ai_controller

Vars | |
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_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. |
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_path | A list for the path we're currently following, if we're using JPS pathing |
pathing_attempts | Tracks recent pathing attempts, if we fail too many in a row we fail our current plans. |
pawn | The atom this controller is controlling |
repath_cooldown | Cooldown for JPS movement, how often we're allowed to try making a new path |
Procs | |
PerformIdleBehavior | Are we close enough to engage? Perform some dumb idle behavior. |
PossessPawn | Proc to move from one pawn to another, this will destroy the target's existing controller. |
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_run | Returns TRUE if the ai controller can actually run at the moment. |
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 |
process | Generates a plan and see if our existing one is still valid. |
set_ai_status | This proc handles changing ai status, and starts/stops processing if required. |
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_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.
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_path

A list for the path we're currently following, if we're using JPS pathing
pathing_attempts

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

The atom this controller is controlling
repath_cooldown

Cooldown for JPS movement, how often we're allowed to try making a new path
Proc Details
PerformIdleBehavior
Are we close enough to engage? Perform some dumb idle behavior.
PossessPawn
Proc to move from one pawn to another, this will destroy the target's existing controller.
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_run
Returns TRUE if the ai controller can actually run at the moment.
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
process
Generates a plan and see if our existing one is still valid.
set_ai_status
This proc handles changing ai status, and starts/stops processing if required.