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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Default schedules.
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "soundent.h"
#include "scripted.h"
#include "ai_schedule.h"
#include "ai_squad.h"
#include "ai_senses.h"
#include "ai_networkmanager.h"
#include "stringregistry.h"
#include "igamesystem.h"
#include "ai_network.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CAI_Schedule *CAI_BaseNPC::ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount ) { int i;
if ( !pName ) { DevMsg( "%s set to unnamed schedule!\n", GetClassname() ); return NULL; }
for ( i = 0; i < listCount; i++ ) { if ( !pList[i]->GetName() ) { DevMsg( "Unnamed schedule!\n" ); continue; } if ( stricmp( pName, pList[i]->GetName() ) == 0 ) return pList[i]; } return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Given and schedule name, return the schedule ID
//-----------------------------------------------------------------------------
int CAI_BaseNPC::GetScheduleID(const char* schedName) { return GetSchedulingSymbols()->ScheduleSymbolToId(schedName); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BaseNPC::InitDefaultScheduleSR(void) { #define ADD_DEF_SCHEDULE( name, localId ) idSpace.AddSchedule(name, localId, "CAI_BaseNPC" )
CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
ADD_DEF_SCHEDULE( "SCHED_NONE", SCHED_NONE); ADD_DEF_SCHEDULE( "SCHED_IDLE_STAND", SCHED_IDLE_STAND); ADD_DEF_SCHEDULE( "SCHED_IDLE_WALK", SCHED_IDLE_WALK); ADD_DEF_SCHEDULE( "SCHED_IDLE_WANDER", SCHED_IDLE_WANDER); ADD_DEF_SCHEDULE( "SCHED_WAKE_ANGRY", SCHED_WAKE_ANGRY); ADD_DEF_SCHEDULE( "SCHED_ALERT_FACE", SCHED_ALERT_FACE); ADD_DEF_SCHEDULE( "SCHED_ALERT_FACE_BESTSOUND", SCHED_ALERT_FACE_BESTSOUND); ADD_DEF_SCHEDULE( "SCHED_ALERT_REACT_TO_COMBAT_SOUND", SCHED_ALERT_REACT_TO_COMBAT_SOUND); ADD_DEF_SCHEDULE( "SCHED_ALERT_SCAN", SCHED_ALERT_SCAN); ADD_DEF_SCHEDULE( "SCHED_ALERT_STAND", SCHED_ALERT_STAND); ADD_DEF_SCHEDULE( "SCHED_ALERT_WALK", SCHED_ALERT_WALK); ADD_DEF_SCHEDULE( "SCHED_INVESTIGATE_SOUND", SCHED_INVESTIGATE_SOUND); ADD_DEF_SCHEDULE( "SCHED_COMBAT_FACE", SCHED_COMBAT_FACE); ADD_DEF_SCHEDULE( "SCHED_COMBAT_SWEEP", SCHED_COMBAT_SWEEP); ADD_DEF_SCHEDULE( "SCHED_FEAR_FACE", SCHED_FEAR_FACE); ADD_DEF_SCHEDULE( "SCHED_COMBAT_STAND", SCHED_COMBAT_STAND); ADD_DEF_SCHEDULE( "SCHED_COMBAT_WALK", SCHED_COMBAT_WALK); ADD_DEF_SCHEDULE( "SCHED_CHASE_ENEMY", SCHED_CHASE_ENEMY); ADD_DEF_SCHEDULE( "SCHED_CHASE_ENEMY_FAILED", SCHED_CHASE_ENEMY_FAILED); ADD_DEF_SCHEDULE( "SCHED_VICTORY_DANCE", SCHED_VICTORY_DANCE); ADD_DEF_SCHEDULE( "SCHED_TARGET_FACE", SCHED_TARGET_FACE); ADD_DEF_SCHEDULE( "SCHED_TARGET_CHASE", SCHED_TARGET_CHASE); ADD_DEF_SCHEDULE( "SCHED_SMALL_FLINCH", SCHED_SMALL_FLINCH); ADD_DEF_SCHEDULE( "SCHED_BIG_FLINCH", SCHED_BIG_FLINCH); ADD_DEF_SCHEDULE( "SCHED_BACK_AWAY_FROM_ENEMY", SCHED_BACK_AWAY_FROM_ENEMY); ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY_FROM_ENEMY", SCHED_MOVE_AWAY_FROM_ENEMY); ADD_DEF_SCHEDULE( "SCHED_BACK_AWAY_FROM_SAVE_POSITION", SCHED_BACK_AWAY_FROM_SAVE_POSITION); ADD_DEF_SCHEDULE( "SCHED_TAKE_COVER_FROM_ENEMY", SCHED_TAKE_COVER_FROM_ENEMY); ADD_DEF_SCHEDULE( "SCHED_TAKE_COVER_FROM_BEST_SOUND", SCHED_TAKE_COVER_FROM_BEST_SOUND); ADD_DEF_SCHEDULE( "SCHED_FLEE_FROM_BEST_SOUND", SCHED_FLEE_FROM_BEST_SOUND); ADD_DEF_SCHEDULE( "SCHED_TAKE_COVER_FROM_ORIGIN", SCHED_TAKE_COVER_FROM_ORIGIN); ADD_DEF_SCHEDULE( "SCHED_FAIL_TAKE_COVER", SCHED_FAIL_TAKE_COVER); ADD_DEF_SCHEDULE( "SCHED_RUN_FROM_ENEMY", SCHED_RUN_FROM_ENEMY); ADD_DEF_SCHEDULE( "SCHED_RUN_FROM_ENEMY_FALLBACK", SCHED_RUN_FROM_ENEMY_FALLBACK); ADD_DEF_SCHEDULE( "SCHED_MOVE_TO_WEAPON_RANGE", SCHED_MOVE_TO_WEAPON_RANGE); ADD_DEF_SCHEDULE( "SCHED_MOVE_OFF_OF_NPC", SCHED_MOVE_OFF_OF_NPC); ADD_DEF_SCHEDULE( "SCHED_ESTABLISH_LINE_OF_FIRE", SCHED_ESTABLISH_LINE_OF_FIRE); ADD_DEF_SCHEDULE( "SCHED_SHOOT_ENEMY_COVER", SCHED_SHOOT_ENEMY_COVER); ADD_DEF_SCHEDULE( "SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK", SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK); ADD_DEF_SCHEDULE( "SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE", SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE); ADD_DEF_SCHEDULE( "SCHED_FAIL_ESTABLISH_LINE_OF_FIRE", SCHED_FAIL_ESTABLISH_LINE_OF_FIRE); ADD_DEF_SCHEDULE( "SCHED_COWER", SCHED_COWER); ADD_DEF_SCHEDULE( "SCHED_MELEE_ATTACK1", SCHED_MELEE_ATTACK1); ADD_DEF_SCHEDULE( "SCHED_MELEE_ATTACK2", SCHED_MELEE_ATTACK2); ADD_DEF_SCHEDULE( "SCHED_RANGE_ATTACK1", SCHED_RANGE_ATTACK1); ADD_DEF_SCHEDULE( "SCHED_RANGE_ATTACK2", SCHED_RANGE_ATTACK2); ADD_DEF_SCHEDULE( "SCHED_SPECIAL_ATTACK1", SCHED_SPECIAL_ATTACK1); ADD_DEF_SCHEDULE( "SCHED_SPECIAL_ATTACK2", SCHED_SPECIAL_ATTACK2); ADD_DEF_SCHEDULE( "SCHED_STANDOFF", SCHED_STANDOFF); ADD_DEF_SCHEDULE( "SCHED_ARM_WEAPON", SCHED_ARM_WEAPON); ADD_DEF_SCHEDULE( "SCHED_DISARM_WEAPON", SCHED_DISARM_WEAPON); ADD_DEF_SCHEDULE( "SCHED_HIDE_AND_RELOAD", SCHED_HIDE_AND_RELOAD); ADD_DEF_SCHEDULE( "SCHED_RELOAD", SCHED_RELOAD); ADD_DEF_SCHEDULE( "SCHED_AMBUSH", SCHED_AMBUSH); ADD_DEF_SCHEDULE( "SCHED_DIE", SCHED_DIE); ADD_DEF_SCHEDULE( "SCHED_DIE_RAGDOLL", SCHED_DIE_RAGDOLL); ADD_DEF_SCHEDULE( "SCHED_WAIT_FOR_SCRIPT", SCHED_WAIT_FOR_SCRIPT); ADD_DEF_SCHEDULE( "SCHED_AISCRIPT", SCHED_AISCRIPT); ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_WALK", SCHED_SCRIPTED_WALK); ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_RUN", SCHED_SCRIPTED_RUN); ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_CUSTOM_MOVE", SCHED_SCRIPTED_CUSTOM_MOVE); ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_WAIT", SCHED_SCRIPTED_WAIT); ADD_DEF_SCHEDULE( "SCHED_SCRIPTED_FACE", SCHED_SCRIPTED_FACE); ADD_DEF_SCHEDULE( "SCHED_SCENE_GENERIC", SCHED_SCENE_GENERIC); ADD_DEF_SCHEDULE( "SCHED_NEW_WEAPON", SCHED_NEW_WEAPON); ADD_DEF_SCHEDULE( "SCHED_NEW_WEAPON_CHEAT", SCHED_NEW_WEAPON_CHEAT); ADD_DEF_SCHEDULE( "SCHED_SWITCH_TO_PENDING_WEAPON", SCHED_SWITCH_TO_PENDING_WEAPON ); ADD_DEF_SCHEDULE( "SCHED_GET_HEALTHKIT", SCHED_GET_HEALTHKIT); ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY", SCHED_MOVE_AWAY); ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY_FAIL", SCHED_MOVE_AWAY_FAIL); ADD_DEF_SCHEDULE( "SCHED_MOVE_AWAY_END", SCHED_MOVE_AWAY_END); ADD_DEF_SCHEDULE( "SCHED_WAIT_FOR_SPEAK_FINISH", SCHED_WAIT_FOR_SPEAK_FINISH); ADD_DEF_SCHEDULE( "SCHED_FORCED_GO", SCHED_FORCED_GO); ADD_DEF_SCHEDULE( "SCHED_FORCED_GO_RUN", SCHED_FORCED_GO_RUN); ADD_DEF_SCHEDULE( "SCHED_PATROL_WALK", SCHED_PATROL_WALK); ADD_DEF_SCHEDULE( "SCHED_COMBAT_PATROL", SCHED_COMBAT_PATROL); ADD_DEF_SCHEDULE( "SCHED_PATROL_RUN", SCHED_PATROL_RUN); ADD_DEF_SCHEDULE( "SCHED_RUN_RANDOM", SCHED_RUN_RANDOM); ADD_DEF_SCHEDULE( "SCHED_FAIL", SCHED_FAIL); ADD_DEF_SCHEDULE( "SCHED_FAIL_NOSTOP", SCHED_FAIL_NOSTOP); ADD_DEF_SCHEDULE( "SCHED_FALL_TO_GROUND", SCHED_FALL_TO_GROUND); ADD_DEF_SCHEDULE( "SCHED_DROPSHIP_DUSTOFF", SCHED_DROPSHIP_DUSTOFF); ADD_DEF_SCHEDULE( "SCHED_NPC_FREEZE", SCHED_NPC_FREEZE);
ADD_DEF_SCHEDULE( "SCHED_FLINCH_PHYSICS", SCHED_FLINCH_PHYSICS);
ADD_DEF_SCHEDULE( "SCHED_RUN_FROM_ENEMY_MOB", SCHED_RUN_FROM_ENEMY_MOB );
