AI System API Reference

This section provides complete API documentation for all AI-related modules and classes in Yendoria.

AI Manager

AI Manager Hub - Central coordination system for all AI components.

This module provides the main coordination point for all AI systems, managing the lifecycle of AI entities, system registration, and cross-system communication through events.

class yendoria.systems.ai_manager.AIManager(component_manager, config_manager=None)[source]

Bases: object

Central AI management hub that coordinates all AI systems.

The AIManager serves as the main interface for AI operations, handling entity lifecycle, system coordination, and event distribution.

get_ai_entities()[source]

Get all AI-controlled entities.

Return type:

set[str]

get_archetype_config(archetype_name)[source]

Get configuration for a specific archetype.

Return type:

dict[str, Any] | None

get_behavior_tree_config(tree_name)[source]

Get configuration for a specific behavior tree.

Return type:

dict[str, Any] | None

get_entity_faction(entity_id)[source]

Get the faction of an entity.

Return type:

str | None

get_faction_config(faction_id)[source]

Get configuration for a specific faction.

Return type:

dict[str, Any] | None

get_faction_members(faction_id)[source]

Get all entities belonging to a faction.

Return type:

list[str]

get_performance_stats()[source]

Get AI system performance statistics.

Return type:

dict[str, Any]

get_system(name)[source]

Get a registered system by name.

Return type:

Any

handle_ai_event(event)[source]

Handle a single AI event (compatibility alias).

Return type:

None

post_event(event)[source]

Post an AI event to the system.

Return type:

None

process_events()[source]

Process all queued AI events.

Return type:

None

register_ai_entity(entity_id, archetype=None, faction=None)[source]

Register an entity as AI-controlled.

Parameters:
  • entity_id (str) – Unique identifier for the entity

  • archetype (str | None) – AI archetype to apply (optional)

  • faction (str | None) – Faction to assign entity to (optional)

Return type:

None

register_system(name, system, priority=0, event_types=None)[source]

Register an AI subsystem.

Return type:

None

shutdown()[source]

Clean shutdown of the AI manager.

Return type:

None

unregister_ai_entity(entity_id)[source]

Remove an entity from AI control.

Return type:

None

unregister_system(name)[source]

Unregister an AI subsystem.

Return type:

None

update(delta_time)[source]

Update the AI manager (called each game tick).

Parameters:

delta_time (float) – Time elapsed since last update

Return type:

None

class yendoria.systems.ai_manager.AISystemRegistry[source]

Bases: object

Registry for AI subsystems and their capabilities.

get_system(name)[source]

Get a registered system by name.

Return type:

Any

get_systems_by_priority()[source]

Get all systems sorted by priority (highest first).

Return type:

list[tuple[str, Any]]

register_system(name, system, priority=0, event_types=None)[source]

Register an AI system with the hub.

Return type:

None

unregister_system(name)[source]

Unregister an AI system.

Return type:

None

yendoria.systems.ai_manager.get_ai_manager()[source]

Get the AI manager singleton instance.

Return type:

AIManager

yendoria.systems.ai_manager.init_ai_manager(component_manager, config_manager=None)[source]

Initialize the AI manager singleton.

Return type:

AIManager

yendoria.systems.ai_manager.shutdown_ai_manager()[source]

Shutdown the AI manager singleton.

Return type:

None

AI Behavior Systems

AI Behavior Interface

AI Behavior System Interface - Common interface for all AI behavior systems.

This module defines the interface that all AI behavior systems must implement, ensuring consistency and interchangeability between different AI implementations.

class yendoria.systems.ai_behavior_interface.AIBehaviorSystemInterface(component_manager)[source]

Bases: ABC

Abstract base class for all AI behavior systems.

This interface ensures that all AI behavior implementations provide the same basic functionality for integration with the AI Manager and Game Engine.

abstract get_performance_stats()[source]

Get performance statistics for monitoring and debugging.

Return type:

dict[str, Any]

Returns:

Dictionary containing performance metrics

abstract handle_event(event)[source]

Handle AI-related events that may affect behavior.

Parameters:

event (AIEvent) – The AI event to process

Return type:

None

abstract property name: str

Get the name of this AI behavior system.

Returns:

Human-readable name of the system

abstract shutdown()[source]

Clean shutdown of the behavior system.

Should release resources and clean up state.

Return type:

None

abstract update(delta_time)[source]

Update AI behavior for all managed entities.

Parameters:

delta_time (float) – Time elapsed since last update in seconds

Return type:

None

Basic AI Behavior System

Basic AI Behavior System - Lightweight AI implementation for simple entities.

This module provides essential AI behaviors with minimal overhead and component requirements. Use this for basic NPCs, background entities, or when performance is more important than AI sophistication.

class yendoria.systems.ai_behavior_basic.BasicAIBehaviorSystem(component_manager)[source]

Bases: AIBehaviorSystemInterface

Basic AI behavior system optimized for performance and simplicity.

This system provides: - Timer-based action selection - Simple random behavior choices - Minimal component requirements (only BehaviorTreeComponent) - Low computational overhead - Basic event handling

Use this system for: - Background NPCs that need minimal AI - Entities where performance is critical - Simple creatures or ambient life - Placeholder AI during development

get_performance_stats()[source]

Get performance statistics for the basic AI system.

Return type:

dict[str, Any]

handle_event(event)[source]

Handle AI events.

Return type:

None

property name: str

Get the name of this AI behavior system.

shutdown()[source]

Shutdown the basic behavior system.

Return type:

None

update(delta_time)[source]

Update AI behavior for all entities.

Return type:

None

Advanced AI Behavior System

Advanced AI Behavior System - Implements sophisticated AI behaviors.

This module provides comprehensive AI behaviors including personality-driven decisions, memory-based learning, motivation systems, and complex behavior trees. Use this for entities that need rich, nuanced AI behavior.

class yendoria.systems.ai_behavior_advanced.AdvancedAIBehaviorSystem(component_manager)[source]

Bases: AIBehaviorSystemInterface

Advanced AI behavior system that implements sophisticated decision-making.

This system provides: - Personality-driven behavior decisions - Memory-based learning and adaptation - Complex motivation and need systems - Full behavior tree processing - Social interaction modeling - Faction-aware behavior

Use this system for important NPCs, boss enemies, or any entity that needs rich, believable AI behavior.

get_performance_stats()[source]

Get performance statistics for the advanced AI system.

Return type:

dict[str, Any]

handle_event(event)[source]

Handle AI events that affect behavior.

Return type:

None

property name: str

Get the name of this AI behavior system.

shutdown()[source]

Clean shutdown of the behavior system.

Return type:

None

update(delta_time)[source]

Update AI behavior for all entities.

Parameters:

delta_time (float) – Time elapsed since last update

Return type:

None

class yendoria.systems.ai_behavior_advanced.BehaviorContext(entity_id, personality, motivation, memory, delta_time)[source]

Bases: object

Context object to reduce parameter passing in behavior tree functions.

delta_time: float
entity_id: str
memory: MemoryComponent
motivation: MotivationComponent
personality: PersonalityComponent

AI Components

AI-specific components for the Entity Component System.

This module provides components specifically designed for AI systems, including faction membership, personality traits, memory, and behavior trees.

class yendoria.components.ai_components.AIState(value, names=None, *, module=None, qualname=None, type=None, start=1, boundary=None)[source]

Bases: Enum

AI behavior states.

COMBAT = 'combat'
FLEE = 'flee'
IDLE = 'idle'
INVESTIGATE = 'investigate'
PATROL = 'patrol'
PURSUE = 'pursue'
RITUAL = 'ritual'
SOCIAL = 'social'
class yendoria.components.ai_components.BehaviorTreeComponent(tree_config=None, *, tree_data=None)[source]

Bases: Component

Component that holds an AI entity’s behavior tree configuration.

Used by the Agent Behavior System for decision-making.

clear_blackboard()[source]

Clear all blackboard values.

Return type:

None

get_blackboard_value(key, default=None)[source]

Get a value from the behavior tree’s blackboard.

Return type:

Any

set_blackboard_value(key, value)[source]

Set a value in the behavior tree’s blackboard.

Return type:

None

class yendoria.components.ai_components.FactionComponent(faction_id, rank='member', loyalty=1.0, config=None)[source]

Bases: Component

Component that marks an entity as belonging to a specific faction.

This is used by the Faction AI Manager to coordinate group behavior.

class yendoria.components.ai_components.FactionConfig(name=None, description=None, relations=<factory>, territory=<factory>)[source]

Bases: object

Configuration for faction-specific attributes.

description: str | None = None
name: str | None = None
relations: dict[str, float]
territory: list[str]
class yendoria.components.ai_components.KnowledgeComponent[source]

Bases: Component

Component that stores structured knowledge about the world.

