mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
2382 lines
61 KiB
C++
2382 lines
61 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Default schedules.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "soundent.h"
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#include "scripted.h"
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#include "ai_schedule.h"
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#include "ai_squad.h"
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#include "ai_senses.h"
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#include "ai_networkmanager.h"
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#include "stringregistry.h"
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#include "igamesystem.h"
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#include "ai_network.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CAI_Schedule *CAI_BaseNPC::ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount )
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{
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int i;
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if ( !pName )
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{
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DevMsg( "%s set to unnamed schedule!\n", GetClassname() );
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return NULL;
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}
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for ( i = 0; i < listCount; i++ )
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{
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if ( !pList[i]->GetName() )
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{
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DevMsg( "Unnamed schedule!\n" );
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continue;
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}
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if ( stricmp( pName, pList[i]->GetName() ) == 0 )
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return pList[i];
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given and schedule name, return the schedule ID
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//-----------------------------------------------------------------------------
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int CAI_BaseNPC::GetScheduleID(const char* schedName)
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{
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return GetSchedulingSymbols()->ScheduleSymbolToId(schedName);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::InitDefaultScheduleSR(void)
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{
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#define ADD_DEF_SCHEDULE( name, localId ) idSpace.AddSchedule(name, localId, "CAI_BaseNPC" )
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CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
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ADD_DEF_SCHEDULE( "SCHED_NONE", SCHED_NONE);
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ADD_DEF_SCHEDULE( "SCHED_IDLE_STAND", SCHED_IDLE_STAND);
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ADD_DEF_SCHEDULE( "SCHED_IDLE_WALK", SCHED_IDLE_WALK);
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ADD_DEF_SCHEDULE( "SCHED_IDLE_WANDER", SCHED_IDLE_WANDER);
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ADD_DEF_SCHEDULE( "SCHED_WAKE_ANGRY", SCHED_WAKE_ANGRY);
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ADD_DEF_SCHEDULE( "SCHED_ALERT_FACE", SCHED_ALERT_FACE);
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ADD_DEF_SCHEDULE( "SCHED_ALERT_FACE_BESTSOUND", SCHED_ALERT_FACE_BESTSOUND);
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ADD_DEF_SCHEDULE( "SCHED_ALERT_REACT_TO_COMBAT_SOUND", SCHED_ALERT_REACT_TO_COMBAT_SOUND);
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ADD_DEF_SCHEDULE( "SCHED_ALERT_SCAN", SCHED_ALERT_SCAN);
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ADD_DEF_SCHEDULE( "SCHED_ALERT_STAND", SCHED_ALERT_STAND);
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ADD_DEF_SCHEDULE( "SCHED_ALERT_WALK", SCHED_ALERT_WALK);
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ADD_DEF_SCHEDULE( "SCHED_INVESTIGATE_SOUND", SCHED_INVESTIGATE_SOUND);
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ADD_DEF_SCHEDULE( "SCHED_COMBAT_FACE", SCHED_COMBAT_FACE);
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ADD_DEF_SCHEDULE( "SCHED_COMBAT_SWEEP", SCHED_COMBAT_SWEEP);
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ADD_DEF_SCHEDULE( "SCHED_FEAR_FACE", SCHED_FEAR_FACE);
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ADD_DEF_SCHEDULE( "SCHED_COMBAT_STAND", SCHED_COMBAT_STAND);
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ADD_DEF_SCHEDULE( "SCHED_COMBAT_WALK", SCHED_COMBAT_WALK);
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ADD_DEF_SCHEDULE( "SCHED_CHASE_ENEMY", SCHED_CHASE_ENEMY);
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ADD_DEF_SCHEDULE( "SCHED_CHASE_ENEMY_FAILED", SCHED_CHASE_ENEMY_FAILED);
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ADD_DEF_SCHEDULE( "SCHED_VICTORY_DANCE", SCHED_VICTORY_DANCE);
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ADD_DEF_SCHEDULE( "SCHED_TARGET_FACE", SCHED_TARGET_FACE);
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ADD_DEF_SCHEDULE( "SCHED_TARGET_CHASE", SCHED_TARGET_CHASE);
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ADD_DEF_SCHEDULE( "SCHED_SMALL_FLINCH", SCHED_SMALL_FLINCH);
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ADD_DEF_SCHEDULE( "SCHED_BIG_FLINCH", SCHED_BIG_FLINCH);
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ADD_DEF_SCHEDULE( "SCHED_BACK_AWAY_FROM_ENEMY", SCHED_BACK_AWAY_FROM_ENEMY);
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ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY_FROM_ENEMY", SCHED_MOVE_AWAY_FROM_ENEMY);
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ADD_DEF_SCHEDULE( "SCHED_BACK_AWAY_FROM_SAVE_POSITION", SCHED_BACK_AWAY_FROM_SAVE_POSITION);
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ADD_DEF_SCHEDULE( "SCHED_TAKE_COVER_FROM_ENEMY", SCHED_TAKE_COVER_FROM_ENEMY);
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ADD_DEF_SCHEDULE( "SCHED_TAKE_COVER_FROM_BEST_SOUND", SCHED_TAKE_COVER_FROM_BEST_SOUND);
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ADD_DEF_SCHEDULE( "SCHED_FLEE_FROM_BEST_SOUND", SCHED_FLEE_FROM_BEST_SOUND);
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ADD_DEF_SCHEDULE( "SCHED_TAKE_COVER_FROM_ORIGIN", SCHED_TAKE_COVER_FROM_ORIGIN);
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ADD_DEF_SCHEDULE( "SCHED_FAIL_TAKE_COVER", SCHED_FAIL_TAKE_COVER);
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ADD_DEF_SCHEDULE( "SCHED_RUN_FROM_ENEMY", SCHED_RUN_FROM_ENEMY);
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ADD_DEF_SCHEDULE( "SCHED_RUN_FROM_ENEMY_FALLBACK", SCHED_RUN_FROM_ENEMY_FALLBACK);
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ADD_DEF_SCHEDULE( "SCHED_MOVE_TO_WEAPON_RANGE", SCHED_MOVE_TO_WEAPON_RANGE);
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ADD_DEF_SCHEDULE( "SCHED_ESTABLISH_LINE_OF_FIRE", SCHED_ESTABLISH_LINE_OF_FIRE);
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ADD_DEF_SCHEDULE( "SCHED_SHOOT_ENEMY_COVER", SCHED_SHOOT_ENEMY_COVER);
