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491 lines
18 KiB
491 lines
18 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef AI_PLAYERALLY_H
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#define AI_PLAYERALLY_H
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#include "utlmap.h"
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#include "simtimer.h"
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#include "ai_criteria.h"
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#include "ai_baseactor.h"
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#include "ai_speechfilter.h"
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#include "stdstring.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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#define TLK_ANSWER "TLK_ANSWER"
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#define TLK_ANSWER_HELLO "TLK_ANSWER_HELLO"
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#define TLK_QUESTION "TLK_QUESTION"
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#define TLK_IDLE "TLK_IDLE"
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#define TLK_STARE "TLK_STARE"
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#define TLK_LOOK "TLK_LOOK" // player looking at player for a second
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#define TLK_USE "TLK_USE"
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#define TLK_STARTFOLLOW "TLK_STARTFOLLOW"
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#define TLK_STOPFOLLOW "TLK_STOPFOLLOW"
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#define TLK_JOINPLAYER "TLK_JOINPLAYER"
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#define TLK_STOP "TLK_STOP"
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#define TLK_NOSHOOT "TLK_NOSHOOT"
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#define TLK_HELLO "TLK_HELLO"
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#define TLK_PHELLO "TLK_PHELLO"
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#define TLK_HELLO_NPC "TLK_HELLO_NPC"
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#define TLK_PIDLE "TLK_PIDLE"
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#define TLK_PQUESTION "TLK_PQUESTION"
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#define TLK_PLHURT1 "TLK_PLHURT1"
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#define TLK_PLHURT2 "TLK_PLHURT2"
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#define TLK_PLHURT3 "TLK_PLHURT3"
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#define TLK_PLHURT "TLK_PLHURT"
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#define TLK_PLPUSH "TLK_PLPUSH"
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#define TLK_PLRELOAD "TLK_PLRELOAD"
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#define TLK_SMELL "TLK_SMELL"
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#define TLK_SHOT "TLK_SHOT"
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#define TLK_WOUND "TLK_WOUND"
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#define TLK_MORTAL "TLK_MORTAL"
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#define TLK_DANGER "TLK_DANGER"
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#define TLK_SEE_COMBINE "TLK_SEE_COMBINE"
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#define TLK_ENEMY_DEAD "TLK_ENEMY_DEAD"
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#define TLK_ALYX_ENEMY_DEAD "TLK_ALYX_ENEMY_DEAD"
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#define TLK_SELECTED "TLK_SELECTED" // selected by player in command mode.
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#define TLK_COMMANDED "TLK_COMMANDED" // received orders from player in command mode
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#define TLK_COMMAND_FAILED "TLK_COMMAND_FAILED"
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#define TLK_DENY_COMMAND "TLK_DENY_COMMAND" // designer has asked this NPC to politely deny player commands to move the squad
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#define TLK_BETRAYED "TLK_BETRAYED" // player killed an ally in front of me.
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#define TLK_ALLY_KILLED "TLK_ALLY_KILLED" // witnessed an ally die some other way.
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#define TLK_ATTACKING "TLK_ATTACKING" // about to fire my weapon at a target
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#define TLK_HEAL "TLK_HEAL" // healing someone
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#define TLK_GIVEAMMO "TLK_GIVEAMMO" // giving ammo to someone
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#define TLK_DEATH "TLK_DEATH" // Death rattle
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#define TLK_HELP_ME "TLK_HELP_ME" // call out to the player for help
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#define TLK_PLYR_PHYSATK "TLK_PLYR_PHYSATK" // Player's attacked me with a thrown physics object
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#define TLK_NEWWEAPON "TLK_NEWWEAPON"
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#define TLK_PLDEAD "TLK_PLDEAD"
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#define TLK_HIDEANDRELOAD "TLK_HIDEANDRELOAD"
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#define TLK_STARTCOMBAT "TLK_STARTCOMBAT"
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#define TLK_WATCHOUT "TLK_WATCHOUT"
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#define TLK_MOBBED "TLK_MOBBED"
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#define TLK_MANY_ENEMIES "TLK_MANY_ENEMIES"
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#define TLK_FLASHLIGHT_ILLUM "TLK_FLASHLIGHT_ILLUM"
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#define TLK_FLASHLIGHT_ON "TLK_FLASHLIGHT_ON" // player turned on flashlight
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#define TLK_FLASHLIGHT_OFF "TLK_FLASHLIGHT_OFF" // player turned off flashlight
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#define TLK_DARKNESS_LOSTPLAYER "TLK_DARKNESS_LOSTPLAYER"
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#define TLK_DARKNESS_FOUNDPLAYER "TLK_DARKNESS_FOUNDPLAYER"
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#define TLK_DARKNESS_UNKNOWN_WOUND "TLK_DARKNESS_UNKNOWN_WOUND"
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#define TLK_DARKNESS_HEARDSOUND "TLK_DARKNESS_HEARDSOUND"
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#define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT"
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#define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED"
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#define TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT "TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT"
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#define TLK_DARKNESS_FLASHLIGHT_EXPIRED "TLK_DARKNESS_FLASHLIGHT_EXPIRED" // flashlight expired while not in combat
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#define TLK_DARKNESS_ENEMY_IN_DARKNESS "TLK_DARKNESS_ENEMY_IN_DARKNESS" // have an enemy, but it's in the darkness
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#define TLK_SPOTTED_INCOMING_HEADCRAB "TLK_SPOTTED_INCOMING_HEADCRAB"
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#define TLK_CANT_INTERACT_NOW "TLK_CANT_INTERACT_NOW" // to busy to interact with an object the player is holding up to me
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#define TLK_ALLY_IN_BARNACLE "TLK_ALLY_IN_BARNACLE" // Barnacle is lifting my buddy!
