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_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. |
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_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 |
Procs | |
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 | Stops pawns from performing such actions that should require the target to be adjacent. 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. |
add_blackboard_key | Adds the passed "thing" to the associated key |
add_blackboard_key_assoc | Adds the value to the inner list at key with the inner key set to "thing" Throws an error if the key is not a list already, intended only for use with lists |
add_blackboard_key_assoc_lazylist | Similar to [proc/add_blackboard_key_assoc], assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist |
add_blackboard_key_lazylist | Adds the passed "thing" to the associated key, assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist |
blackboard_key_exists | Returns true if we have a blackboard key with the provided key and it is not qdeleting |
change_ai_movement_type | Overrides the current ai_movement of this controller with a new one |
clear_blackboard_key | Clears the passed key, resetting it to null |
get_access | Use this proc to define how your controller defines what access the pawn has for the sake of pathfinding. Return the access list you want to use |
get_expected_ai_status | Returns what the AI status should be based on current conditions. |
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 |
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 |
insert_blackboard_key | Similar to [proc/add_blackboard_key], but performs an insertion rather than an add Throws an error if the key is not a list already, intended only for use with lists |
insert_blackboard_key_lazylist | Similar to [proc/insert_blackboard_key_lazylist], but performs an insertion / or rather than an add |
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 |
post_blackboard_key_set | Called after we set a blackboard key, forwards signal information. |
process | Runs any actions that are currently running |
queue_behavior | Call this to add a behavior to the stack. |
remove_thing_from_blackboard_key | Remove the passed thing from the associated blackboard key |
replace_planning_subtrees | Completely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths |
reset_ai_status | Sets the AI on or off based on current conditions, call to reset after you've manually disabled it somewhere |
set_ai_status | This proc handles changing ai status, and starts/stops processing if required. |
set_blackboard_key | Sets the key to the passed "thing". |
set_blackboard_key_assoc | Sets the key at index thing to the passed value |
set_blackboard_key_assoc_lazylist | Similar to [proc/set_blackboard_key_assoc] but operates under the assumption the key is a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist |
set_movement_target | Sets the current movement target, with an optional param to override the movement behavior |
sig_remove_from_blackboard | Signal proc to go through every key and remove the datum from all keys it finds |
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.
DO NOT set values in the blackboard directly, and especially not if you're adding a datum reference to this! Use the setters, this is important for reference handing.
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_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
Stops pawns from performing such actions that should require the target to be adjacent. 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.
add_blackboard_key
Adds the passed "thing" to the associated key
Works with lists or numbers, but not lazylists.
- key - A blackboard key
- thing - a value to set the blackboard key to.
add_blackboard_key_assoc
Adds the value to the inner list at key with the inner key set to "thing" Throws an error if the key is not a list already, intended only for use with lists
- key - A blackboard key, with its value set to a list
- thing - a value which becomes the inner list value's key
- value - what to set the inner list's value to
add_blackboard_key_assoc_lazylist
Similar to [proc/add_blackboard_key_assoc], assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist
- key - A blackboard key, with its value set to a list
- thing - a value which becomes the inner list value's key
- value - what to set the inner list's value to
add_blackboard_key_lazylist
Adds the passed "thing" to the associated key, assuming key is intended to be a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist
- key - A blackboard key
- thing - a value to set the blackboard key to.
blackboard_key_exists
Returns true if we have a blackboard key with the provided key and it is not qdeleting
change_ai_movement_type
Overrides the current ai_movement of this controller with a new one
clear_blackboard_key
Clears the passed key, resetting it to null
Not intended for use with list keys - use [proc/remove_thing_from_blackboard_key] if you are removing a value from a list at a key
- key - A blackboard key
get_access
Use this proc to define how your controller defines what access the pawn has for the sake of pathfinding. Return the access list you want to use
get_expected_ai_status
Returns what the AI status should be based on current conditions.
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
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
insert_blackboard_key
Similar to [proc/add_blackboard_key], but performs an insertion rather than an add Throws an error if the key is not a list already, intended only for use with lists
- key - A blackboard key, with its value set to a list
- thing - a value to set the blackboard key to.
insert_blackboard_key_lazylist
Similar to [proc/insert_blackboard_key_lazylist], but performs an insertion / or rather than an add
- key - A blackboard key
- thing - a value to set the blackboard key to.
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
post_blackboard_key_set
Called after we set a blackboard key, forwards signal information.
process
Runs any actions that are currently running
queue_behavior
Call this to add a behavior to the stack.
remove_thing_from_blackboard_key
Remove the passed thing from the associated blackboard key
Intended for use with lists, if you're just clearing a reference from a key use [proc/clear_blackboard_key]
- key - A blackboard key
- thing - a value to set the blackboard key to.
replace_planning_subtrees
Completely replaces the planning_subtrees with a new set based on argument provided, list provided must contain specifically typepaths
reset_ai_status
Sets the AI on or off based on current conditions, call to reset after you've manually disabled it somewhere
set_ai_status
This proc handles changing ai status, and starts/stops processing if required.
set_blackboard_key
Sets the key to the passed "thing".
- key - A blackboard key
- thing - a value to set the blackboard key to.
set_blackboard_key_assoc
Sets the key at index thing to the passed value
Assumes the key value is already a list, if not throws an error.
- key - A blackboard key, with its value set to a list
- thing - a value which becomes the inner list value's key
- value - what to set the inner list's value to
set_blackboard_key_assoc_lazylist
Similar to [proc/set_blackboard_key_assoc] but operates under the assumption the key is a lazylist (so it will create a list) More dangerous / easier to override values, only use when you want to use a lazylist
- key - A blackboard key, with its value set to a list
- thing - a value which becomes the inner list value's key
- value - what to set the inner list's value to
set_movement_target
Sets the current movement target, with an optional param to override the movement behavior
sig_remove_from_blackboard
Signal proc to go through every key and remove the datum from all keys it finds