byond - Modules - TypesDefine Details

code/__DEFINES/ai.dm

REASON_FINISHED_NODE_MOVEThe AI component has finished moving towards a node, change the state because of that certain thing happening
REASON_TARGET_KILLEDSignal 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_SPOTTEDAI component spotted a valid target and wants to attack it
REASON_REFRESH_TARGETRepick targets every so often so we don't get stuck on a single thing forever
MOVING_TO_NODEAI component state where it's moving towards a node
ESCORTING_ATOMAI component state where we're escorting something and looking for a target nearby
MOVING_TO_ATOMAI component state where we're moving towards something, probably something we want to hit
MOVING_TO_SAFETYAi component state where the ai tries to flee to heal
IDLEAi component state where the ai just does nothing
FOLLOWING_PATHAi component state where the ai is following a tile path
NODE_LAST_VISITEDA define for a node variable which is the last world.time that a AI visited it
IDENTIFIER_XENOIdentifier 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_VEHICLETanks and mechs
AI_COMBAT_TARGET_BLIND_DISTANCEThe AI will maintain a combat target within this range, even without LOS
AI_ESCORTING_BREAK_DISTANCEAI will give up escorting something beyond this distance
AI_OBSTACLE_ATTACKObstacle needs attacking
AI_OBSTACLE_JUMPObstacle can be jumped
AI_OBSTACLE_RESOLVEDObstacle has already been handled
HUMAN_AI_SELF_HEALIf the mob parent can heal itself and so should flee
HUMAN_AI_USE_WEAPONSUses weapons
HUMAN_AI_AUDIBLE_CONTROLListens to audible instructions
HUMAN_AI_NO_FFWill try avoid FF when possible
HUMAN_AI_AVOID_HAZARDSWill try avoid hazards when possible
HUMAN_AI_FIRINGCurrently shooting
HUMAN_AI_NEED_WEAPONSLooking for weapons
HUMAN_AI_HEALINGHealing or being healed
HUMAN_AI_SELF_HEALINGHealing self
AI_FIRE_CAN_HITWe're good to shoot
AI_FIRE_INVALID_TARGETInvalid due to being deleted or something else strange
AI_FIRE_NO_AMMONeed ammo
AI_FIRE_OUT_OF_RANGEOut of range
AI_FIRE_NO_LOSNo line of sight
AI_FIRE_FRIENDLY_BLOCKEDFriendly in the way
AI_FIRE_TARGET_DEADTarget already dead
AI_MED_SELFISHDon't help anyone else
AI_MED_STANDARDTries to inap crit friends
AI_MED_MEDICTries to heal whenver possible
AI_MED_DOCTORPrioritises 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