sqwarmed/sdk_src/game/server/ai_task.h

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the tasks for default AI.
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_TASK_H
#define AI_TASK_H
#ifdef _WIN32
#pragma once
#endif
class CStringRegistry;
// ----------------------------------------------------------------------
// Failure messages
//
// UNDONE: do this diffently so when not in developer mode we can
// not use any memory for these text strings
// ----------------------------------------------------------------------
// Codes are either one of the enumerated types below, or a string (similar to Windows resource IDs)
typedef int AI_TaskFailureCode_t;
enum AI_BaseTaskFailureCodes_t
{
NO_TASK_FAILURE,
FAIL_NO_TARGET,
FAIL_WEAPON_OWNED,
FAIL_ITEM_NO_FIND,
FAIL_NO_HINT_NODE,
FAIL_SCHEDULE_NOT_FOUND,
FAIL_NO_ENEMY,
FAIL_NO_BACKAWAY_NODE,
FAIL_NO_COVER,
FAIL_NO_FLANK,
FAIL_NO_SHOOT,
FAIL_NO_ROUTE,
FAIL_NO_ROUTE_GOAL,
FAIL_NO_ROUTE_BLOCKED,
FAIL_NO_ROUTE_ILLEGAL,
FAIL_NO_WALK,
FAIL_ALREADY_LOCKED,
FAIL_NO_SOUND,
FAIL_NO_SCENT,
FAIL_BAD_ACTIVITY,
FAIL_NO_GOAL,
FAIL_NO_PLAYER,
FAIL_NO_REACHABLE_NODE,
FAIL_NO_AI_NETWORK,
FAIL_BAD_POSITION,
FAIL_BAD_PATH_GOAL,
FAIL_STUCK_ONTOP,
FAIL_ITEM_TAKEN,
FAIL_FROZEN,
NUM_FAIL_CODES,
};
inline bool IsPathTaskFailure( AI_TaskFailureCode_t code )
{
return ( code >= FAIL_NO_ROUTE && code <= FAIL_NO_ROUTE_ILLEGAL );
}
const char *TaskFailureToString( AI_TaskFailureCode_t code );
inline int MakeFailCode( const char *pszGeneralError ) { return (int)pszGeneralError; }
enum TaskStatus_e
{
TASKSTATUS_NEW = 0, // Just started
TASKSTATUS_RUN_MOVE_AND_TASK = 1, // Running task & movement
TASKSTATUS_RUN_MOVE = 2, // Just running movement
TASKSTATUS_RUN_TASK = 3, // Just running task
TASKSTATUS_COMPLETE = 4, // Completed, get next task
};
// an array of tasks is a task list
// an array of schedules is a schedule list
struct Task_t
{
int iTask;
float flTaskData;
};
//=========================================================
// These are the shared tasks
//=========================================================
enum sharedtasks_e
{
TASK_INVALID = 0,
// Forces the activity to reset.
TASK_RESET_ACTIVITY,
// Waits for the specified number of seconds.
TASK_WAIT,
// Make announce attack sound
TASK_ANNOUNCE_ATTACK,
// Waits for the specified number of seconds. Will constantly turn to
// face the enemy while waiting.
TASK_WAIT_FACE_ENEMY,
// Waits up to the specified number of seconds. Will constantly turn to
// face the enemy while waiting.
TASK_WAIT_FACE_ENEMY_RANDOM,
// Wait until the player enters the same PVS as this character.
TASK_WAIT_PVS,
// DON'T use this, it needs to go away.
TASK_SUGGEST_STATE,
// Set m_hTargetEnt to nearest player
TASK_TARGET_PLAYER,
// Walk to m_hTargetEnt's location
TASK_SCRIPT_WALK_TO_TARGET,
// Run to m_hTargetEnt's location
TASK_SCRIPT_RUN_TO_TARGET,
// Move to m_hTargetEnt's location using the activity specified by m_hCine->m_iszCustomMove.
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET,
// Move to within specified range of m_hTargetEnt
TASK_MOVE_TO_TARGET_RANGE,
// Move to within specified range of our nav goal
TASK_MOVE_TO_GOAL_RANGE,
// Path that moves the character a few steps forward of where it is.
TASK_MOVE_AWAY_PATH,
TASK_GET_PATH_AWAY_FROM_BEST_SOUND,
// Set the implied goal for TASK_GET_PATH_TO_GOAL
TASK_SET_GOAL,
// Get the path to the goal specified by TASK_SET_GOAL
TASK_GET_PATH_TO_GOAL,
// Path to the enemy's location. Even if the enemy is unseen!
