Shiptest 13 - Modules - TypesDefine Details

code/__DEFINES/ai/ai.dm

SHOULD_RESISTMonkey checks
AI_MAX_PATH_LENGTHFor 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_COOLDOWNCooldown on planning if planning failed last time
AI_CONTROLLER_INCOMPATIBLEFlags for ai_behavior new()
AI_BEHAVIOR_REQUIRE_MOVEMENTDoes this task require movement from the AI before it can be performed?
AI_BEHAVIOR_MOVE_AND_PERFORMDoes this task let you perform the action while you move closer? (Things like moving and shooting)
SUBTREE_RETURN_FINISH_PLANNINGSubtree defines This subtree should cancel any further planning, (Including from other subtrees)
BB_MONKEY_AGRESSIVEMonkey AI controller blackboard keys
BB_SIMPLE_CARRY_ITEMDog AI controller blackboard keys
AI_DOG_VISION_RANGEBasically, what is our vision/hearing range for picking up on things to fetch
AI_DOG_PET_FRIEND_PROBWhat are the odds someone petting us will become our friend?
AI_FETCH_IGNORE_DURATIONAfter this long without having fetched something, we clear our ignore list
AI_DOG_HEEL_DURATIONAfter being ordered to heel, we spend this long chilling out
AI_DOG_COMMAND_COOLDOWNAfter either being given a verbal order or a pointing order, ignore further of each for this duration
DOG_COMMAND_NONEDon't do anything (will still react to stuff around them though)
DOG_COMMAND_FETCHWill try to pick up and bring back whatever you point to
DOG_COMMAND_ATTACKWill get within a few tiles of whatever you point at and continually growl/bark. If the target is a living mob who gets too close, the dog will attack them with bites

Define Details

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_CONTROLLER_INCOMPATIBLE

Flags for ai_behavior new()

AI_DOG_COMMAND_COOLDOWN

After either being given a verbal order or a pointing order, ignore further of each for this duration

AI_DOG_HEEL_DURATION

After being ordered to heel, we spend this long chilling out

AI_DOG_PET_FRIEND_PROB

What are the odds someone petting us will become our friend?

AI_DOG_VISION_RANGE

Basically, what is our vision/hearing range for picking up on things to fetch

AI_FAILED_PLANNING_COOLDOWN

Cooldown on planning if planning failed last time

AI_FETCH_IGNORE_DURATION

After this long without having fetched something, we clear our ignore list

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

BB_MONKEY_AGRESSIVE

Monkey AI controller blackboard keys

BB_SIMPLE_CARRY_ITEM

Dog AI controller blackboard keys

DOG_COMMAND_ATTACK

Will get within a few tiles of whatever you point at and continually growl/bark. If the target is a living mob who gets too close, the dog will attack them with bites

DOG_COMMAND_FETCH

Will try to pick up and bring back whatever you point to

DOG_COMMAND_NONE

Don't do anything (will still react to stuff around them though)

SHOULD_RESIST

Monkey checks

SUBTREE_RETURN_FINISH_PLANNING

Subtree defines This subtree should cancel any further planning, (Including from other subtrees)