You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
106 lines
4.4 KiB
106 lines
4.4 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "stringregistry.h"
|
|
#include "ai_basenpc.h"
|
|
#include "ai_condition.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Given and condition name, return the condition ID
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_BaseNPC::GetConditionID(const char* condName)
|
|
{
|
|
return GetSchedulingSymbols()->ConditionSymbolToId(condName);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Register the default conditions
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#define ADD_CONDITION_TO_SR( _n ) idSpace.AddCondition( #_n, _n, "CAI_BaseNPC" )
|
|
|
|
void CAI_BaseNPC::InitDefaultConditionSR(void)
|
|
{
|
|
CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
|
|
|
|
ADD_CONDITION_TO_SR( COND_NONE );
|
|
ADD_CONDITION_TO_SR( COND_IN_PVS );
|
|
ADD_CONDITION_TO_SR( COND_IDLE_INTERRUPT );
|
|
ADD_CONDITION_TO_SR( COND_LOW_PRIMARY_AMMO );
|
|
ADD_CONDITION_TO_SR( COND_NO_PRIMARY_AMMO );
|
|
ADD_CONDITION_TO_SR( COND_NO_SECONDARY_AMMO );
|
|
ADD_CONDITION_TO_SR( COND_NO_WEAPON );
|
|
ADD_CONDITION_TO_SR( COND_SEE_HATE );
|
|
ADD_CONDITION_TO_SR( COND_SEE_FEAR );
|
|
ADD_CONDITION_TO_SR( COND_SEE_DISLIKE );
|
|
ADD_CONDITION_TO_SR( COND_SEE_ENEMY );
|
|
ADD_CONDITION_TO_SR( COND_LOST_ENEMY );
|
|
ADD_CONDITION_TO_SR( COND_ENEMY_WENT_NULL );
|
|
ADD_CONDITION_TO_SR( COND_HAVE_ENEMY_LOS );
|
|
ADD_CONDITION_TO_SR( COND_HAVE_TARGET_LOS );
|
|
ADD_CONDITION_TO_SR( COND_ENEMY_OCCLUDED );
|
|
ADD_CONDITION_TO_SR( COND_TARGET_OCCLUDED );
|
|
ADD_CONDITION_TO_SR( COND_ENEMY_TOO_FAR );
|
|
ADD_CONDITION_TO_SR( COND_LIGHT_DAMAGE );
|
|
ADD_CONDITION_TO_SR( COND_HEAVY_DAMAGE );
|
|
ADD_CONDITION_TO_SR( COND_PHYSICS_DAMAGE );
|
|
ADD_CONDITION_TO_SR( COND_REPEATED_DAMAGE );
|
|
ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK1 );
|
|
ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK2 );
|
|
ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK1 );
|
|
ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK2 );
|
|
ADD_CONDITION_TO_SR( COND_PROVOKED );
|
|
ADD_CONDITION_TO_SR( COND_NEW_ENEMY );
|
|
ADD_CONDITION_TO_SR( COND_ENEMY_FACING_ME );
|
|
ADD_CONDITION_TO_SR( COND_BEHIND_ENEMY );
|
|
ADD_CONDITION_TO_SR( COND_ENEMY_DEAD );
|
|
ADD_CONDITION_TO_SR( COND_ENEMY_UNREACHABLE );
|
|
ADD_CONDITION_TO_SR( COND_SEE_PLAYER );
|
|
ADD_CONDITION_TO_SR( COND_LOST_PLAYER );
|
|
ADD_CONDITION_TO_SR( COND_SEE_NEMESIS );
|
|
ADD_CONDITION_TO_SR( COND_TASK_FAILED );
|
|
ADD_CONDITION_TO_SR( COND_SCHEDULE_DONE );
|
|
ADD_CONDITION_TO_SR( COND_SMELL );
|
|
ADD_CONDITION_TO_SR( COND_TOO_CLOSE_TO_ATTACK );
|
|
ADD_CONDITION_TO_SR( COND_TOO_FAR_TO_ATTACK );
|
|
ADD_CONDITION_TO_SR( COND_NOT_FACING_ATTACK );
|
|
ADD_CONDITION_TO_SR( COND_WEAPON_HAS_LOS );
|
|
ADD_CONDITION_TO_SR( COND_WEAPON_BLOCKED_BY_FRIEND ); // Friend between gun and target
|
|
ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction
|
|
ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position
|
|
ADD_CONDITION_TO_SR( COND_WEAPON_SIGHT_OCCLUDED );
|
|
ADD_CONDITION_TO_SR( COND_BETTER_WEAPON_AVAILABLE );
|
|
ADD_CONDITION_TO_SR( COND_HEALTH_ITEM_AVAILABLE );
|
|
ADD_CONDITION_TO_SR( COND_FLOATING_OFF_GROUND );
|
|
ADD_CONDITION_TO_SR( COND_MOBBED_BY_ENEMIES );
|
|
ADD_CONDITION_TO_SR( COND_GIVE_WAY );
|
|
ADD_CONDITION_TO_SR( COND_WAY_CLEAR );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_DANGER );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_THUMPER );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_COMBAT );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_WORLD );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_PLAYER );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_BULLET_IMPACT );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_BUGBAIT );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_PHYSICS_DANGER );
|
|
ADD_CONDITION_TO_SR( COND_HEAR_MOVE_AWAY );
|
|
ADD_CONDITION_TO_SR( COND_NO_HEAR_DANGER );
|
|
ADD_CONDITION_TO_SR( COND_PLAYER_PUSHING );
|
|
ADD_CONDITION_TO_SR( COND_RECEIVED_ORDERS );
|
|
ADD_CONDITION_TO_SR( COND_PLAYER_ADDED_TO_SQUAD );
|
|
ADD_CONDITION_TO_SR( COND_PLAYER_REMOVED_FROM_SQUAD );
|
|
ADD_CONDITION_TO_SR( COND_NPC_FREEZE );
|
|
ADD_CONDITION_TO_SR( COND_NPC_UNFREEZE );
|
|
ADD_CONDITION_TO_SR( COND_TALKER_RESPOND_TO_QUESTION );
|
|
ADD_CONDITION_TO_SR( COND_NO_CUSTOM_INTERRUPTS );
|
|
ADD_CONDITION_TO_SR( COND_BEHAVIOR_PARAMETERS_CHANGED );
|
|
}
|