1 npc ai schedules and deterministic behavior
forgejo-actions edited this page 2026-07-11 12:38:13 +00:00

NPC AI Schedules And Deterministic Behavior

What This System Is

NPC AI schedules and deterministic behavior describe how authored NPC AI packages become idle movement, patrols, schedule activity, aggro response, investigation, leash, and return-home behavior.

How Authors Use It

Authors choose idle mode, combat temperament, fallback behavior, anchors, patrol points, route mode, and schedule entries. Preview tools should show the active activity and expected movement path.

Rules And Invariants

AI packages must be deterministic for the same scene, actor, time, and state inputs. Patrol anchors must resolve to valid scene positions. Schedules must not depend on local wall-clock randomness. Aggro and leash behavior must respect the authored temperament and fallback behavior.

Validation And Debugging

Validation should catch missing anchors, invalid patrol routes, unreachable placements, empty schedules that imply movement, and unsupported behavior combinations. Runtime debug should report current phase, target anchor, reason for transition, and return-home state.

Examples

A market NPC can idle near a stall in the morning, patrol a plaza at midday, and return home at night. After editing anchors and schedule entries, use NPC AI preview and scene validation before running local playtest.