ai_behavior 
Abstract class for an action an AI can take, can range from movement to grabbing a nearby weapon.
Vars | |
| action_cooldown | Cooldown between actions performances, defaults to the value of CLICK_CD_MELEE because that seemed like a nice standard for the speed of AI behavior |
|---|---|
| behavior_flags | Flags for extra behavior |
| goap_weight | A multiplier applied to the behavior's goap_score(). |
| required_distance | What distance you need to be from the target to perform the action |
| search_radius_override | If >0, overrides controller.target_search_radius |
| sub_behaviors | Behaviors to add upon a successful setup |
Procs | |
| finish_action | Called when the action is finished. This needs the same args as perform besides the default ones |
| get_best_target_by_distance_score | Returns the best target by scoring the distance of each possible target. Takes a list to insert the path into, so it can be handed back and re-used. |
| get_cooldown | Returns the delay to use for this behavior in the moment Override to return a conditional delay |
| goap_filter_targets | Filter through potential targets to find real targets. |
| goap_get_ideal_target | Returns the ideal target for this behavior. |
| goap_get_potential_targets | Returns a list of potential targets to filter through. |
| goap_is_valid_target | Returns TRUE if the given atom is a valid target for this behavior. |
| goap_precondition | Executed before goap_score(), to see if the behavior should even be considered. |
| goap_score | Returns a numerical value that is essentially a priority for planner behaviors. |
| next_behavior | Returns a behavior to perform after this one, or null if continuing this one |
| perform | Called by the AI controller when this action is performed |
| score_distance | Helper for scoring something based on the distance between it and the pawn. By default, returns a value between 100 and -INFINITY, where 100 is a distance of 0 steps. A distance equal to target_search_radius is zero. A distance greater than target_search_radius is negative. |
| setup | Called by the ai controller when first being added. Additional arguments depend on the behavior type. Return FALSE to cancel |
Var Details
action_cooldown 
Cooldown between actions performances, defaults to the value of CLICK_CD_MELEE because that seemed like a nice standard for the speed of AI behavior
behavior_flags 
Flags for extra behavior
goap_weight 
A multiplier applied to the behavior's goap_score().
required_distance 
What distance you need to be from the target to perform the action
search_radius_override 
If >0, overrides controller.target_search_radius
sub_behaviors 
Behaviors to add upon a successful setup
Proc Details
finish_action
Called when the action is finished. This needs the same args as perform besides the default ones
get_best_target_by_distance_score
Returns the best target by scoring the distance of each possible target. Takes a list to insert the path into, so it can be handed back and re-used.
get_cooldown
Returns the delay to use for this behavior in the moment Override to return a conditional delay
goap_filter_targets
Filter through potential targets to find real targets.
goap_get_ideal_target
Returns the ideal target for this behavior.
goap_get_potential_targets
Returns a list of potential targets to filter through.
goap_is_valid_target
Returns TRUE if the given atom is a valid target for this behavior.
goap_precondition
Executed before goap_score(), to see if the behavior should even be considered.
goap_score
Returns a numerical value that is essentially a priority for planner behaviors.
next_behavior
Returns a behavior to perform after this one, or null if continuing this one
perform
Called by the AI controller when this action is performed
score_distance
Helper for scoring something based on the distance between it and the pawn. By default, returns a value between 100 and -INFINITY, where 100 is a distance of 0 steps. A distance equal to target_search_radius is zero. A distance greater than target_search_radius is negative.
setup
Called by the ai controller when first being added. Additional arguments depend on the behavior type. Return FALSE to cancel