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#define TLK_SELF_IN_BARNACLE "TLK_SELF_IN_BARNACLE" // I was grabbed by a barnacle!
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#define TLK_FOUNDPLAYER "TLK_FOUNDPLAYER"
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#define TLK_PLAYER_KILLED_NPC "TLK_PLAYER_KILLED_NPC"
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#define TLK_ENEMY_BURNING "TLK_ENEMY_BURNING"
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#define TLK_SPOTTED_ZOMBIE_WAKEUP "TLK_SPOTTED_ZOMBIE_WAKEUP"
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#define TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE "TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE"
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#define TLK_DANGER_ZOMBINE_GRENADE "TLK_DANGER_ZOMBINE_GRENADE"
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#define TLK_BALLSOCKETED "TLK_BALLSOCKETED"
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// Vehicle passenger
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#define TLK_PASSENGER_WARN_COLLISION "TLK_PASSENGER_WARN_COLLISION" // About to collide with something
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#define TLK_PASSENGER_IMPACT "TLK_PASSENGER_IMPACT" // Just hit something
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#define TLK_PASSENGER_OVERTURNED "TLK_PASSENGER_OVERTURNED" // Vehicle has just overturned
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#define TLK_PASSENGER_REQUEST_UPRIGHT "TLK_PASSENGER_REQUEST_UPRIGHT" // Vehicle needs to be put upright
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#define TLK_PASSENGER_ERRATIC_DRIVING "TLK_PASSENGER_ERRATIC_DRIVING" // Vehicle is moving erratically
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#define TLK_PASSENGER_VEHICLE_STARTED "TLK_PASSENGER_VEHICLE_STARTED" // Vehicle has started moving
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#define TLK_PASSENGER_VEHICLE_STOPPED "TLK_PASSENGER_VEHICLE_STOPPED" // Vehicle has stopped moving
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#define TLK_PASSENGER_BEGIN_ENTRANCE "TLK_PASSENGER_BEGIN_ENTRANCE" // Passenger started entering
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#define TLK_PASSENGER_FINISH_ENTRANCE "TLK_PASSENGER_FINISH_ENTRANCE" // Passenger finished entering (is in seat)
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#define TLK_PASSENGER_BEGIN_EXIT "TLK_PASSENGER_BEGIN_EXIT" // Passenger started exiting
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#define TLK_PASSENGER_FINISH_EXIT "TLK_PASSENGER_FINISH_EXIT" // Passenger finished exiting (seat is vacated)
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#define TLK_PASSENGER_PLAYER_ENTERED "TLK_PASSENGER_PLAYER_ENTERED" // Player entered the vehicle
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#define TLK_PASSENGER_PLAYER_EXITED "TLK_PASSENGER_PLAYER_EXITED" // Player exited the vehicle
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#define TLK_PASSENGER_NEW_RADAR_CONTACT "TLK_PASSENGER_NEW_RADAR_CONTACT" // Noticed a brand new contact on the radar
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#define TLK_PASSENGER_PUNTED "TLK_PASSENGER_PUNTED" // The player has punted us while we're sitting in the vehicle
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// Vortigaunt
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#define TLK_VORTIGAUNT_DISPEL "TLK_VORTIGAUNT_DISPEL" // Dispel attack starting
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// resume is "as I was saying..." or "anyhow..."
