//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Sets up the tasks for default AI. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "stringregistry.h" #include "ai_basenpc.h" #include "ai_task.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" const char * g_ppszTaskFailureText[] = { "No failure", // NO_TASK_FAILURE "No Target", // FAIL_NO_TARGET "Weapon owned by someone else", // FAIL_WEAPON_OWNED "Weapon/Item doesn't exist", // FAIL_ITEM_NO_FIND "No hint node", // FAIL_NO_HINT_NODE "Schedule not found", // FAIL_SCHEDULE_NOT_FOUND "Don't have an enemy", // FAIL_NO_ENEMY "Found no backaway node", // FAIL_NO_BACKAWAY_NODE "Couldn't find cover", // FAIL_NO_COVER "Couldn't find flank", // FAIL_NO_FLANK "Couldn't find shoot position", // FAIL_NO_SHOOT "Don't have a route", // FAIL_NO_ROUTE "Don't have a route: no goal", // FAIL_NO_ROUTE_GOAL "Don't have a route: blocked", // FAIL_NO_ROUTE_BLOCKED "Don't have a route: illegal move", // FAIL_NO_ROUTE_ILLEGAL "Couldn't walk to target", // FAIL_NO_WALK "Node already locked", // FAIL_ALREADY_LOCKED "No sound present", // FAIL_NO_SOUND "No scent present", // FAIL_NO_SCENT "Bad activity", // FAIL_BAD_ACTIVITY "No goal entity", // FAIL_NO_GOAL "No player", // FAIL_NO_PLAYER "Can't reach any nodes", // FAIL_NO_REACHABLE_NODE "No AI Network to Use", // FAIL_NO_AI_NETWORK "Bad position to Target", // FAIL_BAD_POSITION "Route Destination No Longer Valid", // FAIL_BAD_PATH_GOAL "Stuck on top of something", // FAIL_STUCK_ONTOP "Item has been taken", // FAIL_ITEM_TAKEN "Too frozen", // FAIL_FROZEN }; const char *TaskFailureToString( AI_TaskFailureCode_t code ) { const char *pszResult; if ( code < 0 || code >= NUM_FAIL_CODES ) pszResult = (const char *)code; else pszResult = g_ppszTaskFailureText[code]; return pszResult; } //----------------------------------------------------------------------------- // Purpose: Given and task name, return the task ID //----------------------------------------------------------------------------- int CAI_BaseNPC::GetTaskID(const char* taskName) { return GetSchedulingSymbols()->TaskSymbolToId( taskName ); } //----------------------------------------------------------------------------- // Purpose: Initialize the task name string registry // Input : // Output : //----------------------------------------------------------------------------- void CAI_BaseNPC::InitDefaultTaskSR(void) { #define ADD_DEF_TASK( name ) idSpace.AddTask(#name, name, "CAI_BaseNPC" ) CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect(); ADD_DEF_TASK( TASK_INVALID ); ADD_DEF_TASK( TASK_ANNOUNCE_ATTACK ); ADD_DEF_TASK( TASK_RESET_ACTIVITY ); ADD_DEF_TASK( TASK_WAIT ); ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY ); ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY_RANDOM ); ADD_DEF_TASK( TASK_WAIT_PVS ); ADD_DEF_TASK( TASK_SUGGEST_STATE ); ADD_DEF_TASK( TASK_TARGET_PLAYER ); ADD_DEF_TASK( TASK_SCRIPT_WALK_TO_TARGET ); ADD_DEF_TASK( TASK_SCRIPT_RUN_TO_TARGET ); ADD_DEF_TASK( TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET ); ADD_DEF_TASK( TASK_MOVE_TO_TARGET_RANGE ); ADD_DEF_TASK( TASK_MOVE_TO_GOAL_RANGE ); ADD_DEF_TASK( TASK_MOVE_AWAY_PATH ); ADD_DEF_TASK( TASK_GET_PATH_AWAY_FROM_BEST_SOUND ); ADD_DEF_TASK( TASK_SET_GOAL ); ADD_DEF_TASK( TASK_GET_PATH_TO_GOAL ); ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY ); ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP ); ADD_DEF_TASK( TASK_GET_CHASE_PATH_TO_ENEMY ); ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP_LOS ); ADD_DEF_TASK( TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS ); ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_CORPSE ); ADD_DEF_TASK( TASK_GET_PATH_TO_PLAYER ); ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LOS ); ADD_DEF_TASK( TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS ); ADD_DEF_TASK( TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS ); ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET ); ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET_WEAPON ); ADD_DEF_TASK( TASK_GET_PATH_OFF_OF_NPC ); ADD_DEF_TASK( TASK_CREATE_PENDING_WEAPON ); ADD_DEF_TASK( TASK_GET_PATH_TO_HINTNODE ); ADD_DEF_TASK( TASK_STORE_LASTPOSITION ); ADD_DEF_TASK( TASK_CLEAR_LASTPOSITION ); ADD_DEF_TASK( TASK_STORE_POSITION_IN_SAVEPOSITION ); ADD_DEF_TASK( TASK_STORE_BESTSOUND_IN_SAVEPOSITION ); ADD_DEF_TASK( TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION ); ADD_DEF_TASK( TASK_REACT_TO_COMBAT_SOUND ); ADD_DEF_TASK( TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION ); ADD_DEF_TASK( TASK_GET_PATH_TO_COMMAND_GOAL ); ADD_DEF_TASK( TASK_MARK_COMMAND_GOAL_POS ); ADD_DEF_TASK( TASK_CLEAR_COMMAND_GOAL ); ADD_DEF_TASK( TASK_GET_PATH_TO_LASTPOSITION ); ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION ); ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION_LOS ); ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSOUND ); ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSCENT ); ADD_DEF_TASK( TASK_GET_PATH_TO_RANDOM_NODE ); ADD_DEF_TASK( TASK_RUN_PATH ); ADD_DEF_TASK( TASK_WALK_PATH ); ADD_DEF_TASK( TASK_WALK_PATH_TIMED ); ADD_DEF_TASK( TASK_WALK_PATH_WITHIN_DIST ); ADD_DEF_TASK( TASK_RUN_PATH_WITHIN_DIST ); ADD_DEF_TASK( TASK_WALK_PATH_FOR_UNITS ); ADD_DEF_TASK( TASK_RUN_PATH_FOR_UNITS ); ADD_DEF_TASK( TASK_RUN_PATH_FLEE ); ADD_DEF_TASK( TASK_RUN_PATH_TIMED ); ADD_DEF_TASK( TASK_STRAFE_PATH ); ADD_DEF_TASK( TASK_CLEAR_MOVE_WAIT ); ADD_DEF_TASK( TASK_SMALL_FLINCH ); ADD_DEF_TASK( TASK_BIG_FLINCH ); ADD_DEF_TASK( TASK_DEFER_DODGE ); ADD_DEF_TASK( TASK_FACE_IDEAL ); ADD_DEF_TASK( TASK_FACE_REASONABLE ); ADD_DEF_TASK( TASK_FACE_PATH ); ADD_DEF_TASK( TASK_FACE_PLAYER ); ADD_DEF_TASK( TASK_FACE_ENEMY ); ADD_DEF_TASK( TASK_FACE_HINTNODE ); ADD_DEF_TASK( TASK_PLAY_HINT_ACTIVITY ); ADD_DEF_TASK( TASK_FACE_TARGET ); ADD_DEF_TASK( TASK_FACE_LASTPOSITION ); ADD_DEF_TASK( TASK_FACE_SAVEPOSITION ); ADD_DEF_TASK( TASK_FACE_AWAY_FROM_SAVEPOSITION ); ADD_DEF_TASK( TASK_SET_IDEAL_YAW_TO_CURRENT ); ADD_DEF_TASK( TASK_RANGE_ATTACK1 ); ADD_DEF_TASK( TASK_RANGE_ATTACK2 ); ADD_DEF_TASK( TASK_MELEE_ATTACK1 ); ADD_DEF_TASK( TASK_MELEE_ATTACK2 ); ADD_DEF_TASK( TASK_RELOAD ); ADD_DEF_TASK( TASK_SPECIAL_ATTACK1 ); ADD_DEF_TASK( TASK_SPECIAL_ATTACK2 ); ADD_DEF_TASK( TASK_FIND_HINTNODE ); ADD_DEF_TASK( TASK_CLEAR_HINTNODE ); ADD_DEF_TASK( TASK_FIND_LOCK_HINTNODE ); ADD_DEF_TASK( TASK_LOCK_HINTNODE ); ADD_DEF_TASK( TASK_SOUND_ANGRY ); ADD_DEF_TASK( TASK_SOUND_DEATH ); ADD_DEF_TASK( TASK_SOUND_IDLE ); ADD_DEF_TASK( TASK_SOUND_WAKE ); ADD_DEF_TASK( TASK_SOUND_PAIN ); ADD_DEF_TASK( TASK_SOUND_DIE ); ADD_DEF_TASK( TASK_SPEAK_SENTENCE ); ADD_DEF_TASK( TASK_WAIT_FOR_SPEAK_FINISH ); ADD_DEF_TASK( TASK_SET_ACTIVITY ); ADD_DEF_TASK( TASK_RANDOMIZE_FRAMERATE ); ADD_DEF_TASK( TASK_SET_SCHEDULE ); ADD_DEF_TASK( TASK_SET_FAIL_SCHEDULE ); ADD_DEF_TASK( TASK_SET_TOLERANCE_DISTANCE ); ADD_DEF_TASK( TASK_SET_ROUTE_SEARCH_TIME ); ADD_DEF_TASK( TASK_CLEAR_FAIL_SCHEDULE ); ADD_DEF_TASK( TASK_PLAY_SEQUENCE ); ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE ); ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY ); ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_ENEMY ); ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_TARGET ); ADD_DEF_TASK( TASK_FIND_COVER_FROM_BEST_SOUND ); ADD_DEF_TASK( TASK_FIND_COVER_FROM_ENEMY ); ADD_DEF_TASK( TASK_FIND_LATERAL_COVER_FROM_ENEMY ); ADD_DEF_TASK( TASK_FIND_BACKAWAY_FROM_SAVEPOSITION ); ADD_DEF_TASK( TASK_FIND_NODE_COVER_FROM_ENEMY ); ADD_DEF_TASK( TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY ); ADD_DEF_TASK( TASK_FIND_FAR_NODE_COVER_FROM_ENEMY ); ADD_DEF_TASK( TASK_FIND_COVER_FROM_ORIGIN ); ADD_DEF_TASK( TASK_DIE ); ADD_DEF_TASK( TASK_WAIT_FOR_SCRIPT ); ADD_DEF_TASK( TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY ); ADD_DEF_TASK( TASK_PLAY_SCRIPT ); ADD_DEF_TASK( TASK_PLAY_SCRIPT_POST_IDLE ); ADD_DEF_TASK( TASK_ENABLE_SCRIPT ); ADD_DEF_TASK( TASK_PLANT_ON_SCRIPT ); ADD_DEF_TASK( TASK_FACE_SCRIPT ); ADD_DEF_TASK( TASK_PLAY_SCENE ); ADD_DEF_TASK( TASK_WAIT_RANDOM ); ADD_DEF_TASK( TASK_WAIT_INDEFINITE ); ADD_DEF_TASK( TASK_STOP_MOVING ); ADD_DEF_TASK( TASK_TURN_LEFT ); ADD_DEF_TASK( TASK_TURN_RIGHT ); ADD_DEF_TASK( TASK_REMEMBER ); ADD_DEF_TASK( TASK_FORGET ); ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT ); ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT_STEP ); ADD_DEF_TASK( TASK_WAIT_UNTIL_NO_DANGER_SOUND ); ADD_DEF_TASK( TASK_WEAPON_FIND ); ADD_DEF_TASK( TASK_WEAPON_PICKUP ); ADD_DEF_TASK( TASK_WEAPON_RUN_PATH ); ADD_DEF_TASK( TASK_WEAPON_CREATE ); ADD_DEF_TASK( TASK_ITEM_RUN_PATH ); ADD_DEF_TASK( TASK_ITEM_PICKUP ); ADD_DEF_TASK( TASK_USE_SMALL_HULL ); ADD_DEF_TASK( TASK_FALL_TO_GROUND ); ADD_DEF_TASK( TASK_WANDER ); ADD_DEF_TASK( TASK_FREEZE ); ADD_DEF_TASK( TASK_GATHER_CONDITIONS ); ADD_DEF_TASK( TASK_IGNORE_OLD_ENEMIES ); ADD_DEF_TASK( TASK_DEBUG_BREAK ); ADD_DEF_TASK( TASK_ADD_HEALTH ); ADD_DEF_TASK( TASK_GET_PATH_TO_INTERACTION_PARTNER ); ADD_DEF_TASK( TASK_PRE_SCRIPT ); }