Template_Predator
Server/NPC/Roles/_Core/Templates/Template_Predator.json, 80.9 KB
Fields
| Field | Type |
|---|---|
Type | string |
Parameters | object |
IsMemory | object |
MemoriesCategory | object |
MemoriesNameOverride | object |
BreathesInWater | object |
Appearance | object |
StartState | string |
DropList | object |
HotbarItems | object |
DisableDamageGroups | object |
DefaultNPCAttitude | string |
DefaultPlayerAttitude | string |
AttitudeGroup | object |
FlockSpawnTypes | object |
FlockAllowedNPC | object |
FlockCanLead | boolean |
ApplySeparation | boolean |
SeparationDistance | number |
SeparationWeight | number |
SeparationDistanceTarget | number |
SeparationNearRadiusTarget | number |
SeparationFarRadiusTarget | number |
KnockbackScale | object |
DeathParticles | object |
DropDeathItemsInstantly | object |
DeathAnimationTime | object |
MotionControllerList | array[1] |
StateTransitions | array[5] |
MaxHealth | object |
InteractionVars | object |
Instructions | array[2] |
NameTranslationKey | object |
Debug | string |
Source
{
"Type": "Abstract",
"Parameters": {
"Appearance": {
"Value": "Fox",
"Description": "Model to be used."
},
"WanderRadius": {
"Value": 8,
"Description": "General wander radius."
},
"ViewRange": {
"Value": 24,
"Description": "The range from which the target will be seen. If zero, sight will be disabled."
},
"ViewSector": {
"Value": 120,
"Description": "The view sector within which the target needs to be to be seen."
},
"HearingRange": {
"Value": 12,
"Description": "The range from which the target will be heard. If zero, hearing will be disabled."
},
"AbsoluteDetectionRange": {
"Value": 4,
"Description": "The range at which a target is guaranteed to be detected. If zero, absolute detection will be disabled."
},
"FleeRange": {
"Value": 15,
"Description": "How far to try and get away when fleeing."
},
"ChanceToBeAlertedWhenFlockAlerted": {
"Value": 70,
"Description": "Percentage chance to engage in combat if another flock member engages a target."
},
"AlertedRange": {
"Value": 28,
"Description": "A range within which the target can be seen/sensed when the NPC is alerted to their presence. Should be higher than sense ranges."
},
"AlertedTime": {
"Value": [ 3, 5 ],
"Description": "How long to wait in an alerted or threatening state before switching to active combat."
},
"MaintainDistanceWhileAlerted": {
"Value": false,
"Description": "Whether or not to maintain distance and strafe while in the alerted state."
},
"AlertedRelativeForwardsSpeed": {
"Value": 0.5,
"Description": "Relative movement speed when moving forwards or strafing while in the alerted state. Only applies if MaintainDistanceWhileAlerted is true."
},
"AlertedStrafingDurationRange": {
"Value": [ 1, 1 ],
"Description": "How long to strafe for when in the alerted state. Only applies if MaintainDistanceWhileAlerted is true."
},
"AlertedStrafingFrequencyRange": {
"Value": [ 2, 2 ],
"Description": "How frequently to strafe when in the alerted state. Only applies if MaintainDistanceWhileAlerted is true."
},
"FleeIfNotThreatened": {
"Value": false,
"Description": "Whether to flee while in the alerted state if not threatened after AlertedTime expires."
},
"ThreatenAnimation": {
"Value": "",
"Description": "An optional animation to play to threaten the target before initiating combat."
},
"ThreatenDelayRange": {
"Value": [ 2, 4 ],
"Description": "Delay before the threaten animation is played."
},
"DropList": {
"Value": "Empty",
"Description": "Drop Items."
},
"MaxSpeed": {
"Value": 8,
"Description": "Maximum walking speed."
},
"RunThreshold": {
"Value": 0.55,
"Description": "At what ratio NPC switches to run animation e.g MaxSpeed is 10, at RunThreshold 0.55 NPC will run at speed 5.5."
},
"Chase": {
"Value": true,
"Description": "Whether the NPC will chase the target during combat."
},
"ChaseRelativeSpeed": {
"Value": 1,
"Description": "Relative chasing speed when pursuing a target."
},
"CombatMovingRelativeSpeed": {
"Value": 0.6,
"Description": "Relative speed to use during combat specific movement (e.g. to achieve slower strafing)."
},
"Attack": {
"Value": "Root_NPC_Attack_Melee",
"Description": "The attack to use."
},
"AttackDistance": {
"Value": 2.5,
"Description": "The distance to attack from."
},
"DayTimePeriod": {
"Value": [ 6.01, 17.99 ],
"Description": "The hour range considered to be daytime for this NPC."
},
"DayTimeNapWeight": {
"Value": 2,
"Description": "Weight used to determine if the NPC should have a short nap during the day. Set to 0 to disable."
},
"DayTimeNapTimeRange": {
"Value": [ 10, 12 ],
"Description": "How long a daytime nap should last."
},
"TimidDuringDay": {
"Value": false,
"Description": "Whether this NPC is a bit more timid during the day."
},
"AlwaysSleepAtNight": {
"Value": true,
"Description": "Whether this NPC always sleeps through the whole night."
},
"NightFlavorAnimation": {
"Value": "",
"Description": "A flavor animation to play at night. Ignored if null or empty."
},
"NightFlavorAnimationLength": {
"Value": [ 3, 5 ],
"Description": "How long to play the night flavor animation."
},
"DayFlavorAnimation": {
"Value": "",
"Description": "A flavor animation to play during the day. Ignored if null or empty."
},
"DayFlavorAnimationLength": {
"Value": [ 3, 5 ],
"Description": "How long to play the daytime flavor animation."
},
"AttitudeGroup": {
"Value": "Predators",
"Description": "This NPC's attitude group."
},
"FlockArray": {
"Value": [ ],
"TypeHint": "String",
"Description": "Array containing NPCs for this flock type."
},
"AttackPauseRange": {
"Value": [ 2, 3 ],
"Description": "The range for absolute minimum time before an NPC can execute a second attack."
},
"CombatRelativeTurnSpeed": {
"Value": 1.5,
"Description": "Modifier that decides turn speed difference in combat."
},
"CombatBehaviorDistance": {
"Value": 5,
"Description": "The distance within which to switch from smart chasing to combat-oriented movement behavior."
},
"CombatAlwaysMovingWeight": {
"Value": 10,
"Description": "Weight for the combat movement behavior where the npcs will always chharge at you,put 0 to disable."
},
"CombatDirectWeight": {
"Value": 10,
"Description": "Weight for the direct combat movement behavior (i.e. just going straight at the target, maintaining a close distance and attacking. Set to 0 to disable."
},
"CombatStrafeWeight": {
"Value": 10,
"Description": "Weight for the combat strafing movement behavior. Set to 0 to disable."
},
"CombatAttackPreDelay": {
"Value": [ 0.3, 0.3 ],
"Description": "The time delay range before the NPC performs an attack, provided it's in attack range."
