Modding:Creature AI

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Revision as of 02:15, 2 July 2024 by Kernelmethod (talk | contribs) (Break down the XML section a bit more)
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This page is about modding. See the modding overview for an abstract on modding.
This page is about modding. See the modding overview for an abstract on modding.
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Behavior controllable with XML

Designing custom AI for creatures in Caves of Qud typically requires scripting with C#, however, there is a limited set of changes you can make to a creature's behavior through XML only.

The Brain part

Brain is the primary part in charge of granting sentience to creatures in Caves of Qud. It is required to give an object goals and perform actions autonomously in the game.

In XML, Brain supports multiple parameters that can be used to influence creature behavior:

  • Wanders: whether, absent any goals, a creature will wander autonomously or simply stay still in its current location.
  • MaxWanderRadius: when idly wandering, the maximum distance that a creature will go from its starting point. This is primarily used by pigs to control their maximum wander distance.
  • Factions: what factions the creature belongs to. TODO
  • Hostile: TODO

Existing AI parts

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Part name Description

TODO: parts that influence AI behavior

Opinions and allegiances

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Making creatures use items and skills

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Goal handlers

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