code/__DEFINES/ai.dm ![code/__DEFINES/ai.dm0](git.png)
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) |
STOP_MOVING_WHEN_PULLED | AI flags |
SUBTREE_RETURN_FINISH_PLANNING | Subtree defines This subtree should cancel any further planning, (Including from other subtrees) |
BB_SONG_DATUM | song datum blackboard, set by instrument 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_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 |
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 |
Define Details
AI_BEHAVIOR_MOVE_AND_PERFORM ![code/__DEFINES/ai.dm 28](git.png)
Does this task let you perform the action while you move closer? (Things like moving and shooting)
AI_BEHAVIOR_REQUIRE_MOVEMENT ![code/__DEFINES/ai.dm 26](git.png)
Does this task require movement from the AI before it can be performed?
AI_CONTROLLER_INCOMPATIBLE ![code/__DEFINES/ai.dm 23](git.png)
Flags for ai_behavior new()
AI_DOG_COMMAND_COOLDOWN ![code/__DEFINES/ai.dm 163](git.png)
After either being given a verbal order or a pointing order, ignore further of each for this duration
AI_DOG_HEEL_DURATION ![code/__DEFINES/ai.dm 161](git.png)
After being ordered to heel, we spend this long chilling out
AI_DOG_PET_FRIEND_PROB ![code/__DEFINES/ai.dm 157](git.png)
What are the odds someone petting us will become our friend?
AI_DOG_VISION_RANGE ![code/__DEFINES/ai.dm 155](git.png)
Basically, what is our vision/hearing range for picking up on things to fetch
AI_FAILED_PLANNING_COOLDOWN ![code/__DEFINES/ai.dm 20](git.png)
Cooldown on planning if planning failed last time
AI_FETCH_IGNORE_DURATION ![code/__DEFINES/ai.dm 159](git.png)
After this long without having fetched something, we clear our ignore list
AI_HOSTILE_COMMAND_COOLDOWN ![code/__DEFINES/ai.dm 133](git.png)
After either being given a verbal order or a pointing order, ignore further of each for this duration
AI_MAX_PATH_LENGTH ![code/__DEFINES/ai.dm 16](git.png)
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_CURSED_THROW_ATTEMPT_COUNT ![code/__DEFINES/ai.dm 93](git.png)
Amount of successful hits in a row this item has had
BB_CURSE_TARGET ![code/__DEFINES/ai.dm 89](git.png)
Actual mob the item is haunting at the moment
BB_CUSTOMER_CURRENT_ORDER ![code/__DEFINES/ai.dm 110](git.png)
Robot customer AI controller blackboard keys
BB_CUSTOMER_SAID_CANT_FIND_SEAT_LINE ![code/__DEFINES/ai.dm 119](git.png)
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 ![code/__DEFINES/ai.dm 78](git.png)
Amount of successful hits in a row this item has had
BB_HAUNT_TARGET ![code/__DEFINES/ai.dm 76](git.png)
Actual mob the item is haunting at the moment
BB_HOSTILE_ORDER_MODE ![code/__DEFINES/ai.dm 123](git.png)
Hostile AI controller blackboard keys
BB_HOSTILE_VISION_RANGE ![code/__DEFINES/ai.dm 131](git.png)
Basically, what is our vision/hearing range.
BB_MOD_IMPLANT ![code/__DEFINES/ai.dm 98](git.png)
The implant the AI was created from
BB_MOD_TARGET ![code/__DEFINES/ai.dm 96](git.png)
Mob the MOD is trying to attach to
BB_SIMPLE_CARRY_ITEM ![code/__DEFINES/ai.dm 145](git.png)
Dog AI controller blackboard keys
BB_SONG_DATUM ![code/__DEFINES/ai.dm 41](git.png)
song datum blackboard, set by instrument subtrees
BB_TARGET_SLOT ![code/__DEFINES/ai.dm 91](git.png)
Where the item wants to land on
BB_TO_HAUNT_LIST ![code/__DEFINES/ai.dm 74](git.png)
Blackboard keys for haunted items
BB_VENDING_CURRENT_TARGET ![code/__DEFINES/ai.dm 103](git.png)
Vending machine AI controller blackboard keys
CURSED_VIEW_RANGE ![code/__DEFINES/ai.dm 84](git.png)
Cursed item controller defines how far a cursed item will still try to chase a target
DOG_COMMAND_ATTACK ![code/__DEFINES/ai.dm 171](git.png)
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 ![code/__DEFINES/ai.dm 169](git.png)
Will try to pick up and bring back whatever you point to
DOG_COMMAND_NONE ![code/__DEFINES/ai.dm 167](git.png)
Don't do anything (will still react to stuff around them though)
HAUNTED_ITEM_AGGRO_ADDITION ![code/__DEFINES/ai.dm 71](git.png)
Amount of aggro you get when picking up a haunted item
HAUNTED_ITEM_ATTACK_HAUNT_CHANCE ![code/__DEFINES/ai.dm 65](git.png)
Haunted item controller defines Chance for haunted item to haunt someone
HAUNTED_ITEM_ESCAPE_GRASP_CHANCE ![code/__DEFINES/ai.dm 67](git.png)
Chance for haunted item to try to get itself let go.
HAUNTED_ITEM_TELEPORT_CHANCE ![code/__DEFINES/ai.dm 69](git.png)
Chance for haunted item to warp somewhere new
HOSTILE_COMMAND_ATTACK ![code/__DEFINES/ai.dm 139](git.png)
Will attack a target.
HOSTILE_COMMAND_FOLLOW ![code/__DEFINES/ai.dm 141](git.png)
Will follow a target.
HOSTILE_COMMAND_NONE ![code/__DEFINES/ai.dm 137](git.png)
Don't do anything (will still react to stuff around them though)
MOD_AI_RANGE ![code/__DEFINES/ai.dm 100](git.png)
Range for a MOD AI controller.
SHOULD_RESIST ![code/__DEFINES/ai.dm 9](git.png)
Monkey checks
STOP_MOVING_WHEN_PULLED ![code/__DEFINES/ai.dm 31](git.png)
AI flags
SUBTREE_RETURN_FINISH_PLANNING ![code/__DEFINES/ai.dm 36](git.png)
Subtree defines This subtree should cancel any further planning, (Including from other subtrees)