TASK_GET_PATH_TO_ENEMY,
// Path to the last place this character saw the enemy
TASK_GET_PATH_TO_ENEMY_LKP,
// Path to the enemy's location or path to a LOS with the enemy's last known position, depending on range
TASK_GET_CHASE_PATH_TO_ENEMY,
// Path to a LOS with the enemy's last known position
TASK_GET_PATH_TO_ENEMY_LKP_LOS,
// Path to the dead enemy's carcass.
TASK_GET_PATH_TO_ENEMY_CORPSE,
// Path to the player's origin
TASK_GET_PATH_TO_PLAYER,
// Path to node with line of sight to enemy
TASK_GET_PATH_TO_ENEMY_LOS,
// Path to node with line of sight to enemy, at least flTaskData units away from m_vSavePosition
TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS,
// Path to node with line of sight to enemy, at least flTaskData degrees away from m_vSavePosition from the enemy's POV
TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS,
// Path to the within shot range of last place this character saw the enemy
TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS,
// Build a path to m_hTargetEnt
TASK_GET_PATH_TO_TARGET,
// Allow a little slop, and allow for some Z offset (like the target is a gun on a table).
TASK_GET_PATH_TO_TARGET_WEAPON,
// I'm on another NPC's head and I need to get down
TASK_GET_PATH_OFF_OF_NPC,
TASK_CREATE_PENDING_WEAPON,
// Path to nodes[ m_pHintNode ]
TASK_GET_PATH_TO_HINTNODE,
// Store current position for later reference
TASK_STORE_LASTPOSITION,
// Clear stored position
TASK_CLEAR_LASTPOSITION,
// Store current position for later reference
TASK_STORE_POSITION_IN_SAVEPOSITION,
// Store best sound position for later reference
TASK_STORE_BESTSOUND_IN_SAVEPOSITION,
TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION,
TASK_REACT_TO_COMBAT_SOUND,
// Store current enemy position in saveposition
TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION,
// Move to the goal specified by the player in command mode.
TASK_GET_PATH_TO_COMMAND_GOAL,
TASK_MARK_COMMAND_GOAL_POS,
TASK_CLEAR_COMMAND_GOAL,
// Path to last position (Last position must be stored with TASK_STORE_LAST_POSITION)
TASK_GET_PATH_TO_LASTPOSITION,
// Path to saved position (Save position must by set in code or by a task)
TASK_GET_PATH_TO_SAVEPOSITION,
// Path to location that has line of sight to saved position (Save position must by set in code or by a task)
TASK_GET_PATH_TO_SAVEPOSITION_LOS,
// Path to random node
TASK_GET_PATH_TO_RANDOM_NODE,
// Path to source of loudest heard sound that I care about
TASK_GET_PATH_TO_BESTSOUND,
// Path to source of the strongest scend that I care about
TASK_GET_PATH_TO_BESTSCENT,
// Run the current path
TASK_RUN_PATH,
// Walk the current path
TASK_WALK_PATH,
// Walk the current path for a specified number of seconds
TASK_WALK_PATH_TIMED,
// Walk the current path until you are x units from the goal.
TASK_WALK_PATH_WITHIN_DIST,
// Walk the current path until for x units
TASK_WALK_PATH_FOR_UNITS,
// Rung the current path until you are x units from the goal.
TASK_RUN_PATH_FLEE,
// Run the current path for a specified number of seconds
TASK_RUN_PATH_TIMED,
// Run the current path until for x units
TASK_RUN_PATH_FOR_UNITS,
// Run the current path until you are x units from the goal.
TASK_RUN_PATH_WITHIN_DIST,
// Walk the current path sideways (must be supported by animation)
TASK_STRAFE_PATH,
// Clear m_flMoveWaitFinished (timer that inhibits movement)
TASK_CLEAR_MOVE_WAIT,
// Decide on the appropriate small flinch animation, and play it.
TASK_SMALL_FLINCH,
// Decide on the appropriate big flinch animation, and play it.
TASK_BIG_FLINCH,
// Prevent dodging for a certain amount of time.
TASK_DEFER_DODGE,
// Turn to face ideal yaw
TASK_FACE_IDEAL,
// Find an interesting direction to face. Don't face into walls, corners if you can help it.
TASK_FACE_REASONABLE,
// Turn to face the way I should walk or run
TASK_FACE_PATH,
// