 commits intoMonkestation:masterfrom
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About The Pull Request
Some changes needed to make the AI inactivity for all mobs work properly in the context of a real round- mainly absolving some mobs which shouldn't sleep while unattended (like hivemind, stranger, bots like cleanbots), and putting some simplemob food behavior behind ai inactivity checks(may cause immersion problems, will help with performance, may flip back)
Eventually we should refactor simplemobs to have a handle_ai framework like superior_mobs, but this should work for checking if there's a measurable effect on performance from not processing 100 random off-ship hivebots & 300 mice in various crevices of maint
Why It's Good For The Game
Turning on universal mob sleeping may help with mob overtime. In my local, early round mobtick goes from around 1200% (overtiming 12x) to 400-500%, though things may change with players running around setting off clusters of mobs, and contributing to mobtick themselves
if you testmerge this, flip #ENABLE_MOB_SLEEP in the config file to ENABLE_MOB_SLEEP, turning it on
Testing
runs.
Changelog
🆑
add: adds a boolean on mobs to determine whether they can be affected by AI_inactivity behavior. Whitelists hivemind mobs, the Stranger, bots, and faction pets/iriska from being slept
tweak: moves nutrition/food handling under inactivity-stopped behavior on simplemobs
/:cl: