/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/ai/ai_blackboard.dm

BB_NEXT_HUNGRYtime until we should next eat, set by the generic hunger subtree
BB_FOOD_TARGETwhat we're going to eat next
BB_AGGRO_RANGEHow close a mob must be for us to select it as a target, if that is less than how far we can maintain it as a target
BB_CHECK_HUNGRYare we hungry? determined by the udder component
BB_BREED_READYare we ready to breed?
BB_MAX_CHILDRENmaximum kids we can have
BB_BASIC_HAPPINESSour current happiness level
BB_BASIC_MOB_HEALERcan this mob heal?
BB_OWNER_TARGETthe owner we will try to play with
BB_INTERACTIONS_WITH_OWNERthe list of interactions we can have with the owner
BB_TARGET_PRIORITY_TRAITThe trait checked by ai_behavior/find_potential_targets/prioritize_trait to return a target with a trait over the rest.
BB_EMOTE_KEYStore a single or list of emotes at this key
BB_EMOTE_CHANCEChance to perform an emote per second
BB_REINFORCEMENTS_SAYSomething the mob will say when calling reinforcements
BB_REINFORCEMENTS_EMOTESomething the mob will remote when calling reinforcements
BB_TRAVEL_DESTINATIONTurf we want a mob to move to
BB_SONG_INSTRUMENTsong instrument blackboard, set by instrument subtrees
BB_SONG_LINESsong lines blackboard, set by default on controllers
BB_BANE_BATMANbane ai used by example script
BB_CURRENT_HUNTING_TARGETkey that holds our current hunting target
BB_LOW_PRIORITY_HUNTING_TARGETkey that holds our less priority hunting target
BB_HUNTING_COOLDOWNkey that holds the cooldown for our hunting subtree
BB_BASIC_MOB_CURRENT_TARGETBasic Mob Keys Targeting subtrees
BB_BASIC_MOB_EXECUTION_TARGETsome behaviors that check current_target also set this on deep crit mobs
BB_OBSTACLE_TARGETING_WHITELISTBlackboard key for a whitelist typecache of "things we can target while trying to move"
BB_TARGET_MINIMUM_STATKey for the minimum status at which we want to target mobs (does not need to be specified if CONSCIOUS)
BB_TARGET_WOUNDED_ONLYFlag for whether to target only wounded mobs
BB_TARGET_HELD_ITEMWhat typepath the holding object targeting strategy should look for
BB_BASIC_MOB_HAS_TARGET_TIMEBlackboard key storing how long your targeting strategy has held a particular target
BB_BASIC_MOB_FLEE_TARGETTargeting keys for something to run away from, if you need to store this separately from current target
BB_TARGETED_ACTIONGeneric key for a non-specific targeted action
BB_GENERIC_ACTIONGeneric key for a non-specific action
BB_SHAPESHIFT_ACTIONGeneric key for a shapeshifting action
BB_TARGETLESS_TIMEHow long have we spent with no target?
BB_BASIC_MOB_TIP_REACTINGTipped blackboards Bool that means a basic mob will start reacting to being tipped in its planning
BB_BASIC_MOB_TIPPERthe motherfucker who tipped us
BB_STATIONARY_CAUSEIs there something that scared us into being stationary? If so, hold the reference here
BB_STATIONARY_SECONDSHow long should we remain stationary for?
BB_STATIONARY_MOVE_TO_TARGETShould we move towards the target that triggered us to be stationary?
BB_STATIONARY_TARGETSWhat targets will trigger us to be stationary? Must be a list.
BB_STATIONARY_COOLDOWNHow often can we get spooked by a target?
BB_BASIC_MOB_RETALIATE_LISTList of mobs who have damaged us
BB_RANDOM_AGGRO_CHANCEChance to randomly acquire a new target
BB_RANDOM_DEAGGRO_CHANCEChance to randomly drop all of our targets
BB_BASIC_MOB_STOP_FLEEINGFlag to set on if you want your mob to STOP running away
BB_BASIC_FOODSlist of foods this mob likes
BB_TARGET_FOODkey holding any food we've found
BB_EAT_EMOTESkey holding emotes we play after eating
BB_NEXT_FOOD_EATkey holding the next time we eat
BB_EAT_FOOD_COOLDOWNkey holding our eating cooldown
BB_SIMPLE_CARRY_ITEMBlackboard key for a held item
BB_MOD_TARGETMob the MOD is trying to attach to
BB_MOD_IMPLANTThe implant the AI was created from
MOD_AI_RANGERange for a MOD AI controller.
BB_TARGET_ONLY_WITH_TRAITSOnly target mobs with these traits
BB_ALWAYS_IGNORE_FACTIONshould we skip the faction check for the targeting strategy?
BB_TEMPORARILY_IGNORE_FACTIONare we in some kind of temporary state of ignoring factions when targeting? can result in volatile results if multiple behaviours touch this
BB_BASIC_MOB_SPEAK_LINEScurrently only used by clowns, a list of what can the mob speak randomly
BB_BASIC_MOB_REINFORCEMENT_TARGETA target that has called this mob for reinforcements
BB_BASIC_MOB_REINFORCEMENTS_COOLDOWNThe next time at which this mob can call for reinforcements
BB_STARTING_DIRECTIONthe direction we started when executing stare at things
BB_FRIENDLY_MESSAGEText we display when we befriend someone
BB_FISHING_TARGETour fishing target
BB_FISHABLE_LISTkey holding the list of things we are able to fish from
BB_FISHING_COOLDOWNkey holding our cooldown between fishing attempts
BB_FISHING_TIMERkey that holds the next time we will start fishing
BB_ONLY_FISH_WHILE_HUNGRYare we ONLY allowed to fish when we're hungry?
BB_DRILLABLE_ICEdrillable ice we can make holes in
BB_FIND_TARGETS_FIELDFor /datum/ai_behavior/find_potential_targets, what if any field are we using currently

