code/__DEFINES/ai/ai_blackboard.dm
BB_NEXT_HUNGRY | time until we should next eat, set by the generic hunger subtree |
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BB_FOOD_TARGET | what we're going to eat next |
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_CHECK_HUNGRY | are we hungry? determined by the udder component |
BB_BREED_READY | are we ready to breed? |
BB_MAX_CHILDREN | maximum kids we can have |
BB_BASIC_HAPPINESS | our current happiness level |
BB_BASIC_MOB_HEALER | can this mob heal? |
BB_OWNER_TARGET | the owner we will try to play with |
BB_INTERACTIONS_WITH_OWNER | the list of interactions we can have with the owner |
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_EMOTE_KEY | Store a single or list of emotes at this key |
BB_EMOTE_CHANCE | Chance to perform an emote per second |
BB_REINFORCEMENTS_SAY | Something the mob will say when calling reinforcements |
BB_REINFORCEMENTS_EMOTE | Something the mob will remote when calling reinforcements |
BB_TRAVEL_DESTINATION | Turf we want a mob to move to |
BB_SONG_INSTRUMENT | song instrument blackboard, set by instrument subtrees |
BB_SONG_LINES | song lines blackboard, set by default on controllers |
BB_BANE_BATMAN | bane ai used by example script |
BB_CURRENT_HUNTING_TARGET | key that holds our current hunting target |
BB_LOW_PRIORITY_HUNTING_TARGET | key that holds our less priority hunting target |
BB_HUNTING_COOLDOWN | key that holds the cooldown for our hunting subtree |
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_OBSTACLE_TARGETING_WHITELIST | Blackboard key for a whitelist typecache of "things we can target while trying to move" |
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_WOUNDED_ONLY | Flag for whether to target only wounded mobs |
BB_TARGET_HELD_ITEM | What typepath the holding object targeting strategy should look for |
BB_BASIC_MOB_HAS_TARGET_TIME | Blackboard key storing how long your targeting strategy has held a particular target |
BB_BASIC_MOB_FLEE_TARGET | Targeting keys for something to run away from, if you need to store this separately from current target |
BB_TARGETED_ACTION | Generic key for a non-specific targeted action |
BB_GENERIC_ACTION | Generic key for a non-specific action |
BB_SHAPESHIFT_ACTION | Generic key for a shapeshifting action |
BB_TARGETLESS_TIME | How long have we spent with no target? |
BB_BASIC_MOB_TIP_REACTING | Tipped blackboards Bool that means a basic mob will start reacting to being tipped in its planning |
BB_BASIC_MOB_TIPPER | the motherfucker who tipped us |
BB_STATIONARY_CAUSE | Is there something that scared us into being stationary? If so, hold the reference here |
BB_STATIONARY_SECONDS | How long should we remain stationary for? |
BB_STATIONARY_MOVE_TO_TARGET | Should we move towards the target that triggered us to be stationary? |
BB_STATIONARY_TARGETS | What targets will trigger us to be stationary? Must be a list. |
BB_STATIONARY_COOLDOWN | How often can we get spooked by a target? |
BB_BASIC_MOB_RETALIATE_LIST | List of mobs who have damaged us |
BB_RANDOM_AGGRO_CHANCE | Chance to randomly acquire a new target |
BB_RANDOM_DEAGGRO_CHANCE | Chance to randomly drop all of our targets |
BB_BASIC_MOB_STOP_FLEEING | Flag to set on if you want your mob to STOP running away |
BB_BASIC_FOODS | list of foods this mob likes |
BB_TARGET_FOOD | key holding any food we've found |
BB_EAT_EMOTES | key holding emotes we play after eating |
BB_NEXT_FOOD_EAT | key holding the next time we eat |
BB_EAT_FOOD_COOLDOWN | key holding our eating cooldown |
BB_SIMPLE_CARRY_ITEM | Blackboard key for a held item |
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_TARGET_ONLY_WITH_TRAITS | Only target mobs with these traits |
BB_ALWAYS_IGNORE_FACTION | should we skip the faction check for the targeting strategy? |
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_BASIC_MOB_SPEAK_LINES | currently only used by clowns, a list of what can the mob speak randomly |
BB_BASIC_MOB_REINFORCEMENT_TARGET | A target that has called this mob for reinforcements |
BB_BASIC_MOB_REINFORCEMENTS_COOLDOWN | The next time at which this mob can call for reinforcements |
BB_STARTING_DIRECTION | the direction we started when executing stare at things |
BB_FRIENDLY_MESSAGE | Text we display when we befriend someone |
BB_FISHING_TARGET | our fishing target |
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_TIMER | key that holds the next time we will start fishing |
BB_ONLY_FISH_WHILE_HUNGRY | are we ONLY allowed to fish when we're hungry? |
BB_DRILLABLE_ICE | drillable ice we can make holes in |
BB_FIND_TARGETS_FIELD | For /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.