},
"CombatAttackPostDelay": {
"Value": [ 0.4, 0.4 ],
"Description": "The time delay range after the NPC performs an attack, provided it's in attack range."
},
"CombatStrafingDurationRange": {
"Value": [ 1, 1 ],
"Description": "How long to strafe for when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0."
},
"CombatStrafingFrequencyRange": {
"Value": [ 2, 2 ],
"Description": "How frequently to strafe when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0."
},
"CombatBackOffAfterAttack": {
"Value": true,
"Description": "Whether to back off after performing an attack."
},
"CombatBackOffDistanceRange": {
"Value": [ 4, 4 ],
"Description": "How far to back off after performing an attack. Max should be lower than the CombatBehaviorDistance."
},
"CombatBackOffDurationRange": {
"Value": [ 2, 3 ],
"Description": "How long to back off for after performing an attack."
},
"TargetSwitchTimer": {
"Value": [ 1, 3 ],
"Description": "Minimum time the NPC will be locked onto a single target before switching"
},
"TargetRange": {
"Value": 2.5,
"Description": "The distance the target needs to be within to maintain priority over other targets while in combat"
},
"CombatTurns": {
"Value": false,
"Description": "Whether this NPC's flock will take turns attacking a target."
},
"CombatTurnAttackWeight": {
"Value": 30,
"Description": "The likelihood an NPC will choose to attack when a new turn is triggered, in percentage."
},
"CombatTurnDuration": {
"Value": [ 4, 8 ],
"Description": "The timeout between attack turns."
},
"CombatTurnDistanceRange": {
"Value": [ 5, 8 ],
"Description": "The distance range inside which flock NPCs will wait their turn."
},
"CombatTurnStrafingDurationRange": {
"Value": [ 3, 5 ],
"Description": "The strafing duration range of flock NPCs waiting their turn."
},
"CombatTurnStrafingFrequencyRange": {
"Value": [ 3, 6 ],
"Description": "The strafing duration range of flock NPCs waiting their turn."
},
"Weapons": {
"Value": [ ],
"TypeHint": "String",
"Description": "Weapons to equip in hotbar."
},
"BlockAbility": {
"Value": "",
"Description": "The interaction to use for blocking when backing away. Set to empty to disable blocking."
},
"BlockProbability": {
"Value": 50,
"Description": "The probability this NPC will block when backing away if a BlockAbility is set."
},
"CombatFleeIfTooCloseDistance": {
"Value": 0,
"Description": "In combat, if the target gets within this distance for a certain amount of time, the NPC will attempt to flee to a safe distance instead of simply backing away. Set to 0 to disable behavior."
},
"AdditionalCombatBehaviorMacroElement": {
"Value": "Component_Instruction_Null",
"Description": "An optional macro element for supplying more bespoke combat movement behavior. Weight for the behavior must be internally defined in the macro element."
},
"BlockStepDetectionBlockSet": {
"Value": "",
"Description": "Optional blockset that this NPC will passively detect steps on."
},
"BlockStepDetectionRange": {
"Value": 30,
"Description": "Detection range for the block step detection."
},
"BlockStepDetectionIncludePlayers": {
"Value": true,
"Description": "Whether block steps from players will be detected."
},
"BlockStepDetectionIncludeNPCs": {
"Value": false,
"Description": "Whether block steps from NPCs will be detected."
},
"BlockStepDetectionRelativeSpeed": {
"Value": 0.75,
"Description": "The relative motion speed at which the NPC will investigate a stepped block"
},
"BlockStepDetectionIgnoreGroups": {
"Value": [ "Self" ],
"Description": "The NPC groups whose steps will be ignored."
},
"MaxHealth": {
"Value": 100,
"Description": "Max health for the NPC."
},
"KnockbackScale": {
"Value": 0.5,
"Description": "Scale factor for knockback."
},
"ClimbHeight": {
"Value": 1,
"Description": "The maximum climb height, in blocks."
},
"MinJumpHeight": {
"Value": 0.8,
"Description": "The minimum jump height."
},
"AscentAnimationType": {
"Value": "Walk",
"Description": "Animation when climbing up. Options: Walk, Jump, Climb, Fly, Idle."
},
"ClimbSpeedMult": {
"Value": 0,
"Description": "Climb speed multiplier (const + mult * walkspeed^pow)."
},
"ClimbSpeedPow": {
"Value": 1,
"Description": "Climb speed power (const + mult * walkspeed^pow)."
},
"ClimbSpeedConst": {
"Value": 5,
"Description": "Climb speed constant (const + mult * walkspeed^pow)."
},
"DescendSpeedCompensation": {
"Value": 0.9,
"Description": "Factor to compensate forward speed reduction while moving downwards."
},
"DescendFlatness": {
"Value": 0.7,
"Description": "Relative scale how fast NPC moves forward while climbing down."
},
"DescentSteepness": {
"Value": 1.4,
"Description": "The relative steepness of the descent."
},
"DescentBlending": {
"Value": 1.8,
"Description": "Blending of the descent pattern. 0 is linear, higher values more curved."
},
"LeashDistance": {
"Value": 20,
"Description": "The range after which an NPC will start to want to return to their spawn point."
},
"LeashMinPlayerDistance": {
"Value": 4,
"Description": "The minimum distance from the player before the NPC will be willing to give up on the chase."
},
"LeashTimer": {
"Value": [ 3, 5 ],
"Description": "How long the NPC must be more than the minimum distance form the player and too far from leash before giving up."
},
"HardLeashDistance": {
"Value": 60,
"Description": "An absolute maximum from the the leash position the NPC can go before turning back."
},
"LeashRelativeSpeed": {
"Value": 0.6,
"Description": "The relative speed at which the NPC will return to its leash position"
},
"ConfusedTimeRange": {
"Value": [ 1, 2 ],
"Description": "How long the NPC should act confused for when losing its target before beginning the search. While confused the NPC detection range is lowered."
},
"SearchTimeRange": {
"Value": [ 5, 8 ],
"Description": "How long the NPC should actively search for its lost target before giving up and going back to idle."
},
"DisableDamageGroups": {
"Value": [ "Self" ],
"Description": "Groups not to take damage from."
},
"DeathParticles": {
"Value": "Effect_Death_Medium",
"Description": "The particle system that spawns when the NPC's corpse disappears."
},
"DropDeathItemsInstantly": {
"Value": false,
"Description": "Whether the NPC's drop list should be executed when the NPC dies. If set to false, items drop when the corpse disappears."
},
"DeathAnimationTime": {
"Value": 1.5,
"Description": "The time it takes for this NPC's corpse to disappear."
},
"IsMemory": {
"Value": false,
"Description": "Defines if the NPC is a memory"
},
"MemoriesCategory": {
"Value": "Mammal",
"Description": "Defines the category of the memory"
},
"MemoriesNameOverride": {
"Value": "",
"Description": "Overrides the memory name if set"
},
"BreathesInWater": {
"Value": false,
"Description": "Whether this NPC can breathe underwater."