Define Details

BB_AGGRO_RANGE

How close a mob must be for us to select it as a target, if that is less than how far we can maintain it as a target

BB_ALWAYS_IGNORE_FACTION

should we skip the faction check for the targeting strategy?

BB_BANE_BATMAN

bane ai used by example script

BB_BASIC_FOODS

list of foods this mob likes

BB_BASIC_HAPPINESS

our current happiness level

BB_BASIC_MOB_CURRENT_TARGET

Basic Mob Keys Targeting subtrees

BB_BASIC_MOB_EXECUTION_TARGET

some behaviors that check current_target also set this on deep crit mobs

BB_BASIC_MOB_FLEE_TARGET

Targeting keys for something to run away from, if you need to store this separately from current target

BB_BASIC_MOB_HAS_TARGET_TIME

Blackboard key storing how long your targeting strategy has held a particular target

BB_BASIC_MOB_HEALER

can this mob heal?

BB_BASIC_MOB_REINFORCEMENTS_COOLDOWN

The next time at which this mob can call for reinforcements

BB_BASIC_MOB_REINFORCEMENT_TARGET

A target that has called this mob for reinforcements

BB_BASIC_MOB_RETALIATE_LIST

List of mobs who have damaged us

BB_BASIC_MOB_SPEAK_LINES

currently only used by clowns, a list of what can the mob speak randomly

BB_BASIC_MOB_STOP_FLEEING

Flag to set on if you want your mob to STOP running away

BB_BASIC_MOB_TIPPER

the motherfucker who tipped us

BB_BASIC_MOB_TIP_REACTING

Tipped blackboards Bool that means a basic mob will start reacting to being tipped in its planning

BB_BREED_READY

are we ready to breed?