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ADD_DEF_SCHEDULE( "SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK", SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK);
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ADD_DEF_SCHEDULE( "SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE", SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE);
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ADD_DEF_SCHEDULE( "SCHED_FAIL_ESTABLISH_LINE_OF_FIRE", SCHED_FAIL_ESTABLISH_LINE_OF_FIRE);
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ADD_DEF_SCHEDULE( "SCHED_COWER", SCHED_COWER);
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ADD_DEF_SCHEDULE( "SCHED_MELEE_ATTACK1", SCHED_MELEE_ATTACK1);
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ADD_DEF_SCHEDULE( "SCHED_MELEE_ATTACK2", SCHED_MELEE_ATTACK2);
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ADD_DEF_SCHEDULE( "SCHED_RANGE_ATTACK1", SCHED_RANGE_ATTACK1);
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ADD_DEF_SCHEDULE( "SCHED_RANGE_ATTACK2", SCHED_RANGE_ATTACK2);
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ADD_DEF_SCHEDULE( "SCHED_SPECIAL_ATTACK1", SCHED_SPECIAL_ATTACK1);
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ADD_DEF_SCHEDULE( "SCHED_SPECIAL_ATTACK2", SCHED_SPECIAL_ATTACK2);
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ADD_DEF_SCHEDULE( "SCHED_STANDOFF", SCHED_STANDOFF);
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ADD_DEF_SCHEDULE( "SCHED_ARM_WEAPON", SCHED_ARM_WEAPON);
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ADD_DEF_SCHEDULE( "SCHED_DISARM_WEAPON", SCHED_DISARM_WEAPON);
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ADD_DEF_SCHEDULE( "SCHED_HIDE_AND_RELOAD", SCHED_HIDE_AND_RELOAD);
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ADD_DEF_SCHEDULE( "SCHED_RELOAD", SCHED_RELOAD);
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ADD_DEF_SCHEDULE( "SCHED_AMBUSH", SCHED_AMBUSH);
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ADD_DEF_SCHEDULE( "SCHED_DIE", SCHED_DIE);
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ADD_DEF_SCHEDULE( "SCHED_DIE_RAGDOLL", SCHED_DIE_RAGDOLL);
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ADD_DEF_SCHEDULE( "SCHED_WAIT_FOR_SCRIPT", SCHED_WAIT_FOR_SCRIPT);
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ADD_DEF_SCHEDULE( "SCHED_AISCRIPT", SCHED_AISCRIPT);
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ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_WALK", SCHED_SCRIPTED_WALK);
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ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_RUN", SCHED_SCRIPTED_RUN);
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ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_CUSTOM_MOVE", SCHED_SCRIPTED_CUSTOM_MOVE);
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ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_WAIT", SCHED_SCRIPTED_WAIT);
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ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_FACE", SCHED_SCRIPTED_FACE);
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ADD_DEF_SCHEDULE( "SCHED_SCENE_GENERIC", SCHED_SCENE_GENERIC);
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ADD_DEF_SCHEDULE( "SCHED_NEW_WEAPON", SCHED_NEW_WEAPON);
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ADD_DEF_SCHEDULE( "SCHED_NEW_WEAPON_CHEAT", SCHED_NEW_WEAPON_CHEAT);
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ADD_DEF_SCHEDULE( "SCHED_SWITCH_TO_PENDING_WEAPON", SCHED_SWITCH_TO_PENDING_WEAPON );
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ADD_DEF_SCHEDULE( "SCHED_GET_HEALTHKIT", SCHED_GET_HEALTHKIT);
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ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY", SCHED_MOVE_AWAY);
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ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY_FAIL", SCHED_MOVE_AWAY_FAIL);
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ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY_END", SCHED_MOVE_AWAY_END);
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ADD_DEF_SCHEDULE( "SCHED_WAIT_FOR_SPEAK_FINISH", SCHED_WAIT_FOR_SPEAK_FINISH);
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ADD_DEF_SCHEDULE( "SCHED_FORCED_GO", SCHED_FORCED_GO);
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ADD_DEF_SCHEDULE( "SCHED_FORCED_GO_RUN", SCHED_FORCED_GO_RUN);
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ADD_DEF_SCHEDULE( "SCHED_PATROL_WALK", SCHED_PATROL_WALK);
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ADD_DEF_SCHEDULE( "SCHED_COMBAT_PATROL", SCHED_COMBAT_PATROL);
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ADD_DEF_SCHEDULE( "SCHED_PATROL_RUN", SCHED_PATROL_RUN);
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ADD_DEF_SCHEDULE( "SCHED_RUN_RANDOM", SCHED_RUN_RANDOM);
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ADD_DEF_SCHEDULE( "SCHED_FAIL", SCHED_FAIL);
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ADD_DEF_SCHEDULE( "SCHED_FAIL_NOSTOP", SCHED_FAIL_NOSTOP);
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ADD_DEF_SCHEDULE( "SCHED_FALL_TO_GROUND", SCHED_FALL_TO_GROUND);
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ADD_DEF_SCHEDULE( "SCHED_DROPSHIP_DUSTOFF", SCHED_DROPSHIP_DUSTOFF);
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ADD_DEF_SCHEDULE( "SCHED_NPC_FREEZE", SCHED_NPC_FREEZE);
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ADD_DEF_SCHEDULE( "SCHED_FLINCH_PHYSICS", SCHED_FLINCH_PHYSICS);
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ADD_DEF_SCHEDULE( "SCHED_RUN_FROM_ENEMY_MOB", SCHED_RUN_FROM_ENEMY_MOB );
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ADD_DEF_SCHEDULE( "SCHED_DUCK_DODGE", SCHED_DUCK_DODGE );
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ADD_DEF_SCHEDULE( "SCHED_INTERACTION_MOVE_TO_PARTNER", SCHED_INTERACTION_MOVE_TO_PARTNER );
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ADD_DEF_SCHEDULE( "SCHED_INTERACTION_WAIT_FOR_PARTNER", SCHED_INTERACTION_WAIT_FOR_PARTNER );
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ADD_DEF_SCHEDULE( "SCHED_SLEEP", SCHED_SLEEP );
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}
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bool CAI_BaseNPC::LoadDefaultSchedules(void)
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{
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// AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NONE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_IDLE_STAND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_IDLE_WALK);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_IDLE_WANDER);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_WAKE_ANGRY);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_FACE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_FACE_BESTSOUND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_REACT_TO_COMBAT_SOUND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_SCAN);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_STAND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_WALK);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_INVESTIGATE_SOUND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_FACE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_SWEEP);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_WALK);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FEAR_FACE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_STAND