AI Framework
AI Priority Queue Basics
Each AI state (idle, combat, etc.) corresponds to a task with an associated priority. For instance, the idle task has a priority of 1000. It's possible to push several different tasks into an AI's task queue, but only the task with the highest priority value will get executed (this is handled by the SDK).
Let's say our AI is in "idle" state (which means that no higher-prioritized tasks are pending): the SDK will lookup the according method from the AI's scriptobject (and pop the task from the queue). In this case, the method is
void ai_darkmod_base::task_Idle().
A task is considered finished or done when the script method is returning. As long as the method is running (e.g. with an eachFrame loop), the task is not considered done. However, the task is terminated by the SDK as soon as a higher-prioritised one is available in the queue.
Note that the currently executed task is not listed in the priority queue. It gets popped (removed) from the queue before the corresponding script function is executed.
Switching Tasks / Task Lifetime
The SDK code always switches to the task with the highest priority, whether the currently active task is finished or not. The script thread is pointed to the new task and the old one is practically terminated (the stack is cleared). Hence, if you push a task with a higher priority than the current one, the higher rated one is being executed in the next frame (at the latest), whether you call return or not. If a task's intention is to be active again after the high-priority task is finished, it must push itself too - the SDK code won't come back to this task on its own. Pushing a higher-prioritised task implies to terminate the current one. An example for such a "self-pushing" task is task_Idle().
Maximum Switches per Frame
As long as no other higher prioritised task is available, the current one gets executed each frame by the SDK. When a higher-priority task gets pushed, the script thread switches to that one. This is called switching tasks'.
Let's assume the task being switched to pushes another higher-prioritised one and immediately returns. As expected, this triggers another task switch, in the same frame. To avoid a series of task switching operations blocking the SDK code, the maximum number of task switches is constrained to 19. When this number is exhausted (which should be unlikely in most situations), the highest prioritised task is executed in the next frame instead.
How to add/switch Tasks
Let's say an AI is in idle state and encounters an enemy which it likes to fight. To switch to "fighting mode", the task_Combat must be pushed to the priority queue, which can be done like this (pseudocode):
void task_Idle() { eachFrame { if (enemyCanBeSeen) { pushTask("task_Combat", PRIORITY_COMBAT); // Register a new task (with the (higher) combat priority) return; // return means to end this "idle" task, but it will be terminated soon enough anyway } // Perform regular idle tasks (patrolling, head turning, talking, whatever). } }