/tg/ Station 13 - Modules - TypesVar Details - Proc Details

ai_controller

Vars

ai_movementReference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.
ai_statusCurrent status of AI (OFF/ON)
ai_traitsBitfield of traits for this AI to handle extra behavior
behavior_argsStored arguments for behaviors given during their initial creation
behavior_cooldownsCurrent actions and their respective last time ran as an assoc list.
blackboardThis is a list of variables the AI uses and can be mutated by actions. When an action is performed you pass this list and any relevant keys for the variables it can mutate.
continue_processing_when_clientCan the AI remain in control if there is a client?
current_behaviorsCurrent actions being performed by the AI.
current_movement_targetCurrent movement target of the AI, generally set by decision making.
failed_planning_cooldownCooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end
idle_behaviorThe idle behavior this AI performs when it has no actions.
max_target_distancedistance to give up on target
movement_cooldownCooldown until next movement
movement_delayDelay between movements. This is on the controller so we can keep the movement datum singleton
movement_target_sourceIdentifier for what last touched our movement target, so it can be cleared conditionally
pathing_attemptsTracks recent pathing attempts, if we fail too many in a row we fail our current plans.
paused_untilAI paused time
pawnThe atom this controller is controlling
planned_behaviorsCurrent actions planned to be performed by the AI in the upcoming plan
planning_subtreesAll subtrees this AI has available, will run them in order, so make sure they're in the order you want them to run. On initialization of this type, it will start as a typepath(s) and get converted to references of ai_subtrees found in SSai_controllers when init_subtrees() is called

Procs

PossessPawnProc to move from one pawn to another, this will destroy the target's existing controller.
ProcessBehaviorIt's still in the plan, don't add it again to current_behaviors but do keep it in the planned behavior list so its not cancelled
SelectBehaviorsThis is where you decide what actions are taken by the AI.
TryPossessPawnAbstract proc for initializing the pawn to the new controller
UnpossessPawnProc for deinitializing the pawn to the old controller
able_to_planAre we close enough to engage? Determines whether the AI can currently make a new plan
able_to_runReturns TRUE if the ai controller can actually run at the moment.
change_ai_movement_typeOverrides the current ai_movement of this controller with a new one
get_accessUse this proc to define how your controller defines what access the pawn has for the sake of pathfinding, likely pointing to whatever ID slot is relevant
get_human_examine_textIf this controller is applied to a human subtype, this proc will be called to generate examine text
get_minimum_distanceReturns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you
get_setup_mob_ai_statusMobs have more complicated factors about whether their AI should be on or not
init_subtreesLoops over the subtrees in planning_subtrees and looks at the ai_controllers to grab a reference, ENSURE planning_subtrees ARE TYPEPATHS AND NOT INSTANCES/REFERENCES BEFORE EXECUTING THIS
on_stat_changedTurn the controller on or off based on if you're alive, we only register to this if the flag is present so don't need to check again
processRuns any actions that are currently running
queue_behaviorCall this to add a behavior to the stack.
replace_planning_subtreesCompletely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths
set_ai_statusThis proc handles changing ai status, and starts/stops processing if required.
set_movement_targetSets the current movement target, with an optional param to override the movement behavior

Var Details

ai_movement

Reference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.

ai_status

Current status of AI (OFF/ON)

ai_traits

Bitfield of traits for this AI to handle extra behavior

behavior_args

Stored arguments for behaviors given during their initial creation

behavior_cooldowns

Current actions and their respective last time ran as an assoc list.

blackboard

This is a list of variables the AI uses and can be mutated by actions. When an action is performed you pass this list and any relevant keys for the variables it can mutate.

continue_processing_when_client

Can the AI remain in control if there is a client?

current_behaviors

Current actions being performed by the AI.

current_movement_target

Current movement target of the AI, generally set by decision making.

failed_planning_cooldown

Cooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end

idle_behavior

The idle behavior this AI performs when it has no actions.

max_target_distance

distance to give up on target

movement_cooldown

Cooldown until next movement

movement_delay

Delay between movements. This is on the controller so we can keep the movement datum singleton

movement_target_source

Identifier for what last touched our movement target, so it can be cleared conditionally

pathing_attempts

Tracks recent pathing attempts, if we fail too many in a row we fail our current plans.

paused_until

AI paused time

pawn

The atom this controller is controlling

planned_behaviors

Current actions planned to be performed by the AI in the upcoming plan

planning_subtrees

All subtrees this AI has available, will run them in order, so make sure they're in the order you want them to run. On initialization of this type, it will start as a typepath(s) and get converted to references of ai_subtrees found in SSai_controllers when init_subtrees() is called

Proc Details

PossessPawn

Proc to move from one pawn to another, this will destroy the target's existing controller.

ProcessBehavior

It's still in the plan, don't add it again to current_behaviors but do keep it in the planned behavior list so its not cancelled

SelectBehaviors

This is where you decide what actions are taken by the AI.

TryPossessPawn

Abstract proc for initializing the pawn to the new controller

UnpossessPawn

Proc for deinitializing the pawn to the old controller

able_to_plan

Are we close enough to engage? Determines whether the AI can currently make a new plan

able_to_run

Returns TRUE if the ai controller can actually run at the moment.

change_ai_movement_type

Overrides the current ai_movement of this controller with a new one

get_access

Use this proc to define how your controller defines what access the pawn has for the sake of pathfinding, likely pointing to whatever ID slot is relevant

get_human_examine_text

If this controller is applied to a human subtype, this proc will be called to generate examine text

get_minimum_distance

Returns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you

get_setup_mob_ai_status

Mobs have more complicated factors about whether their AI should be on or not

init_subtrees

Loops over the subtrees in planning_subtrees and looks at the ai_controllers to grab a reference, ENSURE planning_subtrees ARE TYPEPATHS AND NOT INSTANCES/REFERENCES BEFORE EXECUTING THIS

on_stat_changed

Turn the controller on or off based on if you're alive, we only register to this if the flag is present so don't need to check again

process

Runs any actions that are currently running

queue_behavior

Call this to add a behavior to the stack.

replace_planning_subtrees

Completely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths

set_ai_status

This proc handles changing ai status, and starts/stops processing if required.

set_movement_target

Sets the current movement target, with an optional param to override the movement behavior