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_CHASE_ENEMY);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_CHASE_ENEMY_FAILED);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_VICTORY_DANCE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TARGET_FACE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TARGET_CHASE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SMALL_FLINCH);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_BIG_FLINCH);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_BACK_AWAY_FROM_ENEMY);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY_FROM_ENEMY);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_BACK_AWAY_FROM_SAVE_POSITION);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TAKE_COVER_FROM_ENEMY);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TAKE_COVER_FROM_BEST_SOUND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FLEE_FROM_BEST_SOUND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TAKE_COVER_FROM_ORIGIN);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL_TAKE_COVER);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_FROM_ENEMY);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_FROM_ENEMY_FALLBACK);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_TO_WEAPON_RANGE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ESTABLISH_LINE_OF_FIRE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SHOOT_ENEMY_COVER);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL_ESTABLISH_LINE_OF_FIRE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COWER);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MELEE_ATTACK1);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MELEE_ATTACK2);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RANGE_ATTACK1);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RANGE_ATTACK2);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SPECIAL_ATTACK1);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SPECIAL_ATTACK2);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_STANDOFF);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ARM_WEAPON);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DISARM_WEAPON);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_HIDE_AND_RELOAD);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RELOAD);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_AMBUSH);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DIE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DIE_RAGDOLL);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_WAIT_FOR_SCRIPT);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_WALK);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_RUN);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_CUSTOM_MOVE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_WAIT);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_FACE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCENE_GENERIC);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NEW_WEAPON);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NEW_WEAPON_CHEAT);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SWITCH_TO_PENDING_WEAPON);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_GET_HEALTHKIT);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY_FAIL);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY_END);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_WAIT_FOR_SPEAK_FINISH);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FORCED_GO);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FORCED_GO_RUN);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_PATROL_WALK);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_PATROL);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_PATROL_RUN);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_RANDOM);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL_NOSTOP);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FALL_TO_GROUND);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DROPSHIP_DUSTOFF);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FLINCH_PHYSICS);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_FROM_ENEMY_MOB );
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DUCK_DODGE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NPC_FREEZE);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_INTERACTION_MOVE_TO_PARTNER);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_INTERACTION_WAIT_FOR_PARTNER);
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AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SLEEP );
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return true;
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}
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int CAI_BaseNPC::TranslateSchedule( int scheduleType )
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{
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// FIXME: Where should this go now?
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#if 0
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if (scheduleType >= LAST_SHARED_SCHEDULE)
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{
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char errMsg[256];
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Q_snprintf(errMsg,sizeof(errMsg),"ERROR: Subclass Schedule (%s) Hitting Base Class!\n",ScheduleName(scheduleType));
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DevMsg( errMsg );
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AddTimedOverlay( errMsg, 5);
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return SCHED_FAIL;
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}
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#endif
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switch( scheduleType )
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{
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// Hande some special cases
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case SCHED_AISCRIPT:
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{
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Assert( m_hCine != NULL );
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if ( !m_hCine )
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{
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DevWarning( 2, "Script failed for %s\n", GetClassname() );
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CineCleanup();
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return SCHED_IDLE_STAND;
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}
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|
// else
|
|
// DevMsg( 2, "Starting script %s for %s\n", STRING( m_hCine->m_iszPlay ), GetClassname() );
|
|
|
|
switch ( m_hCine->m_fMoveTo )
|
|
{
|
|
case CINE_MOVETO_WAIT:
|
|
case CINE_MOVETO_TELEPORT:
|
|
{
|
|
return SCHED_SCRIPTED_WAIT;
|
|
}
|
|
|
|
case CINE_MOVETO_WALK:
|
|
{
|
|
return SCHED_SCRIPTED_WALK;
|
|
}
|
|
|
|
case CINE_MOVETO_RUN:
|
|
{
|
|
return SCHED_SCRIPTED_RUN;
|
|
}
|
|
|
|
case CINE_MOVETO_CUSTOM:
|
|
{
|
|
return SCHED_SCRIPTED_CUSTOM_MOVE;
|
|
}
|
|
|
|
case CINE_MOVETO_WAIT_FACING:
|
|
{
|
|
return SCHED_SCRIPTED_FACE;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SCHED_IDLE_STAND:
|
|
{
|
|
// FIXME: crows are set into IDLE_STAND as an failure schedule, not sure if ALERT_STAND or COMBAT_STAND is a better choice
|
|
// Assert( m_NPCState == NPC_STATE_IDLE );
|
|
}
|
|
break;
|
|
case SCHED_IDLE_WANDER:
|
|
{
|
|
// FIXME: citizen interaction only, no idea what the state is.
