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Life changes #19560

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Refactored Life() to receive seconds per tick and times fired as parameters.
Life() now cannot be slept in, turned various sleepings into async calls procs.
Optimized mob AI subsystems, gave them new priorities levels and flags.
Grab upgrades are now elaborated asynchronously, tweaked them to avoid stacking multiple upgrades.
Fixed plains tyrants keeping sending messages about stomping even if dead.

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!wip

Collidewith refactor have to go in first

@BotBOREALIS BotBOREALIS added the WIP The PR is a work in progress and should not be reviewed yet. label Jun 28, 2024
@FluffyGhoster FluffyGhoster linked an issue Jun 28, 2024 that may be closed by this pull request
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@FluffyGhoster FluffyGhoster added ⚠ High Risk Reasonable chance of causing many or high-severity bugs. Test Merge Candidate The PR is eligible for test merging. labels Jun 29, 2024
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!review

@BotBOREALIS BotBOREALIS added Review Required and removed WIP The PR is a work in progress and should not be reviewed yet. labels Jun 29, 2024
code/game/machinery/alarm.dm Outdated Show resolved Hide resolved
code/game/objects/items/defib.dm Outdated Show resolved Hide resolved
if(LAZYLEN(spell_masters))
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.update_spells(0, src)

if(stat != DEAD)
return TRUE
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The meaning of the returned value should be documented.

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It was supposed to be TRUE for "yes i am alive and processing" and FALSE or null for "i'm dead" but the Life procs are too inconsistent for it to be reliable, and I'm not rewriting them all to be at the moment

Note that this isn't different than other implementations of Life() that are already in the codebase, where they return TRUE at the end of it and null or FALSE otherwise, see eg. /mob/living/simple_animal/Life that returns a straight 1

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[Bug]: Plains Tyrant proximity messages go off when mob is dead
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