source-engine/game/server/hl2/ai_behavior_police.cpp

785 lines
21 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_behavior_police.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "collisionutils.h"
#include "npc_metropolice.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_PolicingBehavior )
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bStartPolicing, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hPoliceGoal, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextHarassTime, FIELD_TIME ),
DEFINE_FIELD( m_flAggressiveTime, FIELD_TIME ),
DEFINE_FIELD( m_nNumWarnings, FIELD_INTEGER ),
DEFINE_FIELD( m_bTargetIsHostile, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTargetHostileTime,FIELD_TIME ),
END_DATADESC();
CAI_PolicingBehavior::CAI_PolicingBehavior( void )
{
m_bEnabled = false;
m_nNumWarnings = 0;
m_bTargetIsHostile = false;
m_hPoliceGoal = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PolicingBehavior::TargetIsHostile( void )
{
if ( ( m_flTargetHostileTime < gpGlobals->curtime ) && ( !m_bTargetIsHostile ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pGoal -
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::Enable( CAI_PoliceGoal *pGoal )
{
m_hPoliceGoal = pGoal;
m_bEnabled = true;
m_bStartPolicing = true;
// Update ourselves immediately
GetOuter()->ClearSchedule( "Enable police behavior" );
//NotifyChangeBehaviorStatus( GetOuter()->IsInAScript() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::Disable( void )
{
m_hPoliceGoal = NULL;
m_bEnabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PolicingBehavior::CanSelectSchedule( void )
{
// Must be activated and valid
if ( IsEnabled() == false || !m_hPoliceGoal || !m_hPoliceGoal->GetTarget() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : false -
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::HostSetBatonState( bool state )
{
// If we're a cop, turn the baton on
CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(GetOuter());
if ( pCop != NULL )
{
pCop->SetBatonState( state );
pCop->SetTarget( m_hPoliceGoal->GetTarget() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : false -
//-----------------------------------------------------------------------------
bool CAI_PolicingBehavior::HostBatonIsOn( void )
{
// If we're a cop, turn the baton on
CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(GetOuter());
if ( pCop )
return pCop->BatonActive();
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::HostSpeakSentence( const char *pSentence, SentencePriority_t nSoundPriority, SentenceCriteria_t nCriteria )
{
// If we're a cop, turn the baton on
CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(GetOuter());
if ( pCop != NULL )
{
CAI_Sentence< CNPC_MetroPolice > *pSentences = pCop->GetSentences();
pSentences->Speak( pSentence, nSoundPriority, nCriteria );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::BuildScheduleTestBits( void )
{
if ( IsCurSchedule( SCHED_IDLE_STAND ) || IsCurSchedule( SCHED_ALERT_STAND ) )
{
if ( m_flNextHarassTime < gpGlobals->curtime )
{
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_POLICE_TARGET_TOO_CLOSE_HARASS ) );
}
GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::GatherConditions( void )
{
BaseClass::GatherConditions();
// Mapmaker may have removed our goal while we're running our schedule
if ( !m_hPoliceGoal )
{
Disable();
return;
}
ClearCondition( COND_POLICE_TARGET_TOO_CLOSE_HARASS );
ClearCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
if ( pTarget == NULL )
{
DevMsg( "ai_goal_police with NULL target entity!\n" );
return;
}
// See if we need to knock out our target immediately
if ( ShouldKnockOutTarget( pTarget ) )
{
SetCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
}
float flDistSqr = ( m_hPoliceGoal->WorldSpaceCenter() - pTarget->WorldSpaceCenter() ).Length2DSqr();
float radius = ( m_hPoliceGoal->GetRadius() * PATROL_RADIUS_RATIO );
float zDiff = fabs( m_hPoliceGoal->WorldSpaceCenter().z - pTarget->WorldSpaceCenter().z );
// If we're too far away, don't bother
if ( flDistSqr < (radius*radius) && zDiff < 32.0f )
{
SetCondition( COND_POLICE_TARGET_TOO_CLOSE_HARASS );
if ( flDistSqr < (m_hPoliceGoal->GetRadius()*m_hPoliceGoal->GetRadius()) )
{
SetCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
}
}
// If we're supposed to stop chasing (aggression over), return
if ( m_bTargetIsHostile && m_flAggressiveTime < gpGlobals->curtime && IsCurSchedule(SCHED_CHASE_ENEMY) )
{
// Force me to re-evaluate my schedule
GetOuter()->ClearSchedule( "Stopped chasing, aggression over" );
}
}
//-----------------------------------------------------------------------------
// We're taking cover from danger
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::AnnouncePolicing( void )
{
// We're policing
static const char *pWarnings[3] =
{
"METROPOLICE_MOVE_ALONG_A",
"METROPOLICE_MOVE_ALONG_B",
"METROPOLICE_MOVE_ALONG_C",
};
if ( m_nNumWarnings <= 3 )
{
HostSpeakSentence( pWarnings[ m_nNumWarnings - 1 ], SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
}
else
{
// We loop at m_nNumWarnings == 4 for players who aren't moving
// but still pissing us off, and we're not allowed to do anything about it. (i.e. can't leave post)
// First two sentences sound pretty good, so randomly pick one of them.
