Daedalus Dock - Modules - TypesVar Details - Proc Details

ai_controller

Vars

ai_movementReference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.
ai_statusCurrent status of AI (OFF/ON)
ai_traitsBitfield of traits for this AI to handle extra behavior
behavior_argsStored arguments for behaviors given during their initial creation
behavior_cooldownsCurrent actions and their respective last time ran as an assoc list.
blackboardThis is a list of variables the AI uses and can be mutated by actions.
consecutive_pathing_attemptsTracks recent pathing attempts, if we fail too many in a row we fail our current plans.
continue_processing_when_clientCan the AI remain in control if there is a client?
current_behaviorsCurrent actions being performed by the AI.
current_movement_targetCurrent movement target of the AI, generally set by decision making.
default_behaviorThe default behavior to execute when there's nothing else to do.
failed_planning_cooldownCooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end
max_target_distancedistance to give up on target
movement_cooldownCooldown until next movement
non_mob_movement_delayMovement delay used by NON MOBS, use get_movement_delay()
paused_untilAI paused time
pawnThe atom this controller is controlling
planning_subtreesAll subtrees this AI has available, will run them in order, so make sure they're in the order you want them to run. On initialization of this type, it will start as a typepath(s) and get converted to references of ai_subtrees found in SSai_controllers when init_subtrees() is called
target_search_radiusThe search radius when looking for interesting things.

Procs

PossessPawnProc to move from one pawn to another, this will destroy the target's existing controller.
ProcessBehaviorSelectionStops pawns from performing such actions that should require the target to be adjacent. Are we close enough to engage? This is where you decide what actions are taken by the AI.
TryPossessPawnAbstract proc for initializing the pawn to the new controller
UnpossessPawnProc for deinitializing the pawn to the old controller
able_to_planDetermines whether the AI can currently make a new plan
able_to_runReturns TRUE if the ai controller can actually run at the moment.
add_blackboard_keyAdds the passed "thing" to the associated key
add_blackboard_key_assocAdds the value to the inner list at key with the inner key set to "thing" Throws an error if the key is not a list already, intended only for use with lists
add_blackboard_key_assoc_lazylistSimilar to [proc/add_blackboard_key_assoc], assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist
add_blackboard_key_lazylistAdds the passed "thing" to the associated key, assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist
blackboard_key_existsReturns true if we have a blackboard key with the provided key and it is not qdeleting
change_ai_movement_typeOverrides the current ai_movement of this controller with a new one
clear_blackboard_keyClears the passed key, resetting it to null
get_accessUse this proc to define how your controller defines what access the pawn has for the sake of pathfinding, likely pointing to whatever ID slot is relevant
get_minimum_distanceReturns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you
init_subtreesLoops over the subtrees in planning_subtrees and looks at the ai_controllers to grab a reference, ENSURE planning_subtrees ARE TYPEPATHS AND NOT INSTANCES/REFERENCES BEFORE EXECUTING THIS
insert_blackboard_keySimilar to [proc/add_blackboard_key], but performs an insertion rather than an add Throws an error if the key is not a list already, intended only for use with lists
insert_blackboard_key_lazylistSimilar to [proc/insert_blackboard_key_lazylist], but performs an insertion / or rather than an add
override_blackboard_keyHelper to force a key to be a certain thing no matter what's already there
post_blackboard_key_setCalled after we set a blackboard key, forwards signal information.
processThis is called by SSai_behaviors/fire(). It is the core of mob AI.
queue_behaviorCall this to add a behavior to the stack.
remove_from_blackboard_lazylist_keyremoves a tracked object from a lazylist
remove_thing_from_blackboard_keyRemove the passed thing from the associated blackboard key
replace_planning_subtreesCompletely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths
set_ai_statusThis proc handles changing ai status, and starts/stops processing if required.
set_blackboard_keySets the key to the passed "thing".
set_blackboard_key_assocSets the key at index thing to the passed value
set_blackboard_key_assoc_lazylistSimilar to [proc/set_blackboard_key_assoc] but operates under the assumption the key is a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist
sig_remove_from_blackboardSignal proc to go through every key and remove the datum from all keys it finds

Var Details

ai_movement

Reference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.

ai_status

Current status of AI (OFF/ON)

ai_traits

Bitfield of traits for this AI to handle extra behavior

behavior_args

Stored arguments for behaviors given during their initial creation

behavior_cooldowns

Current actions and their respective last time ran as an assoc list.

blackboard

This is a list of variables the AI uses and can be mutated by actions.