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#define TLK_RESUME "TLK_RESUME"
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// tourguide stuff below
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#define TLK_TGSTAYPUT "TLK_TGSTAYPUT"
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#define TLK_TGFIND "TLK_TGFIND"
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#define TLK_TGSEEK "TLK_TGSEEK"
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#define TLK_TGLOSTYOU "TLK_TGLOSTYOU"
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#define TLK_TGCATCHUP "TLK_TGCATCHUP"
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#define TLK_TGENDTOUR "TLK_TGENDTOUR"
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//-----------------------------------------------------------------------------
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#define TALKRANGE_MIN 500.0 // don't talk to anyone farther away than this
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//-----------------------------------------------------------------------------
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#define TALKER_STARE_DIST 128 // anyone closer than this and looking at me is probably staring at me.
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#define TALKER_DEFER_IDLE_SPEAK_MIN 10
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#define TALKER_DEFER_IDLE_SPEAK_MAX 20
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//-----------------------------------------------------------------------------
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class CAI_PlayerAlly;
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//-----------------------------------------------------------------------------
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//
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// CLASS: CAI_AllySpeechManager
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//
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//-----------------------------------------------------------------------------
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enum ConceptCategory_t
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{
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SPEECH_IDLE,
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SPEECH_IMPORTANT,
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SPEECH_PRIORITY,
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SPEECH_NUM_CATEGORIES
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};
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struct ConceptCategoryInfo_t
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{
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float minGlobalDelay;
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float maxGlobalDelay;
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float minPersonalDelay;
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float maxPersonalDelay;
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};
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enum AIConceptFlags_t
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{
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AICF_DEFAULT = 0,
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AICF_SPEAK_ONCE = 0x01,
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AICF_PROPAGATE_SPOKEN = 0x02,
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AICF_TARGET_PLAYER = 0x04,
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AICF_QUESTION = 0x08,
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AICF_ANSWER = 0x10,
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};
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struct ConceptInfo_t
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{
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AIConcept_t concept;
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ConceptCategory_t category;
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float minGlobalCategoryDelay;
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float maxGlobalCategoryDelay;
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float minPersonalCategoryDelay;
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float maxPersonalCategoryDelay;
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float minConceptDelay;
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float maxConceptDelay;
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int flags;
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};
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//-------------------------------------
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class CAI_AllySpeechManager : public CLogicalEntity
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{
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DECLARE_CLASS( CAI_AllySpeechManager, CLogicalEntity );
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public:
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CAI_AllySpeechManager();
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~CAI_AllySpeechManager();
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void Spawn();
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void AddCustomConcept( const ConceptInfo_t &conceptInfo );
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ConceptCategoryInfo_t *GetConceptCategoryInfo( ConceptCategory_t category );
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ConceptInfo_t *GetConceptInfo( AIConcept_t concept );
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void OnSpokeConcept( CAI_PlayerAlly *pPlayerAlly, AIConcept_t concept, AI_Response *response );
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void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 );
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bool CategoryDelayExpired( ConceptCategory_t category );
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bool ConceptDelayExpired( AIConcept_t concept );
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private:
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CSimpleSimTimer m_ConceptCategoryTimers[SPEECH_NUM_CATEGORIES];
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CUtlMap<string_t, CSimpleSimTimer, char> m_ConceptTimers;
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friend CAI_AllySpeechManager *GetAllySpeechManager();
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static CAI_AllySpeechManager *gm_pSpeechManager;
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DECLARE_DATADESC();
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};
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//-------------------------------------
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CAI_AllySpeechManager *GetAllySpeechManager();
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//-----------------------------------------------------------------------------
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//
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// CLASS: CAI_PlayerAlly
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//
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//-----------------------------------------------------------------------------
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class CAI_AllySpeechManager;
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enum AISpeechTargetSearchFlags_t
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{
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AIST_PLAYERS = (1<<0),
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AIST_NPCS = (1<<1),
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AIST_IGNORE_RELATIONSHIP = (1<<2),
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AIST_ANY_QUALIFIED = (1<<3),
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AIST_FACING_TARGET = (1<<4),
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};
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struct AISpeechSelection_t
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{
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AISpeechSelection_t()
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: response()
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{
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}
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void Set( AIConcept_t newConcept, AI_Response &nuResponse, CBaseEntity *pTarget = NULL )
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{
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response = nuResponse;
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concept = newConcept;
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hSpeechTarget = pTarget;
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}
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// Use in a specific case where the response has already been set.