int iSentence = RandomInt( 0, 1 );
HostSpeakSentence( pWarnings[ iSentence ], SENTENCE_PRIORITY_MEDIUM, SENTENCE_CRITERIA_NORMAL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scheduleType -
// Output : int
//-----------------------------------------------------------------------------
int CAI_PolicingBehavior::TranslateSchedule( int scheduleType )
{
if ( scheduleType == SCHED_CHASE_ENEMY )
{
if ( m_hPoliceGoal->ShouldRemainAtPost() && !MaintainGoalPosition() )
return BaseClass::TranslateSchedule( SCHED_COMBAT_FACE );
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : newActivity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CAI_PolicingBehavior::NPC_TranslateActivity( Activity newActivity )
{
// See which harassment to play
if ( newActivity == ACT_POLICE_HARASS1 )
{
switch( m_nNumWarnings )
{
case 1:
return (Activity) ACT_POLICE_HARASS1;
break;
default:
case 2:
return (Activity) ACT_POLICE_HARASS2;
break;
}
}
return BaseClass::NPC_TranslateActivity( newActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PolicingBehavior::GetGoalTarget( void )
{
if ( m_hPoliceGoal == NULL )
{
//NOTENOTE: This has been called before the behavior is actually active, or the goal has gone invalid
Assert(0);
return NULL;
}
return m_hPoliceGoal->GetTarget();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::SetTargetHostileDuration( float time )
{
m_flTargetHostileTime = gpGlobals->curtime + time;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
case TASK_POLICE_GET_PATH_TO_HARASS_GOAL:
{
Vector harassDir = ( m_hPoliceGoal->GetTarget()->WorldSpaceCenter() - WorldSpaceCenter() );
float flDist = VectorNormalize( harassDir );
// See if we're already close enough
if ( flDist < pTask->flTaskData )
{
TaskComplete();
break;
}
float flInter1, flInter2;
Vector harassPos = GetAbsOrigin() + ( harassDir * ( flDist - pTask->flTaskData ) );
// Find a point on our policing radius to stand on
if ( IntersectInfiniteRayWithSphere( GetAbsOrigin(), harassDir, m_hPoliceGoal->GetAbsOrigin(), m_hPoliceGoal->GetRadius(), &flInter1, &flInter2 ) )
{
Vector vPos = m_hPoliceGoal->GetAbsOrigin() + harassDir * ( MAX( flInter1, flInter2 ) );
// See how far away the default one is
float testDist = UTIL_DistApprox2D( m_hPoliceGoal->GetAbsOrigin(), harassPos );
// If our other goal is closer, choose it
if ( testDist > UTIL_DistApprox2D( m_hPoliceGoal->GetAbsOrigin(), vPos ) )
{
harassPos = vPos;
}
}
if ( GetNavigator()->SetGoal( harassPos, pTask->flTaskData ) )
{
GetNavigator()->SetMovementActivity( (Activity) ACT_WALK_ANGRY );
GetNavigator()->SetArrivalDirection( m_hPoliceGoal->GetTarget() );
TaskComplete();
}
else
{
TaskFail( FAIL_NO_ROUTE );
}
}
break;
case TASK_POLICE_GET_PATH_TO_POLICE_GOAL:
{
if ( GetNavigator()->SetGoal( m_hPoliceGoal->GetAbsOrigin(), pTask->flTaskData ) )
{
GetNavigator()->SetArrivalDirection( m_hPoliceGoal->GetAbsAngles() );
TaskComplete();
}
else
{
TaskFail( FAIL_NO_ROUTE );
}
}
break;
case TASK_POLICE_ANNOUNCE_HARASS:
{
AnnouncePolicing();
// Randomly say this again in the future
m_flNextHarassTime = gpGlobals->curtime + random->RandomInt( 4, 6 );
// Scatter rubber-neckers
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), 256.0f, 2.0f, GetOuter() );
}
TaskComplete();
break;
case TASK_POLICE_FACE_ALONG_GOAL:
{
// We may have lost our police goal in the 2 seconds we wait before this task
if ( m_hPoliceGoal )
{
GetMotor()->SetIdealYaw( m_hPoliceGoal->GetAbsAngles().y );
GetOuter()->SetTurnActivity();
}
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_POLICE_FACE_ALONG_GOAL:
{
GetMotor()->UpdateYaw();
if ( GetOuter()->FacingIdeal() )
{
TaskComplete();
}
break;
}
default:
BaseClass::RunTask( pTask);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PolicingBehavior::MaintainGoalPosition( void )
{
Vector vecOrg = GetAbsOrigin();
Vector vecTarget = m_hPoliceGoal->GetAbsOrigin();
// Allow some slop on Z
if ( fabs(vecOrg.z - vecTarget.z) > 64 )
return true;
// Need to be very close on X/Y
if ( (vecOrg - vecTarget).Length2D() > 16 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PolicingBehavior::ShouldKnockOutTarget( CBaseEntity *pTarget )
{
if ( m_hPoliceGoal == NULL )
{
//NOTENOTE: This has been called before the behavior is actually active, or the goal has gone invalid