Used for faction intelligence, map knowledge, and strategic planning.

add_rumor(content, source, reliability)[source]

Add a rumor to the knowledge base.

Return type:

None

get_zone_controller(zone_id)[source]

Get the known controller of a zone.

Return type:

str | None

set_zone_control(zone_id, faction_id)[source]

Update knowledge of zone control.

Return type:

None

update_zone_knowledge(zone_id, **properties)[source]

Update knowledge about a zone.

Return type:

None

class yendoria.components.ai_components.Memory(content, timestamp, importance, reliability, associated_entity=None, location=None, fade_rate=0.01, episodic_memories=None)[source]

Bases: object

A single memory stored by an AI agent.

associated_entity: str | None = None
content: str
episodic_memories: dict[str, list[dict[str, Any]]] = None
fade_rate: float = 0.01
importance: float
location: tuple[int, int] | None = None
reliability: float
timestamp: float
class yendoria.components.ai_components.MemoryComponent(max_memories=100)[source]

Bases: Component

Component that stores an AI entity’s memories and knowledge.

Used by the Memory & Knowledge System for learning and rumor propagation.

add_memory(memory)[source]

Add a new memory, removing oldest if at capacity.

Return type:

None

forget_old_memories(current_time)[source]

Remove memories that have faded below relevance threshold.

Return type:

None

get_memories_about(entity_id)[source]

Get all memories related to a specific entity.

Return type:

list[Memory]

get_memories_at_location(location)[source]

Get all memories from a specific location.

Return type:

list[Memory]

get_relationship(entity_id)[source]

Get relationship strength with another entity.

Return type:

float

set_relationship(entity_id, strength)[source]

Set relationship strength with another entity (-1.0 to 1.0).

Return type:

None

class yendoria.components.ai_components.MotivationComponent[source]

Bases: Component

Component that defines an AI entity’s current motivations and goals.

Used by Utility AI systems to evaluate and prioritize actions.

add_goal(goal_type, target, priority, **kwargs)[source]

Add a new goal.

Return type:

None

get_need(need_name)[source]

Get a need level.

Return type:

float

get_top_goal()[source]

Get the highest priority goal.

Return type:

dict[str, Any] | None

remove_goal(goal_type, target=None)[source]

Remove goals of a specific type and optionally target.

Return type:

None

set_need(need_name, value)[source]

Set a need level (0.0 to 1.0).

Return type:

None

class yendoria.components.ai_components.PersonalityComponent(traits=None)[source]

Bases: Component

Component that defines an AI entity’s personality traits.

These traits influence decision-making in behavior trees and utility AI.

get_trait(trait_name, default=0.5)[source]

Get a personality trait value.

Return type:

float

modify_trait(trait_name, delta)[source]

Modify a personality trait by a delta amount.

Return type:

None

set_trait(trait_name, value)[source]

Set a personality trait value (clamped to 0.0-1.0).

Return type:

None

class yendoria.components.ai_components.ReputationComponent[source]

Bases: Component

Component that tracks an entity’s reputation with various factions and individuals.

Used by the Reputation Engine and Faction AI Manager.

add_title(title)[source]

Add a reputation title.

Return type:

None

get_faction_reputation(faction_id)[source]

Get reputation with a specific faction.

Return type:

float

get_individual_reputation(entity_id)[source]

Get reputation with a specific individual.

Return type:

float

modify_faction_reputation(faction_id, delta)[source]

Modify reputation with a faction by a delta amount.

Return type:

None

remove_title(title)[source]

Remove a reputation title.

Return type:

None

set_faction_reputation(faction_id, value)[source]

Set reputation with a faction (-1.0 to 1.0).

Return type:

None

set_individual_reputation(entity_id, value)[source]

Set reputation with an individual (-1.0 to 1.0).

Return type:

None

AI Events

AI-specific events for the event system.

This module extends the core event system with events specifically for AI systems, including faction events, behavior changes, and memory/learning events.

class yendoria.components.ai_events.AIEvent(event_type, data, cancellable=False, source='ai_system', priority=0)[source]

Bases: GameEvent

AI-specific event class with additional functionality.

Extends the base GameEvent with AI-specific metadata and helpers.

get_entity_id()[source]

Get the entity ID from event data if present.