},
"NameTranslationKey": {
"Value": "server.npcRoles.Template.name",
"Description": "Translation key for NPC name display"
}
},
"IsMemory": { "Compute": "IsMemory" },
"MemoriesCategory": { "Compute": "MemoriesCategory" },
"MemoriesNameOverride": { "Compute": "MemoriesNameOverride" },
"BreathesInWater": { "Compute": "BreathesInWater" },
"Appearance": { "Compute": "Appearance" },
"StartState": "Idle",
"DropList": { "Compute": "DropList" },
"HotbarItems": { "Compute": "Weapons" },
"DisableDamageGroups": { "Compute": "DisableDamageGroups" },
"DefaultNPCAttitude": "Ignore",
"DefaultPlayerAttitude": "Hostile",
"AttitudeGroup": { "Compute": "AttitudeGroup" },
"FlockSpawnTypes": { "Compute": "FlockArray" },
"FlockAllowedNPC": { "Compute": "FlockArray" },
"FlockCanLead": true,
"ApplySeparation": true,
"SeparationDistance": 2.5,
"SeparationWeight": 1.2,
"SeparationDistanceTarget": 0,
"SeparationNearRadiusTarget": 3,
"SeparationFarRadiusTarget": 8,
"KnockbackScale": { "Compute": "KnockbackScale" },
"DeathParticles": { "Compute": "DeathParticles" },
"DropDeathItemsInstantly": { "Compute": "DropDeathItemsInstantly" },
"DeathAnimationTime": { "Compute": "DeathAnimationTime" },
"MotionControllerList": [
{
"Type": "Walk",
"MaxWalkSpeed": { "Compute": "MaxSpeed" },
"Gravity": 10,
"RunThreshold": { "Compute": "RunThreshold" },
"RunThresholdRange": 0.05,
"MaxFallSpeed": 15,
"MaxRotationSpeed": 180,
"Acceleration": 10,
"MaxClimbHeight": { "Compute": "ClimbHeight" },
"MinJumpHeight": { "Compute": "MinJumpHeight" },
"AscentAnimationType": { "Compute": "AscentAnimationType" },
"ClimbSpeedMult": { "Compute": "ClimbSpeedMult" },
"ClimbSpeedPow": { "Compute": "ClimbSpeedPow" },
"ClimbSpeedConst": { "Compute": "ClimbSpeedConst" },
"DescendSpeedCompensation": { "Compute": "DescendSpeedCompensation" },
"DescendFlatness": { "Compute": "DescendFlatness" },
"DescentSteepness": { "Compute": "DescentSteepness" },
"DescentBlending": { "Compute": "DescentBlending" }
}
],
"StateTransitions": [
{
"States": [
{
"From": [ "Idle" ],
"To": [ "Sleep" ]
}
],
"Actions": {
"Reference": "Component_ActionList_Sleep"
}
},
{
"States": [
{
"From": [ "Sleep" ],
"To": [ "Alerted", "Idle" ]
}
],
"Actions": {
"Reference": "Component_ActionList_Wake"
}
},
{
"$Comment": "Always clear animation when moving from Alerted state.",
"States": [
{
"To": [ ],
"From": [ "Alerted" ]
}
],
"Actions": [
{
"Type": "PlayAnimation",
"Slot": "Status"
},
{
"Type": "SetFlag",
"Name": "AnimationBlock",
"SetTo": false
}
]
},
{
"$Comment": "Always clear crouching status when moving from Idle state.",
"States": [
{
"To": [ ],
"From": [ "Idle" ]
}
],
"Actions": [
{
"Type": "Crouch",
"Crouch": false
}
]
},
{
"$Comment": "Always clear target and reset instructions when going back to idle.",
"States": [
{
"To": [ "Idle" ],
"From": [ ]
}
],
"Actions": [
{
"Type": "ReleaseTarget"
},
{
"Type": "ResetInstructions"
}
]
}
],
"MaxHealth": { "Compute": "MaxHealth" },
"InteractionVars": {
"Melee_Damage": {
"Interactions": [
{
"$Comment": "Config for a successful melee hit, default values for Effects and HitShape are not overwritten here, see each NPC_ file",
"Parent": "NPC_Attack_Melee_Damage",
"DamageCalculator": {
"Type": "Absolute",
"BaseDamage": {
"Physical": 10
},
"RandomPercentageModifier": 0.1
}
}
]
}
},
"Instructions": [
{
"$Comment": "This is separate so it can run all the time regardless of the rest of the script",
"Continue": true,
"Instructions": [
{
"$Comment": "Join eligible flocks if not a member of a flock.",
"Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
"Sensor": {
"Type": "Mob",
"Range": 20,
"ExcludeOwnType": false,
"LockOnTarget": false,
"Filters": [
{
"Type": "NPCGroup",
"IncludeGroups": [ "Self" ]
},
{
"Type": "Flock",
"FlockStatus": "NotMember"
}
]
},
"Actions": [
{
"Type": "JoinFlock"
}
]
},
{
"$Comment": "Break up flock if the leader is too far away; otherwise, set leash to their position",
"Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "FlockLeader"
},
{
"Type": "Self",
"Filters": [
{
"Type": "Flock",
"FlockStatus": "Follower"
}
]
}
]
},
"Instructions": [
{
"$Comment": "Set flock leader as target",
"Continue": true,
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "FlockLeader"
},
{
"Type": "Self",
"Filters": [
{
"Type": "Flock",
"FlockStatus": "Follower"
}
]
}
]
},
"Actions": [
{
"Type": "SetMarkedTarget",
"TargetSlot": "FlockLeader"
}
]
},
{
"$Comment": "If the flock leader is too far away, leave the flock",
"Sensor": {
"Type": "Not",
"Sensor": {
"Type": "Target",
"Range": { "Compute": "HardLeashDistance" },
"TargetSlot": "FlockLeader"
}
},
"Actions": [
{
"Type": "Sequence",
"Actions": [
{
"Type": "ReleaseTarget"
},
{
"Type": "LeaveFlock"
}
]
}
]
},
{
"$Comment": "Set leash to the flock leader",
"Sensor": {
"Type": "Target",
"TargetSlot": "FlockLeader",
"Filters": [
{
"Type": "LineOfSight"
}
]
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 0.5, 2 ],
"Action": {
"Type": "SetLeashPosition",
"ToTarget": true
}
}
]
}
]
},
{
"$Comment": "Reset leash to current position when HardLeashDistance is exceeded",
"Sensor": {
"Type": "Leash",
"Range": { "Compute": "HardLeashDistance" }
},
"Actions": [
{
"Type": "SetLeashPosition",
"ToCurrent": true
}
]
}
]
},
{
"Instructions": [
{
"Sensor": {
"Type": "State",
"State": "Idle"
},
"Instructions": [
{
"$Comment": "Switch to combat state if any flock member engages a target.",
"Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
"Sensor": {
"Type": "Beacon",
"Message": "Flock_Attack",
"TargetSlot": "LockedTarget",
"Range": { "Compute": "HearingRange" }
},
"Actions": [
{
"Type": "State",
"State": "Combat.Maybe"