|
|
// Assert( m_NPCState == NPC_STATE_IDLE );
|
|
}
|
|
break;
|
|
|
|
case SCHED_IDLE_WALK:
|
|
{
|
|
switch( m_NPCState )
|
|
{
|
|
case NPC_STATE_ALERT:
|
|
return SCHED_ALERT_WALK;
|
|
case NPC_STATE_COMBAT:
|
|
return SCHED_COMBAT_WALK;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SCHED_ALERT_FACE:
|
|
{
|
|
// FIXME: default AI can pick this when in idle state
|
|
// Assert( m_NPCState == NPC_STATE_ALERT );
|
|
}
|
|
break;
|
|
case SCHED_ALERT_SCAN:
|
|
case SCHED_ALERT_STAND:
|
|
{
|
|
// FIXME: rollermines use this when they're being held
|
|
// Assert( m_NPCState == NPC_STATE_ALERT );
|
|
}
|
|
break;
|
|
case SCHED_ALERT_WALK:
|
|
{
|
|
Assert( m_NPCState == NPC_STATE_ALERT );
|
|
}
|
|
break;
|
|
case SCHED_COMBAT_FACE:
|
|
{
|
|
// FIXME: failure schedule for SCHED_PATROL which can be called when in alert
|
|
// Assert( m_NPCState == NPC_STATE_COMBAT );
|
|
}
|
|
break;
|
|
case SCHED_COMBAT_STAND:
|
|
{
|
|
// FIXME: never used?
|
|
}
|
|
break;
|
|
case SCHED_COMBAT_WALK:
|
|
{
|
|
Assert( m_NPCState == NPC_STATE_COMBAT );
|
|
}
|
|
break;
|
|
}
|
|
|
|
return scheduleType;
|
|
}
|
|
|
|
//=========================================================
|
|
// GetScheduleOfType - returns a pointer to one of the
|
|
// NPC's available schedules of the indicated type.
|
|
//=========================================================
|
|
CAI_Schedule *CAI_BaseNPC::GetScheduleOfType( int scheduleType )
|
|
{
|
|
// allow the derived classes to pick an appropriate version of this schedule or override
|
|
// base schedule types.
|
|
AI_PROFILE_SCOPE_BEGIN(CAI_BaseNPC_TranslateSchedule);
|
|
scheduleType = TranslateSchedule( scheduleType );
|
|
AI_PROFILE_SCOPE_END();
|
|
|
|
// Get a pointer to that schedule
|
|
CAI_Schedule *schedule = GetSchedule(scheduleType);
|
|
|
|
if (!schedule)
|
|
{
|
|
DevMsg( "GetScheduleOfType(): No CASE for Schedule Type %d!\n", scheduleType );
|
|
return GetSchedule(SCHED_IDLE_STAND);
|
|
}
|
|
return schedule;
|
|
}
|
|
|
|
CAI_Schedule *CAI_BaseNPC::GetSchedule(int schedule)
|
|
{
|
|
if (!GetClassScheduleIdSpace()->IsGlobalBaseSet())
|
|
{
|
|
Warning("ERROR: %s missing schedule!\n", GetSchedulingErrorName());
|
|
return g_AI_SchedulesManager.GetScheduleFromID(SCHED_IDLE_STAND);
|
|
}
|
|
if ( AI_IdIsLocal( schedule ) )
|
|
{
|
|
schedule = GetClassScheduleIdSpace()->ScheduleLocalToGlobal(schedule);
|
|
}
|
|
|
|
return g_AI_SchedulesManager.GetScheduleFromID( schedule );
|
|
}
|
|
|
|
bool CAI_BaseNPC::IsCurSchedule( int schedId, bool fIdeal )
|
|
{
|
|
if ( !m_pSchedule )
|
|
return ( schedId == SCHED_NONE || schedId == AI_RemapToGlobal(SCHED_NONE) );
|
|
|
|
schedId = ( AI_IdIsLocal( schedId ) ) ?
|
|
GetClassScheduleIdSpace()->ScheduleLocalToGlobal(schedId) :
|
|
schedId;
|
|
if ( fIdeal )
|
|
return ( schedId == m_IdealSchedule );
|
|
|
|
return ( m_pSchedule->GetId() == schedId );
|
|
}
|
|
|
|
|
|
const char* CAI_BaseNPC::ConditionName(int conditionID)
|
|
{
|
|
if ( AI_IdIsLocal( conditionID ) )
|
|
conditionID = GetClassScheduleIdSpace()->ConditionLocalToGlobal(conditionID);
|
|
return GetSchedulingSymbols()->ConditionIdToSymbol(conditionID);
|
|
}
|
|
|
|
const char *CAI_BaseNPC::TaskName(int taskID)
|
|
{
|
|
if ( AI_IdIsLocal( taskID ) )
|
|
taskID = GetClassScheduleIdSpace()->TaskLocalToGlobal(taskID);
|
|
return GetSchedulingSymbols()->TaskIdToSymbol( taskID );
|
|
}
|
|
|
|
|
|
|
|
// This hooks the main game systems callbacks to allow the AI system to manage memory
|
|
class CAI_SystemHook : public CAutoGameSystem
|
|
{
|
|
public:
|
|
CAI_SystemHook( char const *name ) : CAutoGameSystem( name )
|
|
{
|
|
}
|
|
|
|
// UNDONE: Schedule / strings stuff should probably happen once each GAME, not each level
|
|
void LevelInitPreEntity()
|
|
{
|
|
extern float g_AINextDisabledMessageTime;
|
|
g_AINextDisabledMessageTime = 0;
|
|
|
|
g_AI_SchedulesManager.CreateStringRegistries();
|
|
|
|
CAI_BaseNPC::gm_iNextThinkRebalanceTick = 0;
|
|
}
|
|
|
|
virtual void LevelInitPostEntity()
|
|
{
|
|
g_AI_SensedObjectsManager.Init();
|
|
}
|
|
|
|
void LevelShutdownPreEntity()
|
|
{
|
|
CBaseCombatCharacter::ResetVisibilityCache();
|
|
}
|
|
|
|
void LevelShutdownPostEntity( void )
|
|
{
|
|
g_AI_SensedObjectsManager.Term();
|
|
g_pAINetworkManager->DeleteAllAINetworks();
|
|
g_AI_SchedulesManager.DeleteAllSchedules();
|
|
g_AI_SquadManager.DeleteAllSquads();
|
|
g_AI_SchedulesManager.DestroyStringRegistries();
|
|
}
|
|
};
|
|
|
|
|
|
static CAI_SystemHook g_AISystemHook( "CAI_SystemHook" );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//=========================================================
|
|
// > Fail
|
|
// This schedule itself can fail because the NPC may
|
|
// be unable to finish the stop moving. If so, fall back
|
|
// the a fail schedule that has no stop moving in it.