ADD_DEF_SCHEDULE( "SCHED_DUCK_DODGE", SCHED_DUCK_DODGE );
ADD_DEF_SCHEDULE( "SCHED_INTERACTION_MOVE_TO_PARTNER", SCHED_INTERACTION_MOVE_TO_PARTNER ); ADD_DEF_SCHEDULE( "SCHED_INTERACTION_WAIT_FOR_PARTNER", SCHED_INTERACTION_WAIT_FOR_PARTNER );
ADD_DEF_SCHEDULE( "SCHED_SLEEP", SCHED_SLEEP ); }
bool CAI_BaseNPC::LoadDefaultSchedules(void) { // AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NONE);
AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_IDLE_STAND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_IDLE_WALK); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_IDLE_WANDER); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_WAKE_ANGRY); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_FACE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_FACE_BESTSOUND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_REACT_TO_COMBAT_SOUND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_SCAN); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_STAND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ALERT_WALK); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_INVESTIGATE_SOUND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_FACE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_SWEEP); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_WALK); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FEAR_FACE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_STAND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_CHASE_ENEMY); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_CHASE_ENEMY_FAILED); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_VICTORY_DANCE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TARGET_FACE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TARGET_CHASE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SMALL_FLINCH); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_BIG_FLINCH); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_BACK_AWAY_FROM_ENEMY); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY_FROM_ENEMY); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_BACK_AWAY_FROM_SAVE_POSITION); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TAKE_COVER_FROM_ENEMY); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TAKE_COVER_FROM_BEST_SOUND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FLEE_FROM_BEST_SOUND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_TAKE_COVER_FROM_ORIGIN); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL_TAKE_COVER); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_FROM_ENEMY); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_FROM_ENEMY_FALLBACK); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_TO_WEAPON_RANGE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_OFF_OF_NPC ); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ESTABLISH_LINE_OF_FIRE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SHOOT_ENEMY_COVER); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL_ESTABLISH_LINE_OF_FIRE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COWER); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MELEE_ATTACK1); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MELEE_ATTACK2); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RANGE_ATTACK1); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RANGE_ATTACK2); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SPECIAL_ATTACK1); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SPECIAL_ATTACK2); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_STANDOFF); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