Space Station 13 - Modules - TypesVar Details - Proc Details

ai_controller

AI controllers are a datumized form of AI that simulates the input a player would otherwise give to a atom. What this means is that these datums have ways of interacting with a specific atom and control it. They posses a "blackboard" with the information the AI knows and has, and will plan actions it will try to perform through multiple modular subtrees with behaviors.

Vars

ai_movementReference to the movement datum we use. Is a type on initialize but becomes a ref afterwards.
ai_statusCurrent status of AI (OFF/ON)
ai_traitsBitfield of traits for this AI to handle extra behavior.
behavior_argsStored arguments for behaviors given during their initial creation
behavior_cooldownsCurrent actions and their respective last time ran as an assoc list.
blackboardThis is a list of variables the AI uses and can be mutated by actions.
can_idleCan this AI idle?
consecutive_pathing_attemptsTracks recent pathing attempts, if we fail too many in a row we fail our current plans.
continue_processing_when_clientCan the AI remain in control if there is a client?
current_behaviorsCurrent actions being performed by the AI.
current_movement_targetCurrent movement target of the AI, generally set by decision making.
failed_planning_cooldownCooldown for new plans, to prevent AI from going nuts if it can't think of new plans and looping on end
idle_behaviorThe idle behavior this AI performs when it has no actions.
interesting_distWhat distance should we be checking for interesting things when considering idling/deidling? Defaults to AI_DEFAULT_INTERESTING_DIST
max_target_distanceDistance to give up on target.
movement_delayDelay between movements. This is on the controller so we can keep the movement datum singleton
movement_target_sourceIdentifier for what last touched our movement target, so it can be cleared conditionally
paused_untilAI paused time
pawnThe atom this controller is controlling.
planned_behaviorsCurrent actions planned to be performed by the AI in the upcoming plan.
planning_subtreesAll 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

able_to_planDetermines whether the AI can currently make a new plan.
able_to_runReturns TRUE if the ai controller can actually run at the moment.
add_blackboard_keyAdds the passed "thing" to the associated key
add_blackboard_key_assocAdds 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_lazylistSimilar 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_lazylistAdds 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_existsReturns true if we have a blackboard key with the provided key and it is not qdeleting.
change_ai_movement_typeOverrides the current ai_movement of this controller with a new one
clear_blackboard_keyClears the passed key, resetting it to null
get_accessUse 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_statusGets the AI status we expect the AI controller to be on at this current moment. Returns AI_STATUS_OFF if it's inhabited by a client and shouldn't be, if it's dead and cannot act while dead, or is on a z level without clients. Returns AI_STATUS_ON otherwise.
get_minimum_distanceReturns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you
init_subtreesLoops 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_keySimilar 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_lazylistSimilar to [proc/insert_blackboard_key_lazylist], but performs an insertion / or rather than an add
on_changed_z_levelCalled when the AI controller pawn changes z levels. We check if there's any clients on the new one and wake up the AI if there is.
on_pawn_qdeletedTurn the controller off if the pawn has been qdeleted.
on_stat_changedTurn 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.
override_blackboard_keyHelper to force a key to be a certain thing no matter what's already there
possess_pawnProc to move from one pawn to another. This will destroy the target's existing controller.
post_blackboard_key_setCalled after we set a blackboard key, forwards signal information.
processRuns any actions that are currently running
queue_behaviorCall this to add a behavior to the stack.
remove_from_blackboard_lazylist_keyRemoves a tracked object from a lazylist.
remove_thing_from_blackboard_keyRemove the passed thing from the associated blackboard key
replace_planning_subtreesCompletely replaces the planning_subtrees with a new set based on argument provided. List provided must contain specifically typepaths
reset_ai_statusSets the AI on or off based on current conditions, call to reset after you've manually disabled it somewhere
select_behaviorsThis is where you decide what actions are taken by the AI.
set_ai_statusThis proc handles changing AI status, and starts/stops processing if required.
set_blackboard_keySets the key to the passed "thing".
set_blackboard_key_assocSets the key at index thing to the passed value
set_blackboard_key_assoc_lazylistSimilar 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_targetSets the current movement target, with an optional param to override the movement behavior
sig_remove_from_blackboardSignal proc to go through every key and remove the datum from all keys it finds.
try_possess_pawnAbstract proc for initializing the pawn to the new controller
unpossess_pawnProc for deinitializing the pawn to the old controller

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.

can_idle

Can this AI idle?

consecutive_pathing_attempts

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

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.

interesting_dist

What distance should we be checking for interesting things when considering idling/deidling? Defaults to AI_DEFAULT_INTERESTING_DIST

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

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

able_to_plan

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.

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

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

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

Gets the AI status we expect the AI controller to be on at this current moment. Returns AI_STATUS_OFF if it's inhabited by a client and shouldn't be, if it's dead and cannot act while dead, or is on a z level without clients. Returns AI_STATUS_ON otherwise.

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_changed_z_level

Called when the AI controller pawn changes z levels. We check if there's any clients on the new one and wake up the AI if there is.

on_pawn_qdeleted

Turn the controller off if the pawn has been qdeleted.

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.

override_blackboard_key

Helper to force a key to be a certain thing no matter what's already there

Useful for if you're overriding a list with a new list entirely, as otherwise it would throw a runtime error from trying to override a list

Not necessary to use if you aren't dealing with lists, as set_blackboard_key will clear the existing value in that case already, but may be useful for clarity.

possess_pawn

Proc to move from one pawn to another. This will destroy the target's existing controller.

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_from_blackboard_lazylist_key

Removes a tracked object from a lazylist.

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]

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

select_behaviors

This is where you decide what actions are taken by the AI.

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

Assumes the key value is already a list, if not throws an error.

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.

try_possess_pawn

Abstract proc for initializing the pawn to the new controller

unpossess_pawn

Proc for deinitializing the pawn to the old controller