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FAIL,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_NOSTOP"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 1"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1 "
|
|
" COND_CAN_RANGE_ATTACK2 "
|
|
" COND_CAN_MELEE_ATTACK1 "
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_GIVE_WAY"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Fail without stop moving, which can fail.
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FAIL_NOSTOP,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 1"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1 "
|
|
" COND_CAN_RANGE_ATTACK2 "
|
|
" COND_CAN_MELEE_ATTACK1 "
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_GIVE_WAY"
|
|
);
|
|
|
|
//===============================================
|
|
// > Idle_Stand
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_IDLE_STAND,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 1"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 5"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_SMELL"
|
|
" COND_PROVOKED"
|
|
" COND_GIVE_WAY"
|
|
" COND_HEAR_PLAYER"
|
|
" COND_HEAR_DANGER"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
" COND_IDLE_INTERRUPT"
|
|
);
|
|
|
|
//===============================================
|
|
// > Wait_For_Script
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_WAIT_FOR_SCRIPT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT_INDEFINITE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//===============================================
|
|
// > IdleWalk
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_IDLE_WALK,
|
|
|
|
" Tasks"
|
|
" TASK_WALK_PATH 9999"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY" // in deference to scripted schedule where the enemy was slammed, thus no COND_NEW_ENEMY
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_SMELL"
|
|
" COND_PROVOKED"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
);
|
|
|
|
//===============================================
|
|
// > NewWeapon
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_NEW_WEAPON,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_TOLERANCE_DISTANCE 5"
|
|
" TASK_GET_PATH_TO_TARGET_WEAPON 0"
|
|
// " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_NEW_WEAPON_CHEAT"
|
|
" TASK_WEAPON_RUN_PATH 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_WEAPON_PICKUP 0"
|
|
" TASK_WAIT 1"// Don't move before done standing up
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//===============================================
|
|
// Heavy-handed temporary fail case for SCHED_NEW_WEAPON
|
|
// Just manufacture a weapon of the desired type.
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_NEW_WEAPON_CHEAT,
|
|
|
|
" Tasks"
|
|
" TASK_WEAPON_CREATE 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//===============================================
|
|
// > SCHED_SWITCH_TO_PENDING_WEAPON
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SWITCH_TO_PENDING_WEAPON,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_DROP_WEAPON"
|
|
" TASK_CREATE_PENDING_WEAPON 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//===============================================
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_GET_HEALTHKIT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_TOLERANCE_DISTANCE 5"
|
|
" TASK_GET_PATH_TO_TARGET_WEAPON 0"
|
|
" TASK_ITEM_RUN_PATH 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_ITEM_PICKUP 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//===============================================
|
|
// > RangeAttack1
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_RANGE_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
|
" TASK_RANGE_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_NO_PRIMARY_AMMO"
|
|
" COND_HEAR_DANGER"
|
|
" COND_WEAPON_BLOCKED_BY_FRIEND"
|
|
" COND_WEAPON_SIGHT_OCCLUDED"
|
|
);
|
|
|
|
//===============================================
|
|
// > RangeAttack2
|
|
//===============================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_RANGE_ATTACK2,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ANNOUNCE_ATTACK 2" // 2 = secondary attack
|
|
" TASK_RANGE_ATTACK2 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_NO_SECONDARY_AMMO"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Ambush - monster stands in place and waits for a new
|
|
// enemy or chance to attack an existing enemy.
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_AMBUSH,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT_INDEFINITE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Idle_Stand schedule - !!!BUGBUG - if this schedule doesn't
|
|
// complete on its own the monster's HintNode will not be
|
|
// cleared and the rest of the monster's group will avoid
|
|
// that node because they think the group member that was
|
|
// previously interrupted is still using that node to active
|
|
// idle.
|
|
///=========================================================
|
|
//AI_DEFINE_SCHEDULE
|
|
// Idle_Stand
|
|
//
|
|
//Tasks
|
|
// TASK_FIND_HINTNODE 0
|
|
// TASK_GET_PATH_TO_HINTNODE 0
|
|
// TASK_STORE_LASTPOSITION 0
|
|
// TASK_WALK_PATH 0
|
|
// TASK_WAIT_FOR_MOVEMENT 0
|
|
// TASK_FACE_HINTNODE 0
|
|
// TASK_PLAY_ACTIVE_IDLE 0
|
|
// TASK_GET_PATH_TO_LASTPOSITION 0
|
|
// TASK_WALK_PATH 0
|
|
// TASK_WAIT_FOR_MOVEMENT 0
|
|
// TASK_CLEAR_LASTPOSITION 0
|
|
// TASK_CLEAR_HINTNODE 0
|
|
|
|
|
|
//Interrupts
|
|
// New_Enemy
|
|
// Light_Damage
|
|
// Heavy_Damage
|
|
// Provoked
|
|
// HEAR_COMBAT
|
|
// HEAR_WORLD
|
|
// HEAR_PLAYER
|
|
// HEAR_DANGER
|
|
// HEAR_BULLET_IMPACT
|
|
|
|
|
|
//=========================================================
|
|
// > WakeAngry
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_WAKE_ANGRY,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
|
|
" TASK_SOUND_WAKE 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > AlertFace
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALERT_FACE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
);
|
|
|
|
//=========================================================
|
|
// > AlertFace best sound
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALERT_FACE_BESTSOUND,
|
|
|
|
" Tasks"
|
|
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_SAVEPOSITION 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 1.5"
|
|
" TASK_FACE_REASONABLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
);
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALERT_REACT_TO_COMBAT_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ALERT_FACE_BESTSOUND"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
// > Alert_Scan
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALERT_SCAN,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.5"
|
|
" TASK_TURN_LEFT 180"
|
|
" TASK_WAIT 0.5"
|
|
" TASK_TURN_LEFT 180"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
);
|
|
|
|
//=========================================================
|
|
// > AlertStand
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALERT_STAND,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_REASONABLE 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 20"
|
|
" TASK_SUGGEST_STATE STATE:IDLE"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
" COND_SMELL"
|
|
" COND_HEAR_COMBAT" // sound flags
|
|
" COND_HEAR_WORLD"
|
|
" COND_HEAR_PLAYER"
|
|
" COND_HEAR_DANGER"
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
" COND_IDLE_INTERRUPT"
|
|
" COND_GIVE_WAY"
|
|
);
|
|
|
|
|
|
|
|
//=========================================================
|
|
// > AlertWAlk
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ALERT_WALK,
|
|
|
|
" Tasks"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_HEAR_DANGER"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
);
|
|
|
|
//=========================================================
|
|
// > InvestigateSound
|
|
//
|
|
// sends a monster to the location of the
|
|
// sound that was just heard to check things out.
