Counter Strike : Global Offensive Source Code
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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"
""
);