code/__DEFINES/ai.dm

SHOULD_RESIST | Monkey checks |
---|---|
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 |
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) |
SUBTREE_RETURN_FINISH_PLANNING | Subtree defines This subtree should cancel any further planning, (Including from other subtrees) |
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_TELEPORT_CHANCE | Chance for haunted item to warp somewhere new |
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 |
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_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 |
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 |
Define Details
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_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_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_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_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_SIMPLE_CARRY_ITEM
Dog AI controller blackboard keys
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.
HAUNTED_ITEM_TELEPORT_CHANCE
Chance for haunted item to warp somewhere new
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)
SHOULD_RESIST
Monkey checks
SUBTREE_RETURN_FINISH_PLANNING
Subtree defines This subtree should cancel any further planning, (Including from other subtrees)