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_INVESTIGATE_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_STORE_LASTPOSITION 0"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 32"
|
|
" TASK_GET_PATH_TO_BESTSOUND 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 5"
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_CLEAR_LASTPOSITION 0"
|
|
" TASK_FACE_REASONABLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_SEE_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > CombatStand
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_COMBAT_STAND,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT_INDEFINITE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_SEE_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_IDLE_INTERRUPT"
|
|
);
|
|
|
|
//=========================================================
|
|
// > CombatWAlk
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_COMBAT_WALK,
|
|
|
|
" Tasks"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_HEAR_DANGER"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
);
|
|
|
|
//=========================================================
|
|
// > CombatFace
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_COMBAT_FACE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_FACE_ENEMY 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
);
|
|
|
|
//=========================================================
|
|
// COMBAT_SWEEP
|
|
//
|
|
// Do a small sweep of the area
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_COMBAT_SWEEP,
|
|
|
|
" Tasks"
|
|
" TASK_TURN_LEFT 45"
|
|
" TASK_WAIT 2"
|
|
" TASK_TURN_RIGHT 45"
|
|
" TASK_WAIT 2"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_HEAR_DANGER"
|
|
" COND_HEAR_WORLD"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Standoff
|
|
//
|
|
// Used in combat when a monster is
|
|
// hiding in cover or the enemy has moved out of sight.
|
|
// Should we look around in this schedule?
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_STANDOFF,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
|
|
" TASK_WAIT_FACE_ENEMY 2"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Arm weapon (draw gun)
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ARM_WEAPON,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ARM"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Disarm weapon (holster gun)
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_DISARM_WEAPON,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_DISARM"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// SCHED_HIDE_AND_RELOAD
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HIDE_AND_RELOAD,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RELOAD"
|
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_REMEMBER MEMORY:INCOVER"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_RELOAD"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Reload
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_RELOAD,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_RELOAD 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Melee_Attack1
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MELEE_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
|
" TASK_MELEE_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Melee_Attack2
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MELEE_ATTACK2,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ANNOUNCE_ATTACK 2" // 2 = secondary attack
|
|
" TASK_MELEE_ATTACK2 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SpecialAttack1
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SPECIAL_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_SPECIAL_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_NO_PRIMARY_AMMO"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SpecialAttack2
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SPECIAL_ATTACK2,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_SPECIAL_ATTACK2 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_NO_SECONDARY_AMMO"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > ChaseEnemy
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_LOST_ENEMY"
|
|
" COND_BETTER_WEAPON_AVAILABLE"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > CombatFace
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_TARGET_FACE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_FACE_TARGET 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
);
|
|
|
|
//=========================================================
|
|
// > ChaseEnemy
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_TARGET_CHASE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_LOST_ENEMY"
|
|
" COND_BETTER_WEAPON_AVAILABLE"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > ChaseEnemyFailed
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CHASE_ENEMY_FAILED,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.2"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_STANDOFF"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_REMEMBER MEMORY:INCOVER"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
|
|
" TASK_WAIT 1"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_HEAR_DANGER"
|
|
" COND_BETTER_WEAPON_AVAILABLE"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_BACK_AWAY_FROM_SAVE_POSITION
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BACK_AWAY_FROM_SAVE_POSITION,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > BackAwayFromEnemy
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BACK_AWAY_FROM_ENEMY,
|
|
|
|
" Tasks"
|
|
// If I can't back away from the enemy try to get behind him
|
|
" TASK_STOP_MOVING 0"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SmallFlinch
|
|
// played when heavy damage is taken recently after taking damage
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SMALL_FLINCH,
|
|
|
|
" Tasks"
|
|
" TASK_REMEMBER MEMORY:FLINCHED "
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SMALL_FLINCH 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > BigFlinch
|
|
// played when heavy damage is taken for the first time in a while
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BIG_FLINCH,
|
|
|
|
" Tasks"
|
|
" TASK_REMEMBER MEMORY:FLINCHED "
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_BIG_FLINCH 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Freeze
|
|
//
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_NPC_FREEZE,
|
|
|
|
" Tasks"
|
|
" TASK_FREEZE 0"
|
|
|
|
" Interrupts"
|
|
" COND_NPC_UNFREEZE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Die
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_DIE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0 "
|
|
" TASK_SOUND_DIE 0 "
|
|
" TASK_DIE 0 "
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Die
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_DIE_RAGDOLL,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0 "
|
|
" TASK_SOUND_DIE 0 "
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
// > VictoryDance
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VICTORY_DANCE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_VICTORY_DANCE"
|
|
" TASK_WAIT 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Error
|
|
//=========================================================
|
|
//AI_DEFINE_SCHEDULE
|
|
// Error
|
|
//
|
|
//Tasks
|
|
// TASK_STOP_MOVING 0
|
|
// TASK_WAIT_INDEFINITE 0
|
|
//
|
|
//Interrupts
|
|
|
|
//=========================================================
|
|
// > ScriptedWalk
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SCRIPTED_WALK,
|
|
|
|
" Tasks"
|
|
" TASK_PRE_SCRIPT 0"
|
|
" TASK_SET_TOLERANCE_DISTANCE 2"
|
|
" TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY 0"
|
|
|
|
" TASK_SCRIPT_WALK_TO_TARGET 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLANT_ON_SCRIPT 0"
|
|
