code/__DEFINES/ai.dm
AI_MAX_PATH_LENGTH | For JPS pathing, the maximum length of a path we'll try to generate. Should be modularized depending on what we're doing later on |
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AI_FAILED_PLANNING_COOLDOWN | Cooldown on planning if planning failed last time |
AI_CONTROLLER_INCOMPATIBLE | Flags for ai_behavior new() |
AI_BEHAVIOR_REQUIRE_MOVEMENT | Does this task require movement from the AI before it can be performed? |
AI_BEHAVIOR_MOVE_AND_PERFORM | Does this task let you perform the action while you move closer? (Things like moving and shooting) |
AI_BEHAVIOR_KEEP_MOVE_TARGET_ON_FINISH | Does finishing this task not null the current movement target? |
AI_BEHAVIOR_KEEP_MOVING_TOWARDS_TARGET_ON_FINISH | Does finishing this task make the AI stop moving towards the target? |
AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION | Does this behavior NOT block planning? |
AI_BEHAVIOR_REQUIRE_REACH | Does this require the current_movement_target to be adjacent and in reach? |
STOP_MOVING_WHEN_PULLED | AI flags |
SUBTREE_RETURN_FINISH_PLANNING | This subtree should cancel any further planning, (Including from other subtrees) |
RESIST_SUBTREE_PROB | probability that the pawn should try resisting out of restraints |
SHOULD_RESIST | macro for whether it's appropriate to resist right now, used by resist subtree |
IS_DEAD_OR_INCAP | macro for whether the pawn can act, used generally to prevent some horrifying ai disasters |
BB_NEXT_HUNGRY | time until we should next eat, set by the generic hunger subtree |
BB_FOOD_TARGET | what we're going to eat next |
BB_PATH_TO_USE | Path we should use next time we use the JPS movement datum |
BB_PATH_MAX_LENGTH | Max path length we should use next time we use the JPS movement datum |
BB_PATH_DIAGONAL_HANDLING | Diagonal handling we should use next time we use the JPS movement datum |
BB_FRIENDS_LIST | Typecache of refs to mobs this mob is friends with, will follow their instructions and won't attack them |
BB_NEXT_MOVE_TIME | World.time of the last movement + the pawn's movement delay |
BB_SONG_INSTRUMENT | song instrument blackboard, set by instrument subtrees |
BB_SONG_LINES | song lines blackboard, set by default on controllers |
HAUNTED_ITEM_ATTACK_HAUNT_CHANCE | Haunted item controller defines Chance for haunted item to haunt someone |
HAUNTED_ITEM_ESCAPE_GRASP_CHANCE | Chance for haunted item to try to get itself let go. |
HAUNTED_ITEM_AGGRO_ADDITION | Amount of aggro you get when picking up a haunted item |
BB_TO_HAUNT_LIST | Blackboard keys for haunted items |
BB_HAUNT_TARGET | Actual mob the item is haunting at the moment |
BB_HAUNTED_THROW_ATTEMPT_COUNT | Amount of successful hits in a row this item has had |
BB_LIKES_EQUIPPER | If true, tolerates the equipper holding/equipping the hauntium |
CURSED_VIEW_RANGE | Cursed item controller defines how far a cursed item will still try to chase a target |
BB_CURSE_TARGET | Actual mob the item is haunting at the moment |
BB_TARGET_SLOT | Where the item wants to land on |
BB_CURSED_THROW_ATTEMPT_COUNT | Amount of successful hits in a row this item has had |
BB_MOD_TARGET | Mob the MOD is trying to attach to |
BB_MOD_IMPLANT | The implant the AI was created from |
MOD_AI_RANGE | Range for a MOD AI controller. |
BB_VENDING_CURRENT_TARGET | Vending machine AI controller blackboard keys |
BB_CUSTOMER_CURRENT_ORDER | Robot customer AI controller blackboard keys |
BB_CUSTOMER_SAID_CANT_FIND_SEAT_LINE | Robot customer has said their can't find seat line at least once. Used to rate limit how often they'll complain after the first time. |
BB_HOSTILE_ORDER_MODE | Hostile AI controller blackboard keys |
BB_HOSTILE_VISION_RANGE | Basically, what is our vision/hearing range. |
AI_HOSTILE_COMMAND_COOLDOWN | After either being given a verbal order or a pointing order, ignore further of each for this duration |
HOSTILE_COMMAND_NONE | Don't do anything (will still react to stuff around them though) |
