code/__DEFINES/ai/ai.dm
AI_STATUS_ON | The AI is currently active. |
---|---|
AI_STATUS_OFF | The AI is currently offline for any reason. |
AI_STATUS_IDLE | The AI is currently in idle mode. |
AI_UNABLE_TO_RUN | pauses AI processing |
AI_PREVENT_CANCEL_ACTIONS | bypass canceling our actions on set_ai_status() |
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_DELAY | Update this behavior's cooldown |
AI_BEHAVIOR_SUCCEEDED | Finish the behavior successfully |
AI_BEHAVIOR_FAILED | Finish the behavior unsuccessfully |
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_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_CAN_PLAN_DURING_EXECUTION | Does this behavior NOT block planning? |
STOP_MOVING_WHEN_PULLED | AI flags Don't move if being pulled |
CAN_ACT_WHILE_DEAD | Continue processing even if dead |
PAUSE_DURING_DO_AFTER | Stop processing while in a progress bar |
CAN_ACT_IN_STASIS | Continue processing while in stasis |
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 |
Define Details
AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
Does this behavior NOT block planning?
AI_BEHAVIOR_DELAY
Update this behavior's cooldown
AI_BEHAVIOR_FAILED
Finish the behavior unsuccessfully
AI_BEHAVIOR_KEEP_MOVE_TARGET_ON_FINISH
Does finishing this task not null the current movement 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_BEHAVIOR_SUCCEEDED
Finish the behavior successfully
AI_CONTROLLER_INCOMPATIBLE
Flags for ai_behavior new()
AI_FAILED_PLANNING_COOLDOWN
Cooldown on planning if planning failed last time
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_PREVENT_CANCEL_ACTIONS
bypass canceling our actions on set_ai_status()
AI_STATUS_IDLE
The AI is currently in idle mode.
AI_STATUS_OFF
The AI is currently offline for any reason.
AI_STATUS_ON
The AI is currently active.
AI_UNABLE_TO_RUN
pauses AI processing
CAN_ACT_IN_STASIS
Continue processing while in stasis
CAN_ACT_WHILE_DEAD
Continue processing even if dead
IS_DEAD_OR_INCAP
macro for whether the pawn can act, used generally to prevent some horrifying ai disasters
PAUSE_DURING_DO_AFTER
Stop processing while in a progress bar
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 Don't move if being pulled
SUBTREE_RETURN_FINISH_PLANNING
This subtree should cancel any further planning, (Including from other subtrees)