" TASK_FACE_SCRIPT 0"
|
|
" TASK_ENABLE_SCRIPT 0"
|
|
" TASK_WAIT_FOR_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT_POST_IDLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE "
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > ScriptedRun
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SCRIPTED_RUN,
|
|
|
|
" Tasks"
|
|
" TASK_PRE_SCRIPT 0"
|
|
" TASK_SET_TOLERANCE_DISTANCE 2"
|
|
" TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY 0"
|
|
" TASK_SCRIPT_RUN_TO_TARGET 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLANT_ON_SCRIPT 0"
|
|
" TASK_FACE_SCRIPT 0"
|
|
" TASK_ENABLE_SCRIPT 0"
|
|
" TASK_WAIT_FOR_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT_POST_IDLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE "
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > ScriptedMoveCustom
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SCRIPTED_CUSTOM_MOVE,
|
|
|
|
" Tasks"
|
|
" TASK_PRE_SCRIPT 0"
|
|
" TASK_SET_TOLERANCE_DISTANCE 2"
|
|
" TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY 0"
|
|
" TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_PLANT_ON_SCRIPT 0"
|
|
" TASK_FACE_SCRIPT 0"
|
|
" TASK_ENABLE_SCRIPT 0"
|
|
" TASK_WAIT_FOR_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT_POST_IDLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE "
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > ScriptedWait
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SCRIPTED_WAIT,
|
|
|
|
" Tasks"
|
|
" TASK_PRE_SCRIPT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_ENABLE_SCRIPT 0"
|
|
" TASK_WAIT_FOR_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT_POST_IDLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE "
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > ScriptedFace
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SCRIPTED_FACE,
|
|
|
|
" Tasks"
|
|
" TASK_PRE_SCRIPT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_SCRIPT 0"
|
|
" TASK_ENABLE_SCRIPT 0"
|
|
" TASK_WAIT_FOR_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT 0"
|
|
" TASK_PLAY_SCRIPT_POST_IDLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE "
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
|
|
|
|
//=========================================================
|
|
// > SCENE_FACE_TARGET
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SCENE_GENERIC,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCENE_GENERIC"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_PLAY_SCENE 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_SCENE_GENERIC"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Cower
|
|
//
|
|
// This is what is usually done when attempts
|
|
// to escape danger fail.
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_COWER,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_COWER"
|
|
" TASK_WAIT_UNTIL_NO_DANGER_SOUND 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > TakeCoverFromOrigin
|
|
//
|
|
// move away from where you're currently standing.
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_TAKE_COVER_FROM_ORIGIN,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER"
|
|
" TASK_STOP_MOVING 0"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_FIND_COVER_FROM_ORIGIN 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_REMEMBER MEMORY:INCOVER"
|
|
" TASK_TURN_LEFT 179"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
);
|
|
|
|
//=========================================================
|
|
// > TakeCoverFromBestSound
|
|
//
|
|
// hide from the loudest sound source
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_TAKE_COVER_FROM_BEST_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FLEE_FROM_BEST_SOUND"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_COVER_FROM_BEST_SOUND 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_REMEMBER MEMORY:INCOVER"
|
|
" TASK_FACE_SAVEPOSITION 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
//
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FLEE_FROM_BEST_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER"
|
|
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
|
|
" TASK_GET_PATH_AWAY_FROM_BEST_SOUND 600"
|
|
" TASK_RUN_PATH_FLEE 100"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_SAVEPOSITION 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
// > TakeCoverFromEnemy
|
|
//
|
|
// Take cover from enemy!
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_TAKE_COVER_FROM_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.2"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_REMEMBER MEMORY:INCOVER"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Translated to cover
|
|
" TASK_WAIT 1"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// FAIL_TAKE_COVER
|
|
//
|
|
// Default case. Overridden by subclasses for behavior
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FAIL_TAKE_COVER,
|
|
|
|
" Tasks "
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
);
|
|
|
|
//=========================================================
|
|
// > RunFromEnemy
|
|
//
|
|
// Run to cover, but don't turn to face enemy and upon
|
|
// fail run around randomly
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_RUN_FROM_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY_FALLBACK"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
);
|
|
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_RUN_FROM_ENEMY_FALLBACK,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_RANDOM"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
);
|
|
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_RUN_FROM_ENEMY_MOB,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_RANDOM"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
|
|
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Fear_Face
|
|
//
|
|
// Face an enemy that I'm scared of, until I see it. Used
|
|
// after I run to cover from a feared enemy
|
|
// UNDONE: Add a special ACT_IDLE_FEAR
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FEAR_FACE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_FACE_ENEMY 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_SEE_ENEMY"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Forced_Go (Used for debug only)
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FORCED_GO,
|
|
|
|
" Tasks"
|
|
" TASK_SET_TOLERANCE_DISTANCE 48"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 3" // Spend 3 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > Forced_Go (Used for debug only)
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FORCED_GO_RUN,
|
|
|
|
" Tasks"
|
|
" TASK_SET_TOLERANCE_DISTANCE 48"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 3" // Spend 3 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_LASTPOSITION 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// SCHED_MOVE_TO_WEAPON_RANGE
|
|
//
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MOVE_TO_WEAPON_RANGE,
|
|
|
|
" Tasks "
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS 0"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
|
""
|
|
" Interrupts "
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LOST_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// ESTABLISH_LINE_OF_FIRE
|
|
//
|
|
// Go to a location from which I can shoot my enemy
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ESTABLISH_LINE_OF_FIRE,
|
|
|
|
" Tasks "
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK"
|
|
" TASK_GET_PATH_TO_ENEMY_LOS 0"
|
|
" TASK_SPEAK_SENTENCE 1"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
|
""
|
|
" Interrupts "
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LOST_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Shoot at my enemy in order to destroy the breakable cover object
|
|
// that they are hiding behind. This will naturally destroy the cover object.