HOSTILE_COMMAND_ATTACK | Will attack a target. |
HOSTILE_COMMAND_FOLLOW | Will follow a target. |
BB_SIMPLE_CARRY_ITEM | Dog AI controller blackboard keys |
AI_DOG_VISION_RANGE | Basically, what is our vision/hearing range for picking up on things to fetch |
AI_DOG_PET_FRIEND_PROB | What are the odds someone petting us will become our friend? |
AI_FETCH_IGNORE_DURATION | After this long without having fetched something, we clear our ignore list |
AI_DOG_HEEL_DURATION | After being ordered to heel, we spend this long chilling out |
AI_DOG_COMMAND_COOLDOWN | After either being given a verbal order or a pointing order, ignore further of each for this duration |
AI_DOG_HARASS_FRUSTRATE_TIME | If the dog is set to harass someone but doesn't bite them for this long, give up |
DOG_COMMAND_NONE | Don't do anything (will still react to stuff around them though) |
DOG_COMMAND_FETCH | Will try to pick up and bring back whatever you point to |
DOG_COMMAND_ATTACK | Will get within a few tiles of whatever you point at and continually growl/bark. If the target is a living mob who gets too close, the dog will attack them with bites |
BB_BANE_BATMAN | bane ai |
BB_CURRENT_HUNTING_TARGET | Hunting BB keys |
BB_BASIC_MOB_TIP_REACTING | Basic Mob Keys Tipped blackboards Bool that means a basic mob will start reacting to being tipped in it's planning |
BB_BASIC_MOB_TIPPER | the motherfucker who tipped us |
BB_BASIC_MOB_CURRENT_TARGET | Targetting subtrees |
BB_PLANNER_BEHAVIORS | The list of behaviors for the planners to select from. THIS IS ACTUALLY A SUBKEY!! See _behavior_planner.dm |
Define Details
AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
Does this behavior NOT block planning?
AI_BEHAVIOR_KEEP_MOVE_TARGET_ON_FINISH
Does finishing this task not null the current movement target?
AI_BEHAVIOR_KEEP_MOVING_TOWARDS_TARGET_ON_FINISH
Does finishing this task make the AI stop moving towards the target?
AI_BEHAVIOR_MOVE_AND_PERFORM
Does this task let you perform the action while you move closer? (Things like moving and shooting)
AI_BEHAVIOR_REQUIRE_MOVEMENT
Does this task require movement from the AI before it can be performed?
AI_BEHAVIOR_REQUIRE_REACH
Does this require the current_movement_target to be adjacent and in reach?
AI_CONTROLLER_INCOMPATIBLE
Flags for ai_behavior new()
AI_DOG_COMMAND_COOLDOWN
After either being given a verbal order or a pointing order, ignore further of each for this duration
AI_DOG_HARASS_FRUSTRATE_TIME
If the dog is set to harass someone but doesn't bite them for this long, give up
AI_DOG_HEEL_DURATION
After being ordered to heel, we spend this long chilling out
AI_DOG_PET_FRIEND_PROB
What are the odds someone petting us will become our friend?
AI_DOG_VISION_RANGE
Basically, what is our vision/hearing range for picking up on things to fetch
AI_FAILED_PLANNING_COOLDOWN
Cooldown on planning if planning failed last time
AI_FETCH_IGNORE_DURATION
After this long without having fetched something, we clear our ignore list
AI_HOSTILE_COMMAND_COOLDOWN
After either being given a verbal order or a pointing order, ignore further of each for this duration
AI_MAX_PATH_LENGTH
For JPS pathing, the maximum length of a path we'll try to generate. Should be modularized depending on what we're doing later on
BB_BANE_BATMAN
bane ai
BB_BASIC_MOB_CURRENT_TARGET
Targetting subtrees
BB_BASIC_MOB_TIPPER
the motherfucker who tipped us
BB_BASIC_MOB_TIP_REACTING
Basic Mob Keys Tipped blackboards Bool that means a basic mob will start reacting to being tipped in it's planning
BB_CURRENT_HUNTING_TARGET
Hunting BB keys
BB_CURSED_THROW_ATTEMPT_COUNT
Amount of successful hits in a row this item has had
BB_CURSE_TARGET
Actual mob the item is haunting at the moment
BB_CUSTOMER_CURRENT_ORDER
Robot customer AI controller blackboard keys
BB_CUSTOMER_SAID_CANT_FIND_SEAT_LINE
Robot customer has said their can't find seat line at least once. Used to rate limit how often they'll complain after the first time.