}
]
},
{
"$Comment": "React to sudden incoming damage.",
"Sensor": {
"Type": "Damage",
"Environment": true,
"Drowning": true,
"Combat": true,
"Other": true
},
"Instructions": [
{
"$Comment": "If there's someone who could have caused the damage, target them.",
"Sensor": {
"Reference": "Component_Sensor_Standard_Detection",
"Modify": {
"ViewRange": { "Compute": "AlertedRange" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"Attitudes": [ "Hostile", "Neutral" ]
}
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"$Comment": "If the damage was from an unknown source, panic to try and get away.",
"Actions": [
{
"Type": "State",
"State": "Panic"
}
]
}
]
},
{
"$Comment": "Check if there are any potential threats nearby",
"Sensor": {
"Reference": "Component_Sensor_Standard_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"Attitudes": [ "Hostile", "Neutral" ]
}
},
"Actions": [
{
"Type": "State",
"State": "Alerted"
}
]
},
{
"$Comment": "Block step detection",
"Enabled": { "Compute": "!isEmpty(BlockStepDetectionBlockSet) && BlockStepDetectionRange > 0" },
"Sensor": {
"Type": "Mob",
"GetPlayers": { "Compute": "BlockStepDetectionIncludePlayers" },
"GetNPCs": { "Compute": "BlockStepDetectionIncludeNPCs" },
"Range": { "Compute": "BlockStepDetectionRange" },
"Filters": [
{
"Type": "Or",
"Filters": [
{
"Type": "StandingOnBlock",
"BlockSet": { "Compute": "BlockStepDetectionBlockSet" }
},
{
"$Comment": "Necessary for passable blocks such as webs",
"Type": "InsideBlock",
"BlockSet": { "Compute": "BlockStepDetectionBlockSet" }
}
]
},
{
"Type": "NPCGroup",
"ExcludeGroups": { "Compute": "BlockStepDetectionIgnoreGroups" }
}
]
},
"Actions": [
{
"Type": "StorePosition",
"Slot": "SteppedBlock"
},
{
"Type": "State",
"State": "Alerted"
}
]
},
{
"$Comment": "If we're beyond our soft leash radius for a set period of time, return home.",
"Continue": true,
"Sensor": {
"Type": "Leash",
"Range": { "Compute": "LeashDistance" }
},
"ActionsBlocking": true,
"Actions": [
{
"Type": "Timeout",
"Delay": [ 15, 20 ]
},
{
"Type": "State",
"State": "ReturnHome"
}
]
},
{
"$Comment": "Execute daytime idle behaviors.",
"Type": "Random",
"ExecuteFor": [ 15, 20 ],
"Sensor": {
"Type": "Time",
"Period": { "Compute": "DayTimePeriod" },
"CheckDay": true
},
"Instructions": [
{
"$Comment": "Regular wander.",
"Weight": 20,
"Instructions": [
{
"Continue": true,
"Actions": [
{
"Type": "Crouch",
"Crouch": false
}
]
},
{
"Reference": "Component_Instruction_Leash_To_Flock_Leader",
"Modify": {
"Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
"WanderRadius": { "Compute": "WanderRadius" },
"StopDistance": 3
}
},
{
"BodyMotion": {
"Type": "Sequence",
"Looped": true,
"Motions": [
{
"Type": "Timer",
"Time": [ 1, 5 ],
"Motion": {
"Type": "WanderInCircle",
"Radius": { "Compute": "WanderRadius" },
"MaxHeadingChange": 60,
"RelativeSpeed": 0.18
}
},
{
"Type": "Timer",
"Time": [ 3, 8 ],
"Motion": {
"Type": "Nothing"
}
}
]
}
}
]
},
{
"$Comment": "Play a daytime flavor animation.",
"Enabled": { "Compute": "!isEmpty(DayFlavorAnimation)" },
"Weight": 3,
"Instructions": [
{
"ActionsBlocking": true,
"Actions": [
{
"Type": "PlayAnimation",
"Slot": "Status",
"Animation": { "Compute": "DayFlavorAnimation" }
},
{
"Type": "Timeout",
"Delay": { "Compute": "DayFlavorAnimationLength" }
},
{
"Type": "PlayAnimation",
"Slot": "Status"
},
{
"Type": "ResetInstructions"
}
]
}
]
},
{
"$Comment": "Nap.",
"Enabled": { "Compute": "DayTimeNapWeight > 0" },
"Weight": { "Compute": "DayTimeNapWeight" },
"Instructions": [
{
"Actions": [
{
"Type": "State",
"State": "Sleep.Nap"
}
]
}
]
}
]
},
{
"Enabled": { "Compute": "AlwaysSleepAtNight" },
"Actions": [
{
"Type": "Timeout",
"Delay": [ 2, 4 ],
"Action": {
"Type": "Sequence",
"Actions": [
{
"Type": "State",
"State": "Sleep"
}
]
}
}
]
},
{
"$Comment": "Execute nighttime idle behaviors if we're an NPC that doesn't always sleep at night.",
"Type": "Random",
"ExecuteFor": [ 15, 20 ],
"Instructions": [
{
"$Comment": "Regular wander.",
"Weight": 10,
"Instructions": [
{
"Continue": true,
"Actions": [
{
"Type": "Crouch",
"Crouch": false
}
]
},
{
"Reference": "Component_Instruction_Leash_To_Flock_Leader",
"Modify": {
"Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
"WanderRadius": { "Compute": "WanderRadius" },
"StopDistance": 3
}
},
{
"BodyMotion": {
"Type": "Sequence",
"Looped": true,
"Motions": [
{
"Type": "Timer",
"Time": [ 1, 5 ],
"Motion": {
"Type": "WanderInCircle",
"Radius": { "Compute": "WanderRadius" },
"MaxHeadingChange": 60,
"RelativeSpeed": 0.18
}
},
{
"Type": "Timer",
"Time": [ 3, 8 ],
"Motion": {
"Type": "Nothing"
}
}
]
}
}
]
},
{
"$Comment": "Prowling behavior (crouching).",
"Weight": 10,
"Instructions": [
{
"Continue": true,
"Actions": [
{
"Type": "Crouch",
"Crouch": true
}
]
},
{
"Reference": "Component_Instruction_Leash_To_Flock_Leader",
"Modify": {
"Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
"WanderRadius": { "Compute": "WanderRadius" },
"StopDistance": 3
}
},
{
"BodyMotion": {
"Type": "Sequence",
"Looped": true,
"Motions": [
{
"Type": "Timer",
"Time": [ 1, 5 ],
"Motion": {
"Type": "WanderInCircle",
"Radius": { "Compute": "WanderRadius" },
"MaxHeadingChange": 60,
"RelativeSpeed": 0.1
}
},
{
"Type": "Timer",
"Time": [ 3, 8 ],
"Motion": {
"Type": "Nothing"
}
}
]
}
}
]
},
{
"$Comment": "Play a night-time flavor animation.",
"Enabled": { "Compute": "!isEmpty(NightFlavorAnimation)" },
"Weight": 3,
"Instructions": [
{
"ActionsBlocking": true,
"Actions": [
{
"Type": "PlayAnimation",
"Slot": "Status",
"Animation": { "Compute": "NightFlavorAnimation" }
},
{
"Type": "Timeout",
"Delay": { "Compute": "NightFlavorAnimationLength" }