Return type:

str | None

get_faction_id()[source]

Get the faction ID from event data if present.

Return type:

str | None

get_location()[source]

Get the location from event data if present.

Return type:

tuple[int, int] | None

class yendoria.components.ai_events.AIEventType(value, names=None, *, module=None, qualname=None, type=None, start=1, boundary=None)[source]

Bases: Enum

AI-specific events that can be emitted and handled.

AI_STATE_CHANGED = 'ai_state_changed'
BATTLE_OUTCOME = 'battle_outcome'
BEHAVIOR_NODE_FAILED = 'behavior_node_failed'
BEHAVIOR_TREE_COMPLETED = 'behavior_tree_completed'
BEHAVIOR_TREE_STARTED = 'behavior_tree_started'
CONFLICT_RESOLVED = 'conflict_resolved'
CONFLICT_STARTED = 'conflict_started'
CORRUPTION_SPREAD = 'corruption_spread'
DYNAMIC_QUEST_GENERATED = 'dynamic_quest_generated'
ENTITY_RECOGNIZED = 'entity_recognized'
ENTITY_SPAWNED = 'entity_spawned'
FACTION_ALLIANCE_FORMED = 'faction_alliance_formed'
FACTION_BETRAYAL = 'faction_betrayal'
FACTION_LEADER_CHANGED = 'faction_leader_changed'
FACTION_PEACE_DECLARED = 'faction_peace_declared'
FACTION_QUEST_OFFERED = 'faction_quest_offered'
FACTION_RELATIONSHIP_CHANGED = 'faction_relationship_changed'
FACTION_RELATION_CHANGED = 'faction_relationship_changed'
FACTION_TERRITORY_GAINED = 'faction_territory_gained'
FACTION_TERRITORY_LOST = 'faction_territory_lost'
FACTION_WAR_DECLARED = 'faction_war_declared'
KNOWLEDGE_UPDATED = 'knowledge_updated'
MEMORY_CREATED = 'memory_created'
MEMORY_FORGOTTEN = 'memory_forgotten'
PLAYER_BETRAYED_FACTION = 'player_betrayed_faction'
PLAYER_FACTION_DISCOVERED = 'player_faction_discovered'
PLAYER_HELPED_FACTION = 'player_helped_faction'
PLAYER_REPUTATION_THRESHOLD = 'player_reputation_threshold'
PLAYER_WITNESSED_CRIME = 'player_witnessed_crime'
QUEST_OBJECTIVE_UPDATED = 'quest_objective_updated'
REPUTATION_CHANGED = 'reputation_changed'
RITUAL_PERFORMED = 'ritual_performed'
RUMOR_SPREAD = 'rumor_spread'
SHRINE_ACTIVATED = 'shrine_activated'
SHRINE_CORRUPTED = 'shrine_corrupted'
SIEGE_ENDED = 'siege_ended'
SIEGE_STARTED = 'siege_started'
TITLE_GAINED = 'title_gained'
TITLE_LOST = 'title_lost'
TURN_STARTED = 'turn_started'
ZONE_CONTROL_CHANGED = 'zone_control_changed'
yendoria.components.ai_events.create_ai_state_changed_event(entity_id, old_state, new_state)[source]

Create an AI state changed event.

Return type:

AIEvent

yendoria.components.ai_events.create_conflict_started_event(faction_a, faction_b, conflict_type, cause, location=None)[source]

Create a conflict started event.

Return type:

AIEvent

yendoria.components.ai_events.create_dynamic_quest_generated_event(quest_id, quest_type, faction_id, trigger_event, requirements)[source]

Create a dynamic quest generated event.

Return type:

AIEvent

yendoria.components.ai_events.create_entity_spawned_event(entity_id, entity_type, location, faction_id)[source]

Create an entity spawned event.

Return type:

AIEvent

yendoria.components.ai_events.create_faction_relation_changed_event(faction_a, faction_b, old_relationship, new_relationship, reason='unknown')[source]

Create a faction relationship changed event (compatibility alias).

Return type:

AIEvent

yendoria.components.ai_events.create_faction_relationship_changed_event(faction_a, faction_b, old_relationship, new_relationship, reason='unknown')[source]

Create a faction relationship changed event.

Return type:

AIEvent

yendoria.components.ai_events.create_memory_created_event(entity_id, memory_content, importance, location=None)[source]

Create a memory created event.

Return type:

AIEvent

yendoria.components.ai_events.create_player_reputation_threshold_event(faction_id, old_threshold, new_threshold, reputation_value)[source]

Create a player reputation threshold event.

Return type:

AIEvent

yendoria.components.ai_events.create_reputation_changed_event(entity_id, target_id, target_type, old_reputation, new_reputation)[source]

Create a reputation changed event.

Return type:

AIEvent

yendoria.components.ai_events.create_turn_started_event(turn_number, active_entities)[source]

Create a turn started event.

Return type:

AIEvent

yendoria.components.ai_events.create_zone_control_changed_event(zone_id, old_controller, new_controller, method='conquest')[source]

Create a zone control changed event.

Return type:

AIEvent

yendoria.components.ai_events.log_faction_events(event)[source]

Example handler that logs faction-related events.

Return type:

None

yendoria.components.ai_events.track_reputation_changes(event)[source]

Example handler that tracks reputation changes for analytics.

Return type:

None

yendoria.components.ai_events.trigger_quests_on_conflict(event)[source]

Example handler that generates quests when conflicts start.

Return type:

None

AI Engine Integration

AI Engine Integration - Bridge between GameEngine and AI systems.

This module provides the integration layer between the main game engine and the AI system, handling initialization, updates, and event bridging.

class yendoria.systems.ai_engine_integration.AIEngineIntegration(game_event_bus)[source]

Bases: object

Integration layer between GameEngine and AI systems.

This class handles: - AI system initialization and lifecycle - Event bridging between game events and AI events - Entity registration with AI systems - AI update coordination

get_ai_action_for_entity(entity)[source]

Get the next AI action for an entity.

Parameters:

entity (Entity) – The entity to get an action for

Return type:

str | None

Returns:

String action name or None if no action available

get_ai_stats()[source]

Get AI system statistics.

Return type:

dict[str, Any]

initialize_ai_systems()[source]

Initialize all AI systems and set up event bridging.

Return type:

None

register_entity_with_ai(entity, entity_type, archetype=None, faction=None)[source]

Manually register an entity with the AI system.

Parameters:
  • entity (Entity) – The entity to register

  • entity_type (str) – Type of entity (for archetype mapping)

  • archetype (str | None) – Specific AI archetype (optional)

  • faction (str | None) – Faction to assign (optional)

Return type:

None

shutdown()[source]

Shutdown the AI integration layer.

Return type:

None

update_ai_systems(delta_time=1.0)[source]

Update all AI systems.

Parameters:

delta_time (float) – Time elapsed since last update (defaults to 1 turn)

Return type:

None

yendoria.systems.ai_engine_integration.get_ai_integration()[source]

Get the AI integration singleton instance.

Return type:

AIEngineIntegration | None

yendoria.systems.ai_engine_integration.init_ai_integration(game_event_bus)[source]

Initialize the AI integration singleton.

Return type:

AIEngineIntegration

yendoria.systems.ai_engine_integration.shutdown_ai_integration()[source]

Shutdown the AI integration singleton.

Return type:

None

Error Handling & Monitoring

AI System Error Handling Utilities.

This module provides common error handling patterns and utilities for AI system operations, including context managers and decorators.

exception yendoria.systems.ai_error_handling.AIComponentError[source]

Bases: AISystemError

Raised when there’s an issue with AI components.

exception yendoria.systems.ai_error_handling.AIConfigurationError[source]

Bases: AISystemError

Raised when there’s an issue with AI configuration.

exception yendoria.systems.ai_error_handling.AIEntityNotFoundError[source]

Bases: AISystemError

Raised when an AI entity is not found.

class yendoria.systems.ai_error_handling.AIOperationMetrics[source]

Bases: object

Simple metrics collection for AI operations.

get_stats()[source]

Get operation statistics.

Return type:

dict[str, Any]

operation_timer(operation_name)[source]

Context manager for timing operations.

Return type:

Generator[None, None, None]

record_error(operation_name)[source]

Record an error in an operation.

Return type:

None

record_operation(operation_name)[source]

Record a successful operation.

Return type:

None

reset()[source]

Reset all metrics.

Return type:

None

exception yendoria.systems.ai_error_handling.AISystemError[source]

Bases: Exception

Base exception for AI system errors.

yendoria.systems.ai_error_handling.ai_error_handler(operation_name)[source]

Decorator for AI operations with consistent error handling.

