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NxLabs / Vintage Story

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Expanded Ai Tasks Code Library and Loader (AI API For Modders Only, Not a Mod)

GBy Grifthegnome

This is a mod that makes the custom Ai Tasks used by Outlaw Mod available to the community.

Description

<p><span style="color: #000000;"><strong>If you find a bug, have a suggestion, have questions, or want to talk, feel free to join my <span style="color: #3598db;"><a style="color: #3598db;" href="https://discord.gg/Fp9hcBw8C3">Discord Server</a></span>!&nbsp;</strong></span></p> <p><span style="color: #e74c3c;"><strong>IMPORTANT NOTE: Please note that this mod is for modders to develop custom Ai, not to improve AI in the game generally. If you are not a modder, I would not download this as it doesn't do anything on its own. This mod is not a dependency for Outlaw Mod, as it is included natively in Outlaw Mod. Running mismatched versions of Outlaw Mod and ExpandedAiTasks Loader will make one or both mods fail to load.</strong></span></p> <p>This is a mod that makes the custom Ai Tasks used by Outlaw Mod available to the community.</p> <p>This mod pack contains both the ExpandedAiTasks.dll and the ExpandedAiTasksLoader Mod.</p> <p><strong>If you are intrested in using this .dll for your mod, please read the include readme for implementation and compatibility details.</strong></p> <p><strong>ExpandedAiTasks.dll</strong></p> <p>This contains all the currently available aiTasks written for Outlaw Mod. I use this in Outlaw Mod to make archer enemies that can lead their targets and engage the player at ranges greater than any current Ai in the vanilla game. As I add and test new aiTasks in Outlaw Mod, I will release them here so that anyone can use them.</p> <p><strong>At the moment, this libary contains the following behavior functionality:</strong></p> <p><em>Shoot Projectile&nbsp;</em></p> <ul> <li>Create AI that can shoot any any projectile in the game at a target, with support for leading targets, arcing shots properly over distance, accuracy fall off from range, time to zero new target, damage falloff over range, friendly fire prevention, Last Known Position Targeting, and much, much more.</li> </ul> <p><em>Pursue, Engage, and Withdraw</em></p> <ul> <li>Create Ai that can pursue and engage targets. They will chase opponents at one speed, but then slow down to actually fight them. When they don't have a path to target, they will withdraw to a safe distance and wait for the opportunity to attack.</li> <li>You will find their responsiveness to hostiles is way more responsive than the base game and they can also switch targets rapidly mid-combat when they take damage.</li> <li>You can also have your AI make decisions as a pack and only attack targets they think they can overpower as a group. This allows you to make Ai that are only agressive when they have a numerical advantage.</li> <li>You can make the Ai persue their target's last known position so they advance on where the player was last seen, not where the player is currently.</li> </ul> <p><em>Stay Near Herd/Squad</em></p> <ul> <li>You can make the your Ai travel the world in groups or evenn attempt to maintain group cohesion during combat.</li> <li>This system appoints a squad leader that acts as the anchor for a group of Ai.</li> <li>Members of the group will always return to the squad leader if they wander too far. Even if they get seperated by hundreds of blocks.</li> <li>When the squad leader is killed a new one is appointed from the surviving group members.</li> <li>When two underpowered squads with compatible members meet, they will merge into one squad to become a more effective fighting force.</li> </ul> <p><em>Morale System</em></p> <ul> <li>You can make Ai that considers both group and individual morale when deciding when to run from a fight. This gives you a powerful interface for player vs Ai and Ai vs Ai encounters.</li> <li>The Ai will know whether their group is winning or losing the current fight.</li> <li>They consider things like group health, friendly and enemy losses, whether they are outnumbered or have a numerical advantage, and whether there are items or objects that frighten them present on the battlefield.</li> <li>This allows you to easily implement features such as making animals afriad of torches.</li> <li>You can make hero character who inspires their squad members in battle, making them less likely to run.</li> <li>You could make a vampire enemy who is afraid of garlic and crosses.&nbsp;</li> <li>You could also make an Ai that is more confident in battle when the player is holding a carrot in their hands, for some reason. The power is yours!</li> </ul> <p><em>Guard Target</em></p> <ul> <li>Create Ai that guard another creature.&nbsp;</li> <li>This guard task handles attacks from other AI and players as well as players getting too close to the guard target.</li> <li>Because this task delegates its resolution to the Pursue, Engage, and Withdraw, Enhanced Melee, and Shoot Projectile tasks, you have a lot of power over how your Ai responds to a threat on its guard target.</li> </ul> <p><em>Eat Dead Creatures</em></p> <ul> <li>You can make Ai that is attracted to dead creatures in the environment and then eats or harvests them down to a skeleton.</li> <li>You can make it so that the longer the creature has been dead, the farther the Ai can smell it from.</li> <li>You can even make horrible monsters that will eat their own dead squad members.</li> </ul> <p><em>Enhanced Melee</em></p> <ul> <li>Enhanced Melee is currenly similar to the base-melee attack ai task, but it does have some useful features.</li> <li>It prevents creatures from attacking their squad members if they happen to take friendly-fire damage.</li> </ul> <p><em>React To Projectiles</em></p> <ul> <li>Allows Ai to tell when they are getting shot at by projectiles (even if the projectile misses) and respond accordingly. It uses a special tracking algorithm that only monitors projectiles that are actively in-flight, which makes it less expensive than one might expect.</li> </ul> <p><em>Full Stealth &amp; Awareness System (Factored into all AiTasks in this package)</em></p> <ul> <li>The Ai take lighting conditions, including sunlight, blocklight, and d

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