},
{
"Type": "PlayAnimation",
"Slot": "Status"
},
{
"Type": "ResetInstructions"
}
]
}
]
},
{
"$Comment": "Very low chance of sleeping at night since they'll stay asleep all night then.",
"Weight": 1,
"Actions": [
{
"Type": "Timeout",
"Delay": [ 2, 4 ],
"Action": {
"Type": "Sequence",
"Actions": [
{
"Type": "State",
"State": "Sleep"
}
]
}
}
]
}
]
}
]
},
{
"Sensor": {
"Type": "State",
"State": "Sleep"
},
"Instructions": [
{
"$Comment": "Wake up if an enemy attacks a flock member.",
"Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
"Sensor": {
"Type": "Beacon",
"Message": "Flock_Attack",
"TargetSlot": "LockedTarget"
},
"Actions": [
{
"Type": "State",
"State": "Alerted"
}
]
},
{
"$Comment": "Just a little nap.",
"Enabled": { "Compute": "DayTimeNapWeight > 0" },
"Sensor": {
"Type": "State",
"State": ".Nap"
},
"Instructions": [
{
"$Comment": "Start the nap timer",
"Continue": true,
"Sensor": {
"Type": "Any",
"Once": true
},
"Actions": [
{
"Type": "TimerStart",
"Name": "NapTimer",
"StartValueRange": { "Compute": "DayTimeNapTimeRange" },
"RestartValueRange": { "Compute": "DayTimeNapTimeRange" }
},
{
"Type": "TimerRestart",
"Name": "NapTimer"
}
]
},
{
"Reference": "Component_Instruction_Wild_Sleep_State",
"Modify": {
"_ExportStates": [ "Combat.Message", "Panic", "Alerted", "Idle" ],
"HearingRange": { "Compute": "HearingRange" },
"Attitudes": [ "Hostile", "Neutral" ],
"WakeupSensor": "Component_Sensor_Timed_Nap"
}
}
]
},
{
"$Comment": "Night-time sleep.",
"Instructions": [
{
"Reference": "Component_Instruction_Wild_Sleep_State",
"Modify": {
"_ExportStates": [ "Combat.Message", "Panic", "Alerted", "Idle" ],
"HearingRange": { "Compute": "HearingRange" },
"Attitudes": [ "Hostile", "Neutral" ],
"DayTimePeriod": { "Compute": "DayTimePeriod" }
}
}
]
}
]
},
{
"$Comment": "Used when receiving something like a flock beacon that may potentially result in the NPC becoming alerted but could also be discarded with a random chance.",
"Sensor": {
"Type": "State",
"State": "Alerted"
},
"Instructions": [
{
"Continue": true,
"Sensor": {
"Type": "Any",
"Once": true
},
"Actions": [
{
"Type": "SetFlag",
"Name": "AnimationBlock",
"SetTo": true
},
{
"Type": "PlayAnimation",
"Slot": "Status",
"Animation": "Alerted"
},
{
"Type": "SpawnParticles",
"Offset": [ 0, 0.8, 0 ],
"ParticleSystem": "Alerted"
}
]
},
{
"Enabled": { "Compute": "!isEmpty(ThreatenAnimation)" },
"Continue": true,
"Sensor": {
"Type": "Flag",
"Name": "AnimationBlock"
},
"ActionsBlocking": true,
"Actions": [
{
"Type": "Timeout",
"Delay": { "Compute": "ThreatenDelayRange" }
},
{
"Type": "PlayAnimation",
"Slot": "Status",
"Animation": { "Compute": "ThreatenAnimation" }
},
{
"Type": "SetFlag",
"Name": "AnimationBlock",
"SetTo": false
}
]
},
{
"Sensor": {
"Type": "Damage",
"Combat": true
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"Continue": true,
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AlertedRange" },
"Filters": [
{
"Type": "LineOfSight"
}
]
},
"HeadMotion": {
"Type": "Watch"
}
},
{
"Enabled": { "Compute": "!FleeIfNotThreatened && AbsoluteDetectionRange > 0" },
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AbsoluteDetectionRange" }
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 0.1, 0.1 ],
"Action": {
"Type": "State",
"State": "Combat.Message"
}
}
]
},
{
"Sensor": {
"Type": "ReadPosition",
"Slot": "SteppedBlock",
"Range": { "Compute": "BlockStepDetectionRange" }
},
"Actions": [
{
"Type": "State",
"State": "Search.Investigate"
}
]
},
{
"Sensor": {
"Type": "Not",
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AlertedRange" }
}
},
"ActionsAtomic": true,
"Actions": [
{
"Type": "Timeout",
"Delay": [ 0.5, 0.5 ]
},
{
"Type": "State",
"State": "Idle"
}
]
},
{
"Enabled": { "Compute": "TimidDuringDay" },
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "Target",
"Filters": [
{
"Type": "Attitude",
"Attitudes": [ "Neutral" ]
}
]
},
{
"Type": "Time",
"Period": { "Compute": "DayTimePeriod" },
"CheckDay": true
}
]
},
"Instructions": [
{
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "Target",
"Range": { "Compute": "AlertedRange" }
},
{
"Type": "Target",
"TargetSlot": "LockedTarget",
"Filters": [
{
"Type": "MovementState",
"State": "Sprinting"
}
]
},
{
"Type": "Target",
"Filters": [
{
"Type": "SpotsMe"
}
]
}
]
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 0.2, 0.2 ],
"Action": {
"Type": "State",
"State": "Flee"
}
}
]
},
{
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AlertedRange" }
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 4, 4 ],
"Action": {
"Type": "State",
"State": "Flee"
}
}
]
}
]
},
{
"Enabled": { "Compute": "!FleeIfNotThreatened" },
"$Comment": "If the target moves, start chase",
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "Target",
"Range": { "Compute": "AlertedRange" }
},
{
"Type": "Target",
"TargetSlot": "LockedTarget",
"Filters": [
{
"Type": "Not",
"Filter": {
"Type": "MovementState",
"State": "Idle"
}
}
]
}
]
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 0.5, 0.5 ],
"Action": {
"Type": "State",
"State": "Combat.Message"
}
}
]
},
{
"Continue": true,
"Enabled": { "Compute": "MaintainDistanceWhileAlerted" },
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AlertedRange" }
},
"BodyMotion": {
"Type": "MaintainDistance",
"DesiredDistanceRange": { "Compute": "makeRange(ViewRange)" },
"RelativeForwardsSpeed": { "Compute": "AlertedRelativeForwardsSpeed" },
"RelativeBackwardsSpeed": { "Compute": "AlertedRelativeForwardsSpeed" },
"StrafingDurationRange": { "Compute": "AlertedStrafingDurationRange" },
"StrafingFrequencyRange": { "Compute": "AlertedStrafingFrequencyRange" }
