code/__DEFINES/ai.dm

REASON_FINISHED_NODE_MOVE | The AI component has finished moving towards a node, change the state because of that certain thing happening |
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REASON_TARGET_KILLED | Signal that's sent whenever the AI component kills off it's current target, this triggers a state change which could then go into a "patrol" or decide to attack another nearby target |
REASON_TARGET_SPOTTED | AI component spotted a valid target and wants to attack it |
REASON_REFRESH_TARGET | Repick targets every so often so we don't get stuck on a single thing forever |
MOVING_TO_NODE | AI component state where it's moving towards a node |
ESCORTING_ATOM | AI component state where we're escorting something and looking for a target nearby |
MOVING_TO_ATOM | AI component state where we're moving towards something, probably something we want to hit |
MOVING_TO_SAFETY | Ai component state where the ai tries to flee to heal |
IDLE | Ai component state where the ai just does nothing |
FOLLOWING_PATH | Ai component state where the ai is following a tile path |
NODE_LAST_VISITED | A define for a node variable which is the last world.time that a AI visited it |
IDENTIFIER_XENO | Identifier tags Ultilized for having AI look at weights based on if they're a "marine human" or a "xenomorph" or something else This is mainly used for deciding what weights are to be looked at when determing a node waypoint of going towards |
TARGET_VEHICLE | Tanks and mechs |
AI_COMBAT_TARGET_BLIND_DISTANCE | The AI will maintain a combat target within this range, even without LOS |
AI_ESCORTING_BREAK_DISTANCE | AI will give up escorting something beyond this distance |
AI_OBSTACLE_ATTACK | Obstacle needs attacking |
AI_OBSTACLE_JUMP | Obstacle can be jumped |
AI_OBSTACLE_RESOLVED | Obstacle has already been handled |
HUMAN_AI_SELF_HEAL | If the mob parent can heal itself and so should flee |
HUMAN_AI_USE_WEAPONS | Uses weapons |
HUMAN_AI_AUDIBLE_CONTROL | Listens to audible instructions |
HUMAN_AI_NO_FF | Will try avoid FF when possible |
HUMAN_AI_AVOID_HAZARDS | Will try avoid hazards when possible |
HUMAN_AI_FIRING | Currently shooting |
HUMAN_AI_NEED_WEAPONS | Looking for weapons |
HUMAN_AI_HEALING | Healing or being healed |
HUMAN_AI_SELF_HEALING | Healing self |
AI_FIRE_CAN_HIT | We're good to shoot |
AI_FIRE_INVALID_TARGET | Invalid due to being deleted or something else strange |
AI_FIRE_NO_AMMO | Need ammo |
AI_FIRE_OUT_OF_RANGE | Out of range |
AI_FIRE_NO_LOS | No line of sight |
AI_FIRE_FRIENDLY_BLOCKED | Friendly in the way |
AI_FIRE_TARGET_DEAD | Target already dead |
AI_MED_SELFISH | Don't help anyone else |
AI_MED_STANDARD | Tries to inap crit friends |
AI_MED_MEDIC | Tries to heal whenver possible |
AI_MED_DOCTOR | Prioritises healing above combat |
Define Details
AI_COMBAT_TARGET_BLIND_DISTANCE
The AI will maintain a combat target within this range, even without LOS
AI_ESCORTING_BREAK_DISTANCE
AI will give up escorting something beyond this distance
AI_FIRE_CAN_HIT
We're good to shoot
AI_FIRE_FRIENDLY_BLOCKED
Friendly in the way
AI_FIRE_INVALID_TARGET
Invalid due to being deleted or something else strange
AI_FIRE_NO_AMMO
Need ammo
AI_FIRE_NO_LOS
No line of sight
AI_FIRE_OUT_OF_RANGE
Out of range
AI_FIRE_TARGET_DEAD
Target already dead
AI_MED_DOCTOR
Prioritises healing above combat
AI_MED_MEDIC
Tries to heal whenver possible
AI_MED_SELFISH
Don't help anyone else
AI_MED_STANDARD
Tries to inap crit friends
AI_OBSTACLE_ATTACK
Obstacle needs attacking
AI_OBSTACLE_JUMP
Obstacle can be jumped
AI_OBSTACLE_RESOLVED
Obstacle has already been handled
ESCORTING_ATOM
AI component state where we're escorting something and looking for a target nearby
FOLLOWING_PATH
Ai component state where the ai is following a tile path
HUMAN_AI_AUDIBLE_CONTROL
Listens to audible instructions
HUMAN_AI_AVOID_HAZARDS
Will try avoid hazards when possible
HUMAN_AI_FIRING
Currently shooting
HUMAN_AI_HEALING
Healing or being healed
HUMAN_AI_NEED_WEAPONS
Looking for weapons
HUMAN_AI_NO_FF
Will try avoid FF when possible
HUMAN_AI_SELF_HEAL
If the mob parent can heal itself and so should flee
HUMAN_AI_SELF_HEALING
Healing self
HUMAN_AI_USE_WEAPONS
Uses weapons
IDENTIFIER_XENO
Identifier tags Ultilized for having AI look at weights based on if they're a "marine human" or a "xenomorph" or something else This is mainly used for deciding what weights are to be looked at when determing a node waypoint of going towards
IDLE
Ai component state where the ai just does nothing
MOVING_TO_ATOM
AI component state where we're moving towards something, probably something we want to hit
MOVING_TO_NODE
AI component state where it's moving towards a node
MOVING_TO_SAFETY
Ai component state where the ai tries to flee to heal
NODE_LAST_VISITED
A define for a node variable which is the last world.time that a AI visited it
REASON_FINISHED_NODE_MOVE
The AI component has finished moving towards a node, change the state because of that certain thing happening
REASON_REFRESH_TARGET
Repick targets every so often so we don't get stuck on a single thing forever
REASON_TARGET_KILLED
Signal that's sent whenever the AI component kills off it's current target, this triggers a state change which could then go into a "patrol" or decide to attack another nearby target
REASON_TARGET_SPOTTED
AI component spotted a valid target and wants to attack it
TARGET_VEHICLE
Tanks and mechs