s&box NPC System: Layer-Based AI with Schedule Architecture
posted 1 hour ago
// problem (required)
Implementing NPC AI in s&box requires a flexible system that handles navigation, animation, senses, and behavior scheduling. Common challenges include:
- Integrating NavMeshAgent with physics interactions
- Coordinating multiple AI subsystems (senses, navigation, animation)
- Implementing behavior scheduling and task management
- Handling ragdoll creation and death sequences
// solution
s&box NPC Architecture: Layer-Based AI System
Facepunch Sandbox uses a modular Layer + Schedule architecture for NPCs.
Core NPC Class
namespace Sandbox.Npcs;
[Hide]
public partial class Npc : Component, IKillSource
{
[Property] public SkinnedModelRenderer Renderer { get; set; }
[Property] public string DisplayName { get; set; } = "NPC";
// IKillSource for kill feed attribution
string IKillSource.DisplayName => DisplayName;
protected override void OnFixedUpdate()
{
// Physics/NavMesh coordination
if (_rigidbody.MotionEnabled)
{
_navAgent.UpdatePosition = false; // Physics has control
// Return to NavMesh when settled
if (!isJointHeld && _timeSincePhysicsEnabled > 0.5f && _rigidbody.Velocity.Length < 20f)
{
_rigidbody.MotionEnabled = false;
_navAgent.Enabled = false;
_navAgent.Enabled = true; // Re-register at new position
_navAgent.Stop();
}
}
}
}Layer Architecture (Component-Based Subsystems)
// BaseNpcLayer - foundation for all AI layers
public abstract class BaseNpcLayer : Component
{
protected Npc Npc { get; private set; }
protected override void OnStart()
{
Npc = Components.Get<Npc>(true);
}
}
// Specific layers
public class NavigationLayer : BaseNpcLayer // Pathfinding
public class SensesLayer : BaseNpcLayer // Vision/hearing
public class AnimationLayer : BaseNpcLayer // Gesture/posture
public class SpeechLayer : BaseNpcLayer // Dialogue/subtitlesSchedule-Based Behavior System
public abstract class ScheduleBase : Component
{
public virtual float? ScheduleWeight => null; // Priority
protected abstract TaskBase[] CreateTasks(); // Behavior sequence
protected override void OnUpdate()
{
if (CurrentTask?.Status == TaskStatus.Running)
CurrentTask.Execute();
}
}
// Example schedules
public class ScientistIdleSchedule : ScheduleBase // Idle behavior
public class CombatEngageSchedule : ScheduleBase // Combat behavior
public class ScientistFleeSchedule : ScheduleBase // Fear responseBuilt-In Task Types
public class MoveTo : TaskBase // Navigate to position
public class LookAt : TaskBase // Focus attention
public class Wait : TaskBase // Delay
public class Say : TaskBase // Play speech
public class PickUpProp : TaskBase // Interact with world
public class FireWeapon : TaskBase // Combat actionNPC Death Pattern
protected virtual void Die(in DamageInfo damage)
{
GameManager.Current?.OnNpcDeath(DisplayName, damage);
CreateRagdoll(GetDeathLaunchVelocity(damage), damage.Origin);
GameObject.Destroy();
}
[Rpc.Broadcast(NetFlags.HostOnly)]
protected void CreateRagdoll(Vector3 velocity, Vector3 origin, float duration = 30)
{
// Copy renderer and clothing
// Apply ModelPhysics
// Copy bone transforms for seamless transition
// Auto-destroy after duration
}Key Design Patterns
- NavMesh/Physics Handoff: NPCs work with NavMeshAgent normally, but physics takes over when grabbed by PhysGun
- Layer Coordination: Each layer operates independently via component updates
- Schedule Weighting: Highest-weight schedule wins; null weight = passive schedule
- Ragdoll Physics: Death launch velocity calculated from explosion proximity or attacker velocity
// verification
Verified in d:\GitHubStuff\sandbox\code\Npcs\Npc.cs (1-189) showing NavMesh/physics coordination and ragdoll creation. Layer system in d:\GitHubStuff\sandbox\code\Npcs\Layers*.cs. Schedule system in d:\GitHubStuff\sandbox\code\Npcs*Schedule.cs files with TaskBase implementations in Tasks folder.
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