}
},
{
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AlertedRange" }
},
"Instructions": [
{
"Enabled": { "Compute": "FleeIfNotThreatened" },
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AlertedRange" },
"Filters": [
{
"Type": "NPCGroup",
"IncludeGroups": [ "PredatorsBig", "Player" ]
}
]
},
"Actions": [
{
"Type": "Timeout",
"Delay": { "Compute": "AlertedTime" },
"Action": {
"Type": "State",
"State": "Flee"
}
}
]
},
{
"Actions": [
{
"Type": "Timeout",
"Delay": { "Compute": "AlertedTime" },
"Action": {
"Type": "State",
"State": "Combat.Message"
}
}
]
}
]
}
]
},
{
"Sensor": {
"Type": "State",
"State": "Combat"
},
"Instructions": [
{
"$Comment": "Always watch the target",
"Continue": true,
"Sensor": {
"Type": "Target",
"Range": { "Compute": "ViewRange" },
"Filters": [
{
"Type": "LineOfSight"
}
]
},
"HeadMotion": {
"Type": "Watch"
}
},
{
"$Comment": "Record damage sources as hostile targets",
"Sensor": {
"Type": "Damage",
"Combat": true
},
"Actions": [
{
"Type": "OverrideAttitude",
"Attitude": "Hostile",
"Duration": 60
}
]
},
{
"Sensor": {
"Type": "State",
"State": ".Maybe"
},
"Type": "Random",
"Instructions": [
{
"Enabled": { "Compute": "ChanceToBeAlertedWhenFlockAlerted > 0" },
"Weight": { "Compute": "ChanceToBeAlertedWhenFlockAlerted" },
"Actions": [
{
"Type": "State",
"State": ".Default"
}
]
},
{
"Enabled": { "Compute": "ChanceToBeAlertedWhenFlockAlerted < 100" },
"Weight": { "Compute": "100 - ChanceToBeAlertedWhenFlockAlerted" },
"Actions": [
{
"Type": "State",
"State": "Idle"
}
]
}
]
},
{
"Continue": true,
"Sensor": {
"Type": "State",
"State": ".Message"
},
"Actions": [
{
"Type": "FlockBeacon",
"Message": "Flock_Attack",
"SendTargetSlot": "LockedTarget"
},
{
"Type": "State",
"State": ".Default"
}
]
},
{
"Reference": "Component_Instruction_Combat_Retreat",
"Modify": {
"CombatFleeIfTooCloseDistance": { "Compute": "CombatFleeIfTooCloseDistance" },
"AttackDistance": { "Compute": "AttackDistance" }
}
},
{
"Reference": "Component_Instruction_Combat_Target_Swap",
"Modify": {
"TargetSwitchTimer": { "Compute": "TargetSwitchTimer" },
"TargetRange": { "Compute": "TargetRange" },
"NextTargetRangeView": { "Compute": "ViewRange" },
"NextTargetRangeHearing": { "Compute": "HearingRange" }
}
},
{
"Reference": "Component_Instruction_Combat_Flock_Take_Turns",
"Modify": {
"Enabled": { "Compute": "CombatTurns" },
"AlertedRange": { "Compute": "AlertedRange" },
"CombatTurnAttackWeight": { "Compute": "CombatTurnAttackWeight" },
"CombatTurnDuration": { "Compute": "CombatTurnDuration" },
"CombatTurnDistanceRange": { "Compute": "CombatTurnDistanceRange" },
"CombatTurnStrafingDurationRange": { "Compute": "CombatTurnStrafingDurationRange" },
"CombatTurnStrafingFrequencyRange": { "Compute": "CombatTurnStrafingFrequencyRange" },
"CombatMovingRelativeSpeed": { "Compute": "CombatMovingRelativeSpeed" }
}
},
{
"Sensor": {
"Type": "State",
"State": ".Chase"
},
"Instructions": [
{
"Reference": "Component_Instruction_Soft_Leash",
"Modify": {
"_ExportStates": [ "ReturnHome" ],
"LeashDistance": { "Compute": "LeashDistance" },
"LeashMinPlayerDistance": { "Compute": "LeashMinPlayerDistance" },
"LeashTimer": { "Compute": "LeashTimer" },
"HardLeashDistance": { "Compute": "HardLeashDistance" }
}
},
{
"Reference": "Component_Instruction_Intelligent_Chase",
"Modify": {
"_ExportStates": [ "Search.Confused", "Search.Confused", "ReturnHome" ],
"ViewRange": { "Compute": "AlertedRange" },
"HearingRange": { "Compute": "HearingRange" },
"RelativeSpeed": { "Compute": "ChaseRelativeSpeed" }
}
},
{
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AttackDistance" },
"Filters": [
{
"Type": "LineOfSight"
}
]
},
"Actions": [
{
"Type": "State",
"State": ".Default"
}
]
}
]
},
{
"$Comment": "Attack the target",
"Continue": true,
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AttackDistance" },
"Filters": [
{
"Type": "LineOfSight"
}
]
},
"HeadMotion": {
"Type": "Aim",
"RelativeTurnSpeed": { "Compute": "CombatRelativeTurnSpeed" }
},
"ActionsBlocking": true,
"Actions": [
{
"$Comment": "TODO: Brief delay before attack so NPC can stop moving. Do we need it?",
"Type": "Timeout",
"Delay": { "Compute": "CombatAttackPreDelay" }
},
{
"Type": "Attack",
"Attack": { "Compute": "Attack" },
"AttackPauseRange": { "Compute": "AttackPauseRange" }
},
{
"$Comment": "Brief delay to prevent the NPC potentially strafing/backing away and missing the shot.",
"Type": "Timeout",
"Delay": { "Compute": "CombatAttackPostDelay" }
},
{
"Type": "TimerStart",
"Name": "Combat_Back_Off",
"StartValueRange": { "Compute": "CombatBackOffDurationRange" },
"RestartValueRange": { "Compute": "CombatBackOffDurationRange" }
},
{
"Type": "TimerRestart",
"Name": "Combat_Back_Off"
}
]
},
{
"$Comment": "If the target is unreachable, return home",
"Continue": true,
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "Not",
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AttackDistance" }
}
},
{
"Type": "Or",
"Sensors": [
{
"Type": "Nav",
"NavStates": [ "Defer" ],
"ThrottleDuration": 3
},
{
"Type": "Target",
"Range": { "Compute": "CombatBehaviorDistance" },
"Filters": [
{
"Type": "Not",
"Filter": {
"Type": "HeightDifference",
"HeightDifference": [ -2, 2 ]
}
}
]
}
]
}
]
},
"ActionsBlocking": true,
"Actions": [
{
"Type": "Timeout",
"Delay": [ 5, 5 ]
},
{
"Type": "State",
"State": "ReturnHome"
}
]
},
{
"Reference": "Component_Instruction_Soft_Leash",
"Modify": {
"_ExportStates": [ "ReturnHome" ],
"LeashDistance": { "Compute": "LeashDistance" },
"LeashMinPlayerDistance": { "Compute": "LeashMinPlayerDistance" },
"LeashTimer": { "Compute": "LeashTimer" },
"HardLeashDistance": { "Compute": "HardLeashDistance" }
