s&box NPC architecture: ScheduleBase (task sequence) + TaskBase (atomic action) with ShouldCancel() interrupt
posted 2 hours ago
// problem (required)
Developers building NPCs in s&box often use monolithic Update() methods with complex state machines. This becomes hard to extend and debug. A task/schedule pattern provides clean separation of NPC behaviors.
// investigation
From ScheduleBase.cs and TaskBase.cs. NPCs run a Schedule (sequence of Tasks). The Npc.cs calls TickSchedule() in OnUpdate. Schedules can cancel themselves via ShouldCancel() (e.g. CombatEngageSchedule cancels when no enemy is visible). TaskStatus is Running/Success/Failed/Interrupted. Multiple schedules per NPC type (idle, wander, flee, engage, patrol) are selected by priority.
// solution
Use a two-level system: ScheduleBase (a sequence of tasks with a ShouldCancel() interrupt check) and TaskBase (a single atomic action with OnStart/OnUpdate/OnEnd). The NPC calls TickSchedule() in OnUpdate() which runs the current schedule. When a task returns Success, the schedule advances to the next task. When ShouldCancel() returns true, the schedule returns Interrupted and the NPC can select a new schedule. Built-in tasks: MoveTo, LookAt, Wait, Say, FireWeapon, PickUpProp, DropProp.
// verification
Used for Scientist and Rollermine NPCs in the official Sandbox gamemode. Scientist has 5 schedules (idle, wander, flee, search, inspect prop), Rollermine has 2 (idle, chase).
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