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void Set( AIConcept_t newConcept, CBaseEntity *pTarget )
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{
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Assert( !response.IsEmpty() );
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concept = newConcept;
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hSpeechTarget = pTarget;
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}
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std::string concept;
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AI_Response response;
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EHANDLE hSpeechTarget;
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};
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//-------------------------------------
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class CAI_PlayerAlly : public CAI_BaseActor
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{
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DECLARE_CLASS( CAI_PlayerAlly, CAI_BaseActor );
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public:
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//---------------------------------
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int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); }
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void TalkInit( void );
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//---------------------------------
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// Behavior
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//---------------------------------
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void GatherConditions( void );
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void GatherEnemyConditions( CBaseEntity *pEnemy );
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void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
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void PrescheduleThink( void );
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int SelectSchedule( void );
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int SelectNonCombatSpeech( AISpeechSelection_t *pSelection );
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virtual int SelectNonCombatSpeechSchedule();
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int TranslateSchedule( int scheduleType );
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void OnStartSchedule( int scheduleType );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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void TaskFail( AI_TaskFailureCode_t );
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void TaskFail( const char *pszGeneralFailText ) { BaseClass::TaskFail( pszGeneralFailText ); }
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void ClearTransientConditions();
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void Touch( CBaseEntity *pOther );
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//---------------------------------
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// Combat
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//---------------------------------
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void OnKilledNPC( CBaseCombatCharacter *pKilled );
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//---------------------------------
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// Damage handling
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//---------------------------------
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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int TakeHealth( float flHealth, int bitsDamageType );
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void Event_Killed( const CTakeDamageInfo &info );
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bool CreateVPhysics();
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//---------------------------------
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virtual void PainSound( const CTakeDamageInfo &info );
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//---------------------------------
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// Speech & Acting
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//---------------------------------
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CBaseEntity *EyeLookTarget( void ); // Override to look at talk target
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CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL );
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CBaseEntity *FindSpeechTarget( int flags );
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virtual bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity );
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CBaseEntity *GetSpeechTarget() { return m_hTalkTarget.Get(); }
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void SetSpeechTarget( CBaseEntity *pSpeechTarget ) { m_hTalkTarget = pSpeechTarget; }
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void SetSpeechFilter( CAI_SpeechFilter *pFilter ) { m_hSpeechFilter = pFilter; }
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CAI_SpeechFilter *GetSpeechFilter( void ) { return m_hSpeechFilter; }
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//---------------------------------
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virtual bool SelectIdleSpeech( AISpeechSelection_t *pSelection );
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virtual bool SelectAlertSpeech( AISpeechSelection_t *pSelection );
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virtual bool SelectInterjection();
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virtual bool SelectPlayerUseSpeech();
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//---------------------------------
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virtual bool SelectQuestionAndAnswerSpeech( AISpeechSelection_t *pSelection );
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virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response );
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bool SelectQuestionFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection );
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bool SelectAnswerFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection, bool bRespondingToHello );
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//---------------------------------
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bool SelectSpeechResponse( AIConcept_t concept, const char *pszModifiers, CBaseEntity *pTarget, AISpeechSelection_t *pSelection );
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void SetPendingSpeech( AIConcept_t concept, AI_Response *pResponse );
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void ClearPendingSpeech();
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bool HasPendingSpeech() { return !m_PendingConcept.empty(); }
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//---------------------------------
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bool CanPlaySentence( bool fDisregardState );
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int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
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//---------------------------------
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void DeferAllIdleSpeech( float flDelay = -1, CAI_BaseNPC *pIgnore = NULL );
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//---------------------------------
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bool IsOkToSpeak( ConceptCategory_t category, bool fRespondingToPlayer = false );
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//---------------------------------
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bool IsOkToSpeak( void );
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bool IsOkToCombatSpeak( void );
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virtual bool IsOkToSpeakInResponseToPlayer( void );
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bool ShouldSpeakRandom( AIConcept_t concept, int iChance );
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bool IsAllowedToSpeak( AIConcept_t concept, bool bRespondingToPlayer = false );