}
},
{
"Reference": "Component_Instruction_Combat_Back_Off",
"Modify": {
"TimerName": "Combat_Back_Off",
"CombatBackOffAfterAttack": { "Compute": "CombatBackOffAfterAttack" },
"CombatBackOffDistanceRange": { "Compute": "CombatBackOffDistanceRange" },
"CombatBackOffDurationRange": { "Compute": "CombatBackOffDurationRange" },
"BlockAbility": { "Compute": "BlockAbility" },
"BlockProbability": { "Compute": "BlockProbability" },
"CombatStrafingDurationRange": { "Compute": "CombatStrafingDurationRange" },
"CombatStrafingFrequencyRange": { "Compute": "CombatStrafingFrequencyRange" },
"CombatBehaviorDistance": { "Compute": "CombatBehaviorDistance" },
"CombatMovingRelativeSpeed": { "Compute": "CombatMovingRelativeSpeed" }
}
},
{
"Enabled": { "Compute": "Chase" },
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "Target",
"Range": { "Compute": "CombatBehaviorDistance" }
},
{
"Type": "Eval",
"Expression": "blocked"
},
{
"Type": "Not",
"Sensor": {
"Type": "IsBackingAway"
}
}
]
},
"ActionsBlocking": true,
"Actions": [
{
"Type": "Timeout",
"Delay": [ 0.5, 0.5 ]
},
{
"Type": "State",
"State": ".Chase"
}
]
},
{
"$Comment": "Execute combat-oriented movement.",
"Sensor": {
"Type": "Target",
"Range": { "Compute": "CombatBehaviorDistance" }
},
"Instructions": [
{
"$Comment": "If the target doesn't spot the NPC, chase it",
"Sensor": {
"Type": "Target",
"Filters": [
{
"Type": "Not",
"Filter": {
"Type": "SpotsMe"
}
}
]
},
"BodyMotion": {
"Type": "Seek",
"RelativeSpeed": { "Compute": "ChaseRelativeSpeed" },
"SlowDownDistance": { "Compute": "AttackDistance" },
"StopDistance": { "Compute": "AttackDistance * 0.8" }
}
},
{
"$Comment": "Else, pick a random combat movement",
"Type": "Random",
"ExecuteFor": [ 5, 5 ],
"Sensor": {
"Type": "Any"
},
"Instructions": [
{
"$Comment": "Strafe around the target while fighting. - this strafes to a very short distance, changing it to maintain > attack distance will lead to the NPC never attacking",
"Enabled": { "Compute": "CombatStrafeWeight > 0" },
"Weight": { "Compute": "CombatStrafeWeight" },
"Sensor": {
"Type": "Target",
"Range": { "Compute": "CombatBehaviorDistance" }
},
"BodyMotion": {
"Type": "MaintainDistance",
"DesiredDistanceRange": { "Compute": "makeRange(AttackDistance - 1)" },
"StrafingDurationRange": { "Compute": "CombatStrafingDurationRange" },
"StrafingFrequencyRange": { "Compute": "CombatStrafingFrequencyRange" },
"RelativeForwardsSpeed": { "Compute": "CombatMovingRelativeSpeed" }
},
"HeadMotion": {
"Type": "Watch"
}
},
{
"$Comment": "Maintain distance to the target",
"Enabled": { "Compute": "CombatDirectWeight > 0" },
"Weight": { "Compute": "CombatDirectWeight" },
"Sensor": {
"Type": "Target",
"Range": { "Compute": "CombatBehaviorDistance" }
},
"BodyMotion": {
"Type": "MaintainDistance",
"DesiredDistanceRange": { "Compute": "makeRange(AttackDistance - 1)" },
"StrafingDurationRange": [ 0, 0 ],
"RelativeForwardsSpeed": { "Compute": "ChaseRelativeSpeed" }
},
"HeadMotion": {
"Type": "Watch"
}
},
{
"$Comment": "Directly chase the target",
"Enabled": { "Compute": "CombatAlwaysMovingWeight > 0" },
"Weight": { "Compute": "CombatAlwaysMovingWeight" },
"Sensor": {
"Type": "Target",
"Range": { "Compute": "CombatBehaviorDistance" }
},
"BodyMotion": {
"Type": "Seek",
"RelativeSpeed": { "Compute": "ChaseRelativeSpeed" },
"StopDistance": { "Compute": "AttackDistance * 0.8" },
"SlowDownDistance": { "Compute": "AttackDistance" }
},
"HeadMotion": {
"Type": "Aim",
"RelativeTurnSpeed": { "Compute": "CombatRelativeTurnSpeed" }
}
},
{
"Reference": { "Compute": "AdditionalCombatBehaviorMacroElement" },
"Interfaces": [ "Hytale.Instruction.Null", "Hytale.Instruction.CombatBehavior" ],
"Modify": {
"_InterfaceParameters": {
"Hytale.Instruction.CombatBehavior": {
"CombatBehaviorDistance": { "Compute": "CombatBehaviorDistance" },
"ChaseRelativeSpeed": { "Compute": "ChaseRelativeSpeed" }
}
}
}
}
]
}
]
},
{
"Enabled": { "Compute": "Chase" },
"Actions": [
{
"Type": "State",
"State": ".Chase"
}
]
},
{
"Sensor": {
"Type": "Not",
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AlertedRange" }
}
},
"ActionsBlocking": true,
"Actions": [
{
"Type": "Timeout",
"Delay": [ 5, 5 ]
},
{
"Type": "State",
"State": "ReturnHome"
}
]
}
]
},
{
"$TODO": "Maybe we can transfer some of this logic over to the Generic Search macro element instead",
"Sensor": {
"Type": "State",
"State": "Search"
},
"Instructions": [
{
"Sensor": {
"Type": "Damage",
"Combat": true,
"TargetSlot": "LockedTarget"
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"$Comment": "Investigate the location where a BlockSet was disturbed",
"Sensor": {
"Type": "State",
"State": ".Investigate"
},
"Instructions": [
{
"Sensor": {
"Reference": "Component_Sensor_Lost_Target_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange / 2" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange / 2" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"TargetSlot": "LockedTarget"
}
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"Sensor": {
"Reference": "Component_Sensor_Standard_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange / 2" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange / 2" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"Attitudes": [ "Hostile", "Neutral" ]
}
},
"Actions": [
{
"Type": "State",
"State": "Alerted"
}
]
},
{
"Continue": true,
"Sensor": {
"Type": "ReadPosition",
"Slot": "SteppedBlock",
"Range": 3
},
"ActionsBlocking": true,
"Actions": [
{
"Type": "SpawnParticles",
"Offset": [ 0, 2.1, 0 ],
"ParticleSystem": "Question"
},
{
"Type": "Timeout",
"Delay": { "Compute": "ConfusedTimeRange" }
},