When an action is performed you pass this list and any relevant keys for the variables it can mutate.

DO NOT set values in the blackboard directly, and especially not if you're adding a datum reference to this! Use the setters, in _ai_controller_blackboard.dm!!!

consecutive_pathing_attempts

Tracks recent pathing attempts, if we fail too many in a row we fail our current plans.

continue_processing_when_client

Can the AI remain in control if there is a client?

current_behaviors

Current actions being performed by the AI.

current_movement_target

Current movement target of the AI, generally set by decision making.

default_behavior

The default behavior to execute when there's nothing else to do.

failed_planning_cooldown

Cooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end

max_target_distance

distance to give up on target

movement_cooldown

Cooldown until next movement

non_mob_movement_delay

Movement delay used by NON MOBS, use get_movement_delay()

paused_until

AI paused time

pawn

The atom this controller is controlling

planning_subtrees

All subtrees this AI has available, will run them in order, so make sure they're in the order you want them to run. On initialization of this type, it will start as a typepath(s) and get converted to references of ai_subtrees found in SSai_controllers when init_subtrees() is called

target_search_radius

The search radius when looking for interesting things.

Proc Details

PossessPawn

Proc to move from one pawn to another, this will destroy the target's existing controller.

ProcessBehaviorSelection

Stops pawns from performing such actions that should require the target to be adjacent. Are we close enough to engage? This is where you decide what actions are taken by the AI.

TryPossessPawn

Abstract proc for initializing the pawn to the new controller

UnpossessPawn

Proc for deinitializing the pawn to the old controller

able_to_plan

Determines whether the AI can currently make a new plan

able_to_run

Returns TRUE if the ai controller can actually run at the moment.

add_blackboard_key

Adds the passed "thing" to the associated key

Works with lists or numbers, but not lazylists.

add_blackboard_key_assoc

Adds the value to the inner list at key with the inner key set to "thing" Throws an error if the key is not a list already, intended only for use with lists

add_blackboard_key_assoc_lazylist

Similar to [proc/add_blackboard_key_assoc], assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist

add_blackboard_key_lazylist

Adds the passed "thing" to the associated key, assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist

blackboard_key_exists

Returns true if we have a blackboard key with the provided key and it is not qdeleting

change_ai_movement_type

Overrides the current ai_movement of this controller with a new one

clear_blackboard_key

Clears the passed key, resetting it to null

Not intended for use with list keys - use [proc/remove_thing_from_blackboard_key] if you are removing a value from a list at a key

get_access

Use this proc to define how your controller defines what access the pawn has for the sake of pathfinding, likely pointing to whatever ID slot is relevant

get_minimum_distance

Returns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you

init_subtrees

Loops over the subtrees in planning_subtrees and looks at the ai_controllers to grab a reference, ENSURE planning_subtrees ARE TYPEPATHS AND NOT INSTANCES/REFERENCES BEFORE EXECUTING THIS

insert_blackboard_key

Similar to [proc/add_blackboard_key], but performs an insertion rather than an add Throws an error if the key is not a list already, intended only for use with lists

insert_blackboard_key_lazylist

Similar to [proc/insert_blackboard_key_lazylist], but performs an insertion / or rather than an add

override_blackboard_key

Helper to force a key to be a certain thing no matter what's already there

Useful for if you're overriding a list with a new list entirely, as otherwise it would throw a runtime error from trying to override a list

Not necessary to use if you aren't dealing with lists, as set_blackboard_key will clear the existing value in that case already, but may be useful for clarity.

post_blackboard_key_set

Called after we set a blackboard key, forwards signal information.

process

This is called by SSai_behaviors/fire(). It is the core of mob AI.

queue_behavior

Call this to add a behavior to the stack.

remove_from_blackboard_lazylist_key

removes a tracked object from a lazylist

remove_thing_from_blackboard_key

Remove the passed thing from the associated blackboard key

Intended for use with lists, if you're just clearing a reference from a key use [proc/clear_blackboard_key]

replace_planning_subtrees

Completely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths

set_ai_status

This proc handles changing ai status, and starts/stops processing if required.

set_blackboard_key

Sets the key to the passed "thing".

set_blackboard_key_assoc

Sets the key at index thing to the passed value

Assumes the key value is already a list, if not throws an error.

set_blackboard_key_assoc_lazylist

Similar to [proc/set_blackboard_key_assoc] but operates under the assumption the key is a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist

sig_remove_from_blackboard

Signal proc to go through every key and remove the datum from all keys it finds