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virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 );
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void ModifyOrAppendCriteria( AI_CriteriaSet& set );
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//---------------------------------
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float GetTimePlayerStaring() { return ( m_flTimePlayerStartStare != 0 ) ? gpGlobals->curtime - m_flTimePlayerStartStare : 0; }
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//---------------------------------
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// NPC Event Response System
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virtual bool CanRespondToEvent( const char *ResponseConcept );
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virtual bool RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene );
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//---------------------------------
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void OnSpokeConcept( AIConcept_t concept, AI_Response *response );
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void OnStartSpeaking();
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// Inputs
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virtual void InputIdleRespond( inputdata_t &inputdata ) {};
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void InputSpeakResponseConcept( inputdata_t &inputdata );
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virtual bool SpeakMapmakerInterruptConcept( string_t iszConcept );
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void DisplayDeathMessage( void );
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virtual const char *GetDeathMessageText( void ) { return "GAMEOVER_ALLY"; }
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void InputMakeGameEndAlly( inputdata_t &inputdata );
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void InputMakeRegularAlly( inputdata_t &inputdata );
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void InputAnswerQuestion( inputdata_t &inputdata );
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void InputAnswerQuestionHello( inputdata_t &inputdata );
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void InputEnableSpeakWhileScripting( inputdata_t &inputdata );
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void InputDisableSpeakWhileScripting( inputdata_t &inputdata );
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void AnswerQuestion( CAI_PlayerAlly *pQuestioner, int iQARandomNum, bool bAnsweringHello );
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protected:
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#ifdef HL2_DLL
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// Health regeneration for friendly allies
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virtual bool ShouldRegenerateHealth( void ) { return ( Classify() == CLASS_PLAYER_ALLY_VITAL ); }
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#endif
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inline bool CanSpeakWhileScripting();
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// Whether we are a vital ally (useful for wrting Classify() for classes that are only sometimes vital,
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// such as the Lone Vort in Ep2.) The usual means by which any other function should determine if a character
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// is vital is to determine Classify() == CLASS_PLAYER_ALLY_VITAL. Do not use this function outside that
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// context.
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inline bool IsGameEndAlly( void ) { return m_bGameEndAlly; }
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//-----------------------------------------------------
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// Conditions, Schedules, Tasks
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//-----------------------------------------------------
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enum
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{
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SCHED_TALKER_SPEAK_PENDING_IDLE = BaseClass::NEXT_SCHEDULE,
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SCHED_TALKER_SPEAK_PENDING_ALERT,
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SCHED_TALKER_SPEAK_PENDING_COMBAT,
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NEXT_SCHEDULE,
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TASK_TALKER_SPEAK_PENDING = BaseClass::NEXT_TASK,
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NEXT_TASK,
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COND_TALKER_CLIENTUNSEEN = BaseClass::NEXT_CONDITION,
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COND_TALKER_PLAYER_DEAD,
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COND_TALKER_PLAYER_STARING,
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NEXT_CONDITION
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};
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private:
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void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 ) { m_ConceptCategoryTimers[category].Set( minDelay, maxDelay ); }
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bool CategoryDelayExpired( ConceptCategory_t category ) { return m_ConceptCategoryTimers[category].Expired(); }
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friend class CAI_AllySpeechManager;
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//---------------------------------
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AI_Response m_PendingResponse;
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std::string m_PendingConcept;
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float m_TimePendingSet;
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//---------------------------------
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EHANDLE m_hTalkTarget; // who to look at while talking
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float m_flNextRegenTime;
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float m_flTimePlayerStartStare;
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EHANDLE m_hPotentialSpeechTarget; // NPC to tell the response rules about when trying to find a response to talk to them with
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float m_flNextIdleSpeechTime;
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int m_iQARandomNumber;
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//---------------------------------
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CSimpleSimTimer m_ConceptCategoryTimers[3];
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//---------------------------------
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CHandle<CAI_SpeechFilter> m_hSpeechFilter;
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bool m_bGameEndAlly;
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bool m_bCanSpeakWhileScripting; // Allows mapmakers to override NPC_STATE_SCRIPT or IsScripting() for responses.
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float m_flTimeLastRegen; // Last time I regenerated a bit of health.
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float m_flHealthAccumulator; // Counterpart to the damage accumulator in CBaseCombatCharacter. So ally health regeneration is accurate over time.
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DECLARE_DATADESC();
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protected:
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DEFINE_CUSTOM_AI;
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};
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bool CAI_PlayerAlly::CanSpeakWhileScripting()
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{
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return m_bCanSpeakWhileScripting;
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}
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//-----------------------------------------------------------------------------
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#endif // AI_PLAYERALLY_H
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