Parameters:

operation_name (str) – Name of the operation for logging and metrics

Return type:

Callable[[TypeVar(F, bound= Callable[..., Any])], TypeVar(F, bound= Callable[..., Any])]

Returns:

Decorated function with error handling

yendoria.systems.ai_error_handling.ai_operation_context(operation_name)[source]

Context manager for AI operations with consistent error handling.

Parameters:

operation_name (str) – Name of the operation for logging

Return type:

Generator[None, None, None]

yendoria.systems.ai_error_handling.ensure_ai_component(component_manager, entity_id, component_type)[source]

Ensure an entity has a specific AI component.

Parameters:
  • component_manager (Any) – The component manager

  • entity_id (str) – The entity ID

  • component_type (type) – The component type to check

Return type:

Any

Returns:

The component instance

Raises:

AIComponentError – If the component is missing

yendoria.systems.ai_error_handling.get_ai_metrics()[source]

Get the global AI metrics instance.

Return type:

AIOperationMetrics

yendoria.systems.ai_error_handling.handle_ai_errors(operation_name, default_return=None, reraise=False)[source]

Decorator for AI operations with consistent error handling.

Parameters:
  • operation_name (str) – Name of the operation for logging

  • default_return (Any) – Default value to return on error

  • reraise (bool) – Whether to reraise the exception after logging

Return type:

Callable[[TypeVar(F, bound= Callable[..., Any])], TypeVar(F, bound= Callable[..., Any])]

yendoria.systems.ai_error_handling.safe_ai_operation(func, *args, operation_name='AI operation', default_return=None, **kwargs)[source]

Safely execute an AI operation with error handling.

Parameters:
  • func (TypeVar(F, bound= Callable[..., Any])) – Function to execute

  • *args (Any) – Arguments for the function

  • operation_name (str) – Name of the operation for logging

  • default_return (Any) – Default value to return on error

  • **kwargs (Any) – Keyword arguments for the function

Return type:

Any

yendoria.systems.ai_error_handling.suppress_ai_errors(operation_name)[source]

Context manager that suppresses AI errors and logs them.

Parameters:

operation_name (str) – Name of the operation for logging

Return type:

Generator[None, None, None]

yendoria.systems.ai_error_handling.validate_entity_id(entity_id)[source]

Validate that an entity ID is valid.

Parameters:

entity_id (str | None) – The entity ID to validate

Return type:

str

Returns:

The validated entity ID

Raises:

AIEntityNotFoundError – If the entity ID is invalid

Configuration Management

Configuration management system for AI components.

This module provides hot-reloadable configuration management for AI systems, allowing behavior to be modified without code changes and supporting modding.

class yendoria.systems.config_manager.ConfigWatcher(config_manager)[source]

Bases: FileSystemEventHandler

Watches configuration files for changes and triggers reloads.

on_modified(event)[source]

Handle file modification events.

Return type:

None

yendoria.systems.config_manager.get_archetype_config()[source]

Get archetype configurations.

Return type:

dict[str, Any]

yendoria.systems.config_manager.get_behavior_tree_config()[source]

Get behavior tree configurations.

Return type:

dict[str, Any]

yendoria.systems.config_manager.get_faction_config()[source]

Get faction configurations.

Return type:

dict[str, Any]

yendoria.systems.config_manager.get_quest_template_config()[source]

Get quest template configurations.

Return type:

dict[str, Any]

yendoria.systems.config_manager.initialize_config_manager(config_root='config')[source]

Initialize the configuration manager singleton.

Parameters:

config_root (str) – Root directory for configuration files

Return type:

ConfigManager

Returns:

The configuration manager instance

yendoria.systems.config_manager.load_archetype_config()[source]

Load the archetype configuration. DEPRECATED: Use get_archetype_config() instead.

Return type:

dict[str, Any]

yendoria.systems.config_manager.load_behavior_tree_config()[source]

Load the behavior tree configuration. DEPRECATED: Use get_behavior_tree_config() instead.

Return type:

dict[str, Any]

yendoria.systems.config_manager.load_faction_config()[source]

Load the faction configuration. DEPRECATED: Use get_faction_config() instead.

Return type:

dict[str, Any]

yendoria.systems.config_manager.load_quest_template_config()[source]

Load the quest template configuration. DEPRECATED: Use get_quest_template_config() instead.

Return type:

dict[str, Any]