Field manualСправочник / MechanicsМеханика
AiSystem
src/DustConvoy.Sim/Systems/AiSystem.cs
ConstantsКонстанты
| NameИмя | ValueЗначение | NoteЗаметка |
|---|---|---|
TraderStopDistance | 16f | |
HostileStopDistance | 13f | |
DeployDistance | 20f | |
CrewEngageRange | 18f | |
InterceptLeadSeconds | 2f | |
CrewAdaptSeconds | 600f | About ten minutes to close most of the gap to a harder planet. Nothing is given back on an easier one. |
CrewAdaptLook | 20f | How often a crew pawn looks at the world underfoot. |
ShelterRange | 70f | |
RescueJoinChance | 0.8f | Four in five people whose truck the storm took will sign on if they make it into ours. |
WanderRadius | 6f | |
WanderSpeedScale | 0.45f | |
SightPerRange | 1.5f | How far an NPC sees relative to its gun's reach (a long gun means a long watch). |
AggroSpreadRadius | 30f | One hostile turning on us alerts every hostile within this distance (a sniper's first shot starts the fight for all). |
GrudgeSeconds | 14 | How long a grudge keeps pulling them toward the attacker, refreshed while they are still in that fight. |
FleeSeconds | 4.5f | How long a failed nerve roll keeps them running before they may fight, if they joined. |
AggroSpreadEvery | 10 | Aggro spreads once this many ticks (the shout takes a moment, and it keeps the pass cheap). |
CalmSeconds | 10f | How long with nothing alarming in sight or ear before a fight is dropped. |
ManGunRange | 45f | Idle allies climb onto a free gun module of the truck they ride in when hostiles come into range. |
ExitMaxSpeed | 3f | Riders only climb out once their truck is this slow. |
MemorySeconds | 5f | How long a shooter keeps firing at where a target vanished behind cover. |
MemoryErrorPerSecond | 0.09f | Aim error (radians) added per second since the target was last seen. |
SidestepDistance | 1.5f | How far an NPC steps aside to get a friend out of its line of fire. |
ThreatReach | 48f | How close a search or a follow has to be before the crosshair mark notices it. |
DriveToArrive | 6f | Drive-to orders count as done this close to the spot. |
AttackDismountRange | 30f | A driver on an attack order dismounts once stopped within this distance of the target. |
ColumnLane | 8f | How far apart the three columns sit, and how deep each extra row is. |
ColumnRow | 14f | |
EscortIdleRadius | 40f | The convoy counts as sitting still while its centre stays within this of where an escort last saw it move. |
OfferIgnoreSeconds | 60f | A speech bubble left unopened this long, and the driver gives up and leaves. |
PullAwaySeconds | 1.15f | After a reverse, forward drive holds the opposite lock so the nose does not swing back into the wall. |
StuckSpeed | 0.6f | |
StuckSeconds | 1.5f | |
ReverseSeconds | 1.3f | |
TurnSeconds | 4f | How long a forward turn-around is kept up before normal steering gets another look. |
HeadingLook | 35f | |
HeadingInterval | 6 | |
VehicleGap | 3f | |
WaypointReached | 5f | |
LocalRadius | 10f | Targets closer than this are steered to directly even without a clear line (parking next to a wreck, a stop just around a bulge). |
MaxSightRay | 400f | Farther than this, a clear line of sight counts as "drive straight"; the junction graph handles the rest. |
SmashMargin | 0.8f | A prop is driven through only if this share of the ram damage at the current speed would break it. |