GS_AI
Categories:
GS_AI provides the structural foundation for AI-driven entity behavior. It defines the base architecture that AI controller implementations build upon, integrating with the Unit system’s controller pattern to drive NPC entities through behavior logic rather than player input.
For architecture details and extension patterns, see the GS_AI API.
How It Works
GS_AI establishes the conventions and base classes for AI in the GS_Play framework. AI controllers extend the Unit Controller pattern — the same mechanism that player controllers use to drive units. Switching an entity between player control and AI control is a standard possession swap with no special handling required.
AI implementations listen to the same game lifecycle events as every other GS_Play system. AI controllers respond to standby mode, stage transitions, and manager lifecycle broadcasts automatically through the manager pattern.
Integration Points
| System | How AI Connects |
|---|---|
| Unit Controllers | AI controllers extend the unit controller pattern to drive NPC movement and actions. |
| GS_Managers | AI systems respond to startup, standby, and shutdown lifecycle events. |
| Interaction | AI entities can be targeting targets, trigger world triggers, and emit/receive pulsors. |
| Cinematics | The Cinematic Controller (in GS_Complete) demonstrates AI-to-cinematic handoff. |
See Also
For the full API and extension patterns:
For related systems:
Get GS_AI
GS_AI — Explore this gem on the product page and add it to your project.