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106 lines
4.3 KiB
C++
106 lines
4.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "stringregistry.h"
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#include "ai_basenpc.h"
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#include "ai_condition.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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//-----------------------------------------------------------------------------
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// Purpose: Given and condition name, return the condition ID
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//-----------------------------------------------------------------------------
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int CAI_BaseNPC::GetConditionID(const char* condName)
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{
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return GetSchedulingSymbols()->ConditionSymbolToId(condName);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Register the default conditions
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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#define ADD_CONDITION_TO_SR( _n ) idSpace.AddCondition( #_n, _n, "CAI_BaseNPC" )
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void CAI_BaseNPC::InitDefaultConditionSR(void)
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{
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CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
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ADD_CONDITION_TO_SR( COND_NONE );
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ADD_CONDITION_TO_SR( COND_IN_PVS );
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ADD_CONDITION_TO_SR( COND_IDLE_INTERRUPT );
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ADD_CONDITION_TO_SR( COND_LOW_PRIMARY_AMMO );
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ADD_CONDITION_TO_SR( COND_NO_PRIMARY_AMMO );
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ADD_CONDITION_TO_SR( COND_NO_SECONDARY_AMMO );
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ADD_CONDITION_TO_SR( COND_NO_WEAPON );
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ADD_CONDITION_TO_SR( COND_SEE_HATE );
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ADD_CONDITION_TO_SR( COND_SEE_FEAR );
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ADD_CONDITION_TO_SR( COND_SEE_DISLIKE );
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ADD_CONDITION_TO_SR( COND_SEE_ENEMY );
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ADD_CONDITION_TO_SR( COND_LOST_ENEMY );
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ADD_CONDITION_TO_SR( COND_ENEMY_WENT_NULL );
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ADD_CONDITION_TO_SR( COND_HAVE_ENEMY_LOS );
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ADD_CONDITION_TO_SR( COND_HAVE_TARGET_LOS );
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ADD_CONDITION_TO_SR( COND_ENEMY_OCCLUDED );
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ADD_CONDITION_TO_SR( COND_TARGET_OCCLUDED );
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ADD_CONDITION_TO_SR( COND_ENEMY_TOO_FAR );
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ADD_CONDITION_TO_SR( COND_LIGHT_DAMAGE );
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ADD_CONDITION_TO_SR( COND_HEAVY_DAMAGE );
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ADD_CONDITION_TO_SR( COND_PHYSICS_DAMAGE );
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ADD_CONDITION_TO_SR( COND_REPEATED_DAMAGE );
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ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK1 );
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ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK2 );
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ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK1 );
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ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK2 );
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ADD_CONDITION_TO_SR( COND_PROVOKED );
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ADD_CONDITION_TO_SR( COND_NEW_ENEMY );
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ADD_CONDITION_TO_SR( COND_ENEMY_FACING_ME );
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ADD_CONDITION_TO_SR( COND_BEHIND_ENEMY );
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ADD_CONDITION_TO_SR( COND_ENEMY_DEAD );
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ADD_CONDITION_TO_SR( COND_ENEMY_UNREACHABLE );
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ADD_CONDITION_TO_SR( COND_SEE_PLAYER );
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ADD_CONDITION_TO_SR( COND_LOST_PLAYER );
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ADD_CONDITION_TO_SR( COND_SEE_NEMESIS );
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ADD_CONDITION_TO_SR( COND_TASK_FAILED );
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ADD_CONDITION_TO_SR( COND_SCHEDULE_DONE );
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ADD_CONDITION_TO_SR( COND_SMELL );
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ADD_CONDITION_TO_SR( COND_TOO_CLOSE_TO_ATTACK );
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ADD_CONDITION_TO_SR( COND_TOO_FAR_TO_ATTACK );
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ADD_CONDITION_TO_SR( COND_NOT_FACING_ATTACK );
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ADD_CONDITION_TO_SR( COND_WEAPON_HAS_LOS );
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ADD_CONDITION_TO_SR( COND_WEAPON_BLOCKED_BY_FRIEND ); // Friend between gun and target
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ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction
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ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position
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ADD_CONDITION_TO_SR( COND_WEAPON_SIGHT_OCCLUDED );
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ADD_CONDITION_TO_SR( COND_BETTER_WEAPON_AVAILABLE );
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ADD_CONDITION_TO_SR( COND_HEALTH_ITEM_AVAILABLE );
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ADD_CONDITION_TO_SR( COND_FLOATING_OFF_GROUND );
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ADD_CONDITION_TO_SR( COND_MOBBED_BY_ENEMIES );
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ADD_CONDITION_TO_SR( COND_GIVE_WAY );
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ADD_CONDITION_TO_SR( COND_WAY_CLEAR );
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ADD_CONDITION_TO_SR( COND_HEAR_DANGER );
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ADD_CONDITION_TO_SR( COND_HEAR_THUMPER );
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ADD_CONDITION_TO_SR( COND_HEAR_COMBAT );
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ADD_CONDITION_TO_SR( COND_HEAR_WORLD );
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ADD_CONDITION_TO_SR( COND_HEAR_PLAYER );
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ADD_CONDITION_TO_SR( COND_HEAR_BULLET_IMPACT );
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ADD_CONDITION_TO_SR( COND_HEAR_BUGBAIT );
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ADD_CONDITION_TO_SR( COND_HEAR_PHYSICS_DANGER );
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ADD_CONDITION_TO_SR( COND_HEAR_MOVE_AWAY );
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ADD_CONDITION_TO_SR( COND_NO_HEAR_DANGER );
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ADD_CONDITION_TO_SR( COND_PLAYER_PUSHING );
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ADD_CONDITION_TO_SR( COND_RECEIVED_ORDERS );
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ADD_CONDITION_TO_SR( COND_PLAYER_ADDED_TO_SQUAD );
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ADD_CONDITION_TO_SR( COND_PLAYER_REMOVED_FROM_SQUAD );
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ADD_CONDITION_TO_SR( COND_NPC_FREEZE );
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ADD_CONDITION_TO_SR( COND_NPC_UNFREEZE );
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ADD_CONDITION_TO_SR( COND_TALKER_RESPOND_TO_QUESTION );
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ADD_CONDITION_TO_SR( COND_NO_CUSTOM_INTERRUPTS );
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}
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