BB_FOOD_TARGET
what we're going to eat next
BB_FRIENDS_LIST
Typecache of refs to mobs this mob is friends with, will follow their instructions and won't attack them
BB_HAUNTED_THROW_ATTEMPT_COUNT
Amount of successful hits in a row this item has had
BB_HAUNT_TARGET
Actual mob the item is haunting at the moment
BB_HOSTILE_ORDER_MODE
Hostile AI controller blackboard keys
BB_HOSTILE_VISION_RANGE
Basically, what is our vision/hearing range.
BB_LIKES_EQUIPPER
If true, tolerates the equipper holding/equipping the hauntium
BB_MOD_IMPLANT
The implant the AI was created from
BB_MOD_TARGET
Mob the MOD is trying to attach to
BB_NEXT_HUNGRY
time until we should next eat, set by the generic hunger subtree
BB_NEXT_MOVE_TIME
World.time of the last movement + the pawn's movement delay
BB_PATH_DIAGONAL_HANDLING
Diagonal handling we should use next time we use the JPS movement datum
BB_PATH_MAX_LENGTH
Max path length we should use next time we use the JPS movement datum
BB_PATH_TO_USE
Path we should use next time we use the JPS movement datum
BB_PLANNER_BEHAVIORS
The list of behaviors for the planners to select from. THIS IS ACTUALLY A SUBKEY!! See _behavior_planner.dm
BB_SIMPLE_CARRY_ITEM
Dog AI controller blackboard keys
BB_SONG_INSTRUMENT
song instrument blackboard, set by instrument subtrees
BB_SONG_LINES
song lines blackboard, set by default on controllers
BB_TARGET_SLOT
Where the item wants to land on
BB_TO_HAUNT_LIST
Blackboard keys for haunted items
BB_VENDING_CURRENT_TARGET
Vending machine AI controller blackboard keys
CURSED_VIEW_RANGE
Cursed item controller defines how far a cursed item will still try to chase a target
DOG_COMMAND_ATTACK
Will get within a few tiles of whatever you point at and continually growl/bark. If the target is a living mob who gets too close, the dog will attack them with bites
DOG_COMMAND_FETCH
Will try to pick up and bring back whatever you point to
DOG_COMMAND_NONE
Don't do anything (will still react to stuff around them though)
HAUNTED_ITEM_AGGRO_ADDITION
Amount of aggro you get when picking up a haunted item
HAUNTED_ITEM_ATTACK_HAUNT_CHANCE
Haunted item controller defines Chance for haunted item to haunt someone
HAUNTED_ITEM_ESCAPE_GRASP_CHANCE
Chance for haunted item to try to get itself let go.
HOSTILE_COMMAND_ATTACK
Will attack a target.
HOSTILE_COMMAND_FOLLOW
Will follow a target.
HOSTILE_COMMAND_NONE
Don't do anything (will still react to stuff around them though)
IS_DEAD_OR_INCAP
macro for whether the pawn can act, used generally to prevent some horrifying ai disasters
MOD_AI_RANGE
Range for a MOD AI controller.
RESIST_SUBTREE_PROB
probability that the pawn should try resisting out of restraints
SHOULD_RESIST
macro for whether it's appropriate to resist right now, used by resist subtree
STOP_MOVING_WHEN_PULLED
AI flags
SUBTREE_RETURN_FINISH_PLANNING
This subtree should cancel any further planning, (Including from other subtrees)