Assert(0);
return false;
}
bool bVisible = GetOuter()->FVisible( pTarget );
return m_hPoliceGoal->ShouldKnockOutTarget( pTarget->WorldSpaceCenter(), bVisible );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CAI_PolicingBehavior::KnockOutTarget( CBaseEntity *pTarget )
{
if ( m_hPoliceGoal == NULL )
{
//NOTENOTE: This has been called before the behavior is actually active, or the goal has gone invalid
Assert(0);
return;
}
m_hPoliceGoal->KnockOutTarget( pTarget );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CAI_PolicingBehavior::SelectSuppressSchedule( void )
{
CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
m_flAggressiveTime = gpGlobals->curtime + 4.0f;
if ( m_bTargetIsHostile == false )
{
// Mark this as a valid target
m_bTargetIsHostile = true;
// Attack the target
GetOuter()->SetEnemy( pTarget );
GetOuter()->SetState( NPC_STATE_COMBAT );
GetOuter()->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin() );
HostSetBatonState( true );
// Remember that we're angry with the target
m_nNumWarnings = POLICE_MAX_WARNINGS;
// We need to let the system pickup the new enemy and deal with it on the next frame
return SCHED_COMBAT_FACE;
}
// If we're supposed to stand still, then we need to show aggression
if ( m_hPoliceGoal->ShouldRemainAtPost() )
{
// If we're off our mark, fight to it
if ( MaintainGoalPosition() )
{
return SCHED_CHASE_ENEMY;
}
//FIXME: This needs to be a more aggressive warning to the player
if ( m_flNextHarassTime < gpGlobals->curtime )
{
return SCHED_POLICE_WARN_TARGET;
}
else
{
return SCHED_COMBAT_FACE;
}
}
return SCHED_CHASE_ENEMY;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CAI_PolicingBehavior::SelectHarassSchedule( void )
{
CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
m_flAggressiveTime = gpGlobals->curtime + 4.0f;
// If we just started to police, make sure we're on our mark
if ( MaintainGoalPosition() )
return SCHED_POLICE_RETURN_FROM_HARASS;
// Look at the target if they're too close
GetOuter()->AddLookTarget( pTarget, 0.5f, 5.0f );
// Say something if it's been long enough
if ( m_flNextHarassTime < gpGlobals->curtime )
{
// Gesture the player away
GetOuter()->SetTarget( pTarget );
// Send outputs for each level of warning
if ( m_nNumWarnings == 0 )
{
m_hPoliceGoal->FireWarningLevelOutput( 1 );
}
else if ( m_nNumWarnings == 1 )
{
m_hPoliceGoal->FireWarningLevelOutput( 2 );
}
if ( m_nNumWarnings < POLICE_MAX_WARNINGS )
{
m_nNumWarnings++;
}
// If we're over our limit, just suppress the offender
if ( m_nNumWarnings >= POLICE_MAX_WARNINGS )
{
if ( m_bTargetIsHostile == false )
{
// Mark the target as a valid target
m_bTargetIsHostile = true;
GetOuter()->SetEnemy( pTarget );
GetOuter()->SetState( NPC_STATE_COMBAT );
GetOuter()->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin() );
HostSetBatonState( true );
m_hPoliceGoal->FireWarningLevelOutput( 4 );
return SCHED_COMBAT_FACE;
}
if ( m_hPoliceGoal->ShouldRemainAtPost() == false )
return SCHED_CHASE_ENEMY;
}
// On our last warning, approach the target
if ( m_nNumWarnings == (POLICE_MAX_WARNINGS-1) )
{
m_hPoliceGoal->FireWarningLevelOutput( 3 );
GetOuter()->SetTarget( pTarget );
HostSetBatonState( true );
if ( m_hPoliceGoal->ShouldRemainAtPost() == false )
return SCHED_POLICE_HARASS_TARGET;
}
// Otherwise just verbally warn him
return SCHED_POLICE_WARN_TARGET;
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CAI_PolicingBehavior::SelectSchedule( void )
{
CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();
// Validate our target
if ( pTarget == NULL )
{
DevMsg( "ai_goal_police with NULL target entity!\n" );
// Turn us off
Disable();
return SCHED_NONE;
}
// Attack if we're supposed to
if ( ( m_flAggressiveTime >= gpGlobals->curtime ) && HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
return SCHED_MELEE_ATTACK1;
}
// See if we should immediately begin to attack our target
if ( HasCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS ) )
{
return SelectSuppressSchedule();
}
int newSchedule = SCHED_NONE;
// See if we're harassing
if ( HasCondition( COND_POLICE_TARGET_TOO_CLOSE_HARASS ) )
{
newSchedule = SelectHarassSchedule();
}
// Return that schedule if it was found
if ( newSchedule != SCHED_NONE )
return newSchedule;
// If our enemy is set, fogeda'bout it!