{
"Type": "State",
"State": ".Prowl"
}
]
},
{
"Continue": true,
"Sensor": {
"Type": "ReadPosition",
"Slot": "SteppedBlock",
"Range": { "Compute": "BlockStepDetectionRange" }
},
"BodyMotion": {
"Type": "Seek",
"RelativeSpeed": { "Compute": "BlockStepDetectionRelativeSpeed" },
"SlowDownDistance": 4,
"StopDistance": 2
}
}
]
},
{
"$Comment": "Act confused for a short period where detection range is drastically lowered so the target has a chance to get away properly",
"Sensor": {
"Type": "State",
"State": ".Confused"
},
"Instructions": [
{
"Continue": true,
"ActionsBlocking": true,
"Actions": [
{
"Type": "SpawnParticles",
"Offset": [ 0, 2.1, 0 ],
"ParticleSystem": "Question"
},
{
"Type": "Timeout",
"Delay": { "Compute": "ConfusedTimeRange" }
},
{
"Type": "State",
"State": ".Prowl"
}
]
},
{
"Sensor": {
"Reference": "Component_Sensor_Lost_Target_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange / 2" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange / 2" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"TargetSlot": "LockedTarget"
}
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"Sensor": {
"Reference": "Component_Sensor_Standard_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange / 2" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange / 2" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"Attitudes": [ "Hostile", "Neutral" ]
}
},
"Actions": [
{
"Type": "State",
"State": "Alerted"
}
]
}
]
},
{
"$Comment": "Search the area for a bit with the expectation of going straight into combat if you find something.",
"Sensor": {
"Type": "State",
"State": ".Prowl"
},
"Instructions": [
{
"Sensor": {
"Reference": "Component_Sensor_Lost_Target_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"TargetSlot": "LockedTarget"
}
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"Sensor": {
"Reference": "Component_Sensor_Standard_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"Attitudes": [ "Hostile", "Neutral" ]
}
},
"Actions": [
{
"Type": "State",
"State": "Alerted"
}
]
},
{
"BodyMotion": {
"Type": "Sequence",
"Motions": [
{
"Type": "Timer",
"Time": [ 2, 3 ],
"Motion": {
"Type": "Wander",
"MaxHeadingChange": 1,
"RelativeSpeed": 0.3
}
},
{
"Type": "Sequence",
"Looped": true,
"Motions": [
{
"Type": "Timer",
"Time": [ 2, 3 ],
"Motion": {
"Type": "WanderInCircle",
"Radius": 5,
"MaxHeadingChange": 60,
"RelativeSpeed": 0.3
}
},
{
"Type": "Timer",
"Time": [ 1, 2 ],
"Motion": {
"Type": "Nothing"
}
}
]
}
]
},
"ActionsBlocking": true,
"Actions": [
{
"Type": "Timeout",
"Delay": { "Compute": "SearchTimeRange" }
},
{
"Type": "State",
"State": "Idle"
}
]
}
]
}
]
},
{
"Sensor": {
"Type": "State",
"State": "ReturnHome"
},
"Instructions": [
{
"Sensor": {
"Type": "And",
"Sensors": [
{
"Type": "Damage",
"Combat": true,
"TargetSlot": "LockedTarget"
},
{
"Enabled": { "Compute": "AbsoluteDetectionRange > 0" },
"Type": "Target",
"TargetSlot": "LockedTarget",
"Range": { "Compute": "AbsoluteDetectionRange" }
}
]
},
"Actions": [
{
"Type": "State",
"State": "Combat"
}
]
},
{
"Sensor": {
"Type": "Leash",
"Range": { "Compute": "LeashDistance * 0.3" }
},
"BodyMotion": {
"Type": "Seek",
"SlowDownDistance": { "Compute": "LeashDistance * 0.4" },
"StopDistance": { "Compute": "LeashDistance * 0.2" },
"RelativeSpeed": { "Compute": "LeashRelativeSpeed" },
"UsePathfinder": true
}
},
{
"Actions": [
{
"Type": "SetStat",
"Stat": "Health",
"Value": 1000000
},
{
"Type": "State",
"State": "Idle"
}
]
}
]
},
{
"Sensor": {
"Type": "State",
"State": "Flee"
},
"Instructions": [
{
"$Comment": "Switches to combat if attacked",
"Sensor": {
"Type": "Damage",
"Combat": true
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"$Comment": "If the target gets too close and the NPCs isn't shy, attack it",
"Enabled": { "Compute": "!FleeIfNotThreatened && AbsoluteDetectionRange > 0" },
"Sensor": {
"Type": "Target",
"Range": { "Compute": "AbsoluteDetectionRange" }
},
"Actions": [
{
"Type": "State",
"State": "Combat.Message"
}
]
},
{
"$Comment": "Start a timer to switch to combat if it can't flee from the target",
"Continue": true,
"Sensor": {
"Type": "Target",
"Range": { "Compute": "FleeRange" }
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 8, 8 ],
"Action": {
"Type": "State",
"State": "Combat.Message"
}
}
]
},
{
"Sensor": {
"Type": "Target",
"Range": { "Compute": "FleeRange" }
},
"BodyMotion": {
"Type": "Flee",
"SlowDownDistance": { "Compute": "min(ViewRange,FleeRange)" },
"StopDistance": { "Compute": "FleeRange + 1" },
"RelativeSpeed": 0.68
}
},
{
"$Comment": "Go back to idle if target is lost for some reason",
"Actions": [
{
"Type": "State",
"State": "Idle"
}
]
}
]
},
{
"Sensor": {
"Type": "State",
"State": "Panic"
},
"Instructions": [
{
"Continue": true,
"Sensor": {
"Type": "Any",
"Once": true
},
"Actions": [
{
"Type": "PlayAnimation",
"Slot": "Status"
},
{
"Type": "SpawnParticles",
"Offset": [ 0, 0.8, 0 ],
"ParticleSystem": "Alerted"
}
]
},
{
"Sensor": {
"Reference": "Component_Sensor_Standard_Detection",
"Modify": {
"ViewRange": { "Compute": "ViewRange" },
"ViewSector": { "Compute": "ViewSector" },
"HearingRange": { "Compute": "HearingRange" },
"AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
"Attitudes": [ "Hostile", "Neutral" ]
}
},
"Actions": [
{
"Type": "State",
"State": "Alerted"
}
]
},
{
"BodyMotion": {
"Type": "WanderInCircle",
"Radius": { "Compute": "WanderRadius * 2" },
"MaxHeadingChange": 90,
"RelativeSpeed": 1
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 5, 8 ],
"Action": {
"Type": "State",
"State": "Idle"
}
}
]
}
]
}
]
}
],
"NameTranslationKey": { "Compute": "NameTranslationKey" },
"Debug": ""
}