BB_CHECK_HUNGRY

are we hungry? determined by the udder component

BB_CURRENT_HUNTING_TARGET

key that holds our current hunting target

BB_DRILLABLE_ICE

drillable ice we can make holes in

BB_EAT_EMOTES

key holding emotes we play after eating

BB_EAT_FOOD_COOLDOWN

key holding our eating cooldown

BB_EMOTE_CHANCE

Chance to perform an emote per second

BB_EMOTE_KEY

Store a single or list of emotes at this key

BB_FIND_TARGETS_FIELD

For /datum/ai_behavior/find_potential_targets, what if any field are we using currently

BB_FISHABLE_LIST

key holding the list of things we are able to fish from

BB_FISHING_COOLDOWN

key holding our cooldown between fishing attempts

BB_FISHING_TARGET

our fishing target

BB_FISHING_TIMER

key that holds the next time we will start fishing

BB_FOOD_TARGET

what we're going to eat next

BB_FRIENDLY_MESSAGE

Text we display when we befriend someone

BB_GENERIC_ACTION

Generic key for a non-specific action

BB_HUNTING_COOLDOWN

key that holds the cooldown for our hunting subtree

BB_INTERACTIONS_WITH_OWNER

the list of interactions we can have with the owner

BB_LOW_PRIORITY_HUNTING_TARGET

key that holds our less priority hunting target

BB_MAX_CHILDREN

maximum kids we can have

BB_MOD_IMPLANT

The implant the AI was created from

BB_MOD_TARGET

Mob the MOD is trying to attach to

BB_NEXT_FOOD_EAT

key holding the next time we eat

BB_NEXT_HUNGRY

time until we should next eat, set by the generic hunger subtree

BB_OBSTACLE_TARGETING_WHITELIST

Blackboard key for a whitelist typecache of "things we can target while trying to move"

BB_ONLY_FISH_WHILE_HUNGRY

are we ONLY allowed to fish when we're hungry?

BB_OWNER_TARGET

the owner we will try to play with

BB_RANDOM_AGGRO_CHANCE

Chance to randomly acquire a new target

BB_RANDOM_DEAGGRO_CHANCE

Chance to randomly drop all of our targets

BB_REINFORCEMENTS_EMOTE

Something the mob will remote when calling reinforcements

BB_REINFORCEMENTS_SAY

Something the mob will say when calling reinforcements

BB_SHAPESHIFT_ACTION

Generic key for a shapeshifting action

BB_SIMPLE_CARRY_ITEM

Blackboard key for a held item

BB_SONG_INSTRUMENT

song instrument blackboard, set by instrument subtrees

BB_SONG_LINES

song lines blackboard, set by default on controllers

BB_STARTING_DIRECTION

the direction we started when executing stare at things

BB_STATIONARY_CAUSE

Is there something that scared us into being stationary? If so, hold the reference here

BB_STATIONARY_COOLDOWN

How often can we get spooked by a target?

BB_STATIONARY_MOVE_TO_TARGET

Should we move towards the target that triggered us to be stationary?

BB_STATIONARY_SECONDS

How long should we remain stationary for?

BB_STATIONARY_TARGETS

What targets will trigger us to be stationary? Must be a list.

BB_TARGETED_ACTION

Generic key for a non-specific targeted action

BB_TARGETLESS_TIME

How long have we spent with no target?

BB_TARGET_FOOD

key holding any food we've found

BB_TARGET_HELD_ITEM

What typepath the holding object targeting strategy should look for

BB_TARGET_MINIMUM_STAT

Key for the minimum status at which we want to target mobs (does not need to be specified if CONSCIOUS)

BB_TARGET_ONLY_WITH_TRAITS

Only target mobs with these traits

BB_TARGET_PRIORITY_TRAIT

The trait checked by ai_behavior/find_potential_targets/prioritize_trait to return a target with a trait over the rest.

BB_TARGET_WOUNDED_ONLY

Flag for whether to target only wounded mobs

BB_TEMPORARILY_IGNORE_FACTION

are we in some kind of temporary state of ignoring factions when targeting? can result in volatile results if multiple behaviours touch this

BB_TRAVEL_DESTINATION

Turf we want a mob to move to

MOD_AI_RANGE

Range for a MOD AI controller.