if ( m_flAggressiveTime < gpGlobals->curtime )
{
// Return to your initial spot
if ( GetEnemy() )
{
GetOuter()->SetEnemy( NULL );
GetOuter()->SetState( NPC_STATE_ALERT );
GetOuter()->GetEnemies()->RefreshMemories();
}
HostSetBatonState( false );
m_bTargetIsHostile = false;
}
// If we just started to police, make sure we're on our mark
if ( MaintainGoalPosition() )
return SCHED_POLICE_RETURN_FROM_HARASS;
// If I've got my baton on, keep looking at the target
if ( HostBatonIsOn() )
return SCHED_POLICE_TRACK_TARGET;
// Re-align myself to the goal angles if I've strayed
if ( fabs(UTIL_AngleDiff( GetAbsAngles().y, m_hPoliceGoal->GetAbsAngles().y )) > 15 )
return SCHED_POLICE_FACE_ALONG_GOAL;
return SCHED_IDLE_STAND;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CAI_PolicingBehavior::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
if ( failedSchedule == SCHED_CHASE_ENEMY )
{
// We've failed to chase our enemy, return to where we were came from
if ( MaintainGoalPosition() )
return SCHED_POLICE_RETURN_FROM_HARASS;
return SCHED_POLICE_WARN_TARGET;
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-------------------------------------
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_PolicingBehavior )
DECLARE_CONDITION( COND_POLICE_TARGET_TOO_CLOSE_HARASS );
DECLARE_CONDITION( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
DECLARE_TASK( TASK_POLICE_GET_PATH_TO_HARASS_GOAL );
DECLARE_TASK( TASK_POLICE_GET_PATH_TO_POLICE_GOAL );
DECLARE_TASK( TASK_POLICE_ANNOUNCE_HARASS );
DECLARE_TASK( TASK_POLICE_FACE_ALONG_GOAL );
DEFINE_SCHEDULE
(
SCHED_POLICE_WARN_TARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_TARGET 0"
" TASK_POLICE_ANNOUNCE_HARASS 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_POLICE_HARASS1"
""
" Interrupts"
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
);
DEFINE_SCHEDULE
(
SCHED_POLICE_HARASS_TARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_TARGET 0"
" TASK_POLICE_GET_PATH_TO_HARASS_GOAL 64"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_POLICE_ANNOUNCE_HARASS 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_POLICE_HARASS1"
""
" Interrupts"
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
);
DEFINE_SCHEDULE
(
SCHED_POLICE_SUPPRESS_TARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_TARGET 0"
" TASK_POLICE_ANNOUNCE_HARASS 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_POLICE_HARASS1"
""
" Interrupts"
);
DEFINE_SCHEDULE
(
SCHED_POLICE_RETURN_FROM_HARASS,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_POLICE_GET_PATH_TO_POLICE_GOAL 16"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
""
" Interrupts"
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
);
DEFINE_SCHEDULE
(
SCHED_POLICE_TRACK_TARGET,
" Tasks"
" TASK_FACE_TARGET 0"
""
" Interrupts"
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
);
DEFINE_SCHEDULE
(
SCHED_POLICE_FACE_ALONG_GOAL,
" Tasks"
" TASK_WAIT_RANDOM 2"
" TASK_POLICE_FACE_ALONG_GOAL 0"
""
" Interrupts"
" COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS"
);
AI_END_CUSTOM_SCHEDULE_PROVIDER()