_ARM_WEAPON); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DISARM_WEAPON); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_HIDE_AND_RELOAD); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RELOAD); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_AMBUSH); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DIE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DIE_RAGDOLL); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_WAIT_FOR_SCRIPT); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_WALK); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_RUN); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_CUSTOM_MOVE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_WAIT); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCRIPTED_FACE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SCENE_GENERIC); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NEW_WEAPON); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NEW_WEAPON_CHEAT); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SWITCH_TO_PENDING_WEAPON); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_GET_HEALTHKIT); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY_FAIL); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_MOVE_AWAY_END); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_WAIT_FOR_SPEAK_FINISH); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FORCED_GO); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FORCED_GO_RUN); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_PATROL_WALK); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_COMBAT_PATROL); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_PATROL_RUN); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_RANDOM); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FAIL_NOSTOP); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FALL_TO_GROUND); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DROPSHIP_DUSTOFF); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_FLINCH_PHYSICS); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_RUN_FROM_ENEMY_MOB ); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_DUCK_DODGE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_NPC_FREEZE); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_INTERACTION_MOVE_TO_PARTNER); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_INTERACTION_WAIT_FOR_PARTNER); AI_LOAD_DEF_SCHEDULE( CAI_BaseNPC, SCHED_SLEEP );
return true; }
int CAI_BaseNPC::TranslateSchedule( int scheduleType ) { // FIXME: Where should this go now?
#if 0
if (scheduleType >= LAST_SHARED_SCHEDULE) { char errMsg[256]; Q_snprintf(errMsg,sizeof(errMsg),"ERROR: Subclass Schedule (%s) Hitting Base Class!\n",ScheduleName(scheduleType)); DevMsg( errMsg ); AddTimedOverlay( errMsg, 5); return SCHED_FAIL; } #endif
switch( scheduleType ) { // Hande some special cases
case SCHED_AISCRIPT: { Assert( m_hCine != NULL ); if ( !m_hCine ) { DevWarning( 2, "Script failed for %s\n", GetClassname() ); CineCleanup(); return SCHED_IDLE_STAND; } // 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_AgentSchedulesManager.DeleteAllSchedules(); g_AI_SquadManager.DeleteAllSquads(); g_AI_SchedulesManager.DestroyStringRegistries(); g_AI_AgentSchedulesManager.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" );
AI_DEFINE_SCHEDULE ( SCHED_MOVE_OFF_OF_NPC,
" Tasks " " TASK_GET_PATH_OFF_OF_NPC 0" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts " "" );
//=========================================================
// 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" "" );
|