|
|
//-----------------------------------------------------------------------------
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SHOOT_ENEMY_COVER,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_WAIT 0.5"
|
|
" TASK_RANGE_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_NO_PRIMARY_AMMO"
|
|
" COND_HEAR_DANGER"
|
|
" COND_WEAPON_BLOCKED_BY_FRIEND"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE"
|
|
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_LOST_ENEMY"
|
|
" COND_BETTER_WEAPON_AVAILABLE"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE,
|
|
|
|
" Tasks"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_FACE_REASONABLE 0"
|
|
" TASK_IGNORE_OLD_ENEMIES 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_FAIL_ESTABLISH_LINE_OF_FIRE"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
);
|
|
|
|
//=========================================================
|
|
// FAIL_ESTABLISH_LINE_OF_FIRE
|
|
//
|
|
// Default case. Overridden by subclasses for behavior
|
|
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FAIL_ESTABLISH_LINE_OF_FIRE,
|
|
|
|
" Tasks "
|
|
""
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
""
|
|
" Interrupts "
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LOST_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
|
|
//=========================================================
|
|
// > PATROL_RUN
|
|
//
|
|
// Run around randomly until we detect an enemy
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PATROL_RUN,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 48"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 200"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1 "
|
|
" COND_CAN_RANGE_ATTACK2 "
|
|
" COND_CAN_MELEE_ATTACK1 "
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_GIVE_WAY"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_HEAR_DANGER"
|
|
" COND_HEAR_PLAYER"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_SMELL"
|
|
" COND_PROVOKED"
|
|
);
|
|
|
|
//=========================================================
|
|
// > IDLE_WANDER
|
|
//
|
|
// Walk around randomly
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_IDLE_WANDER,
|
|
|
|
" Tasks"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 48"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 200"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_GIVE_WAY"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_HEAR_DANGER"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_IDLE_INTERRUPT"
|
|
);
|
|
|
|
//=========================================================
|
|
// > PATROL_WALK
|
|
//
|
|
// Walk around randomly until we detect an enemy
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_PATROL_WALK,
|
|
|
|
" Tasks"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 48"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 200"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1 "
|
|
" COND_CAN_RANGE_ATTACK2 "
|
|
" COND_CAN_MELEE_ATTACK1 "
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_GIVE_WAY"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_HEAR_DANGER"
|
|
" COND_HEAR_PLAYER"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_SMELL"
|
|
" COND_PROVOKED"
|
|
);
|
|
|
|
//=========================================================
|
|
// > COMBAT_PATROL
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_COMBAT_PATROL,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 200"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_CAN_RANGE_ATTACK1 "
|
|
" COND_CAN_RANGE_ATTACK2 "
|
|
" COND_CAN_MELEE_ATTACK1 "
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_GIVE_WAY"
|
|
" COND_HEAR_DANGER"
|
|
" COND_NEW_ENEMY"
|
|
);
|
|
|
|
//=========================================================
|
|
// > RUN_RANDOM
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_RUN_RANDOM,
|
|
|
|
" Tasks"
|
|
// " TASK_SET_TOLERANCE_DISTANCE 48"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 1" // Spend 1 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 500"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > FALL_TO_GROUND
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FALL_TO_GROUND,
|
|
|
|
" Tasks"
|
|
" TASK_FALL_TO_GROUND 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_DROPSHIP_DUSTOFF
|
|
// After leaving the dropship, dustoff to your specified point
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_DROPSHIP_DUSTOFF,
|
|
|
|
" Tasks"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_WAIT_PVS 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// Flinch to protect self from incoming physics object
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_FLINCH_PHYSICS,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_FLINCH_PHYSICS"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_MOVE_AWAY
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MOVE_AWAY_FROM_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_FAIL"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_MOVE_AWAY_PATH 120"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_END"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_MOVE_AWAY
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MOVE_AWAY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_FAIL"
|
|
" TASK_MOVE_AWAY_PATH 120"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_MOVE_AWAY_END"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_MOVE_AWAY_FAIL
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MOVE_AWAY_FAIL,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_MOVE_AWAY_END (allows derived class to translate to appropriate behavior)
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_MOVE_AWAY_END,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_REASONABLE 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
" COND_SMELL"
|
|
" COND_HEAR_COMBAT" // sound flags
|
|
" COND_HEAR_WORLD"
|
|
" COND_HEAR_PLAYER"
|
|
" COND_HEAR_DANGER"
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
" COND_IDLE_INTERRUPT"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
// > SCHED_WAIT_FOR_SPEAK_FINISH
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_WAIT_FOR_SPEAK_FINISH,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_SMELL"
|
|
" COND_PROVOKED"
|
|
" COND_GIVE_WAY"
|
|
" COND_HEAR_DANGER"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_HEAR_BULLET_IMPACT"
|
|
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_DUCK_DODGE
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_DUCK_DODGE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_DUCK_DODGE"
|
|
" TASK_DEFER_DODGE 30"
|
|
""
|
|
" Interrupts"
|
|
""
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_INTERACTION_MOVE_TO_PARTNER
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_INTERACTION_MOVE_TO_PARTNER,
|
|
|
|
" Tasks"
|
|
" TASK_GET_PATH_TO_INTERACTION_PARTNER 0"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_WAIT 1"
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_INTERACTION_WAIT_FOR_PARTNER
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_INTERACTION_WAIT_FOR_PARTNER,
|
|
|
|
" Tasks"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_WAIT 1"
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_SLEEP
|
|
//=========================================================
|
|
AI_DEFINE_SCHEDULE
|
|
(
|
|
SCHED_SLEEP,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.2"
|
|
""
|
|
" Interrupts"
|
|
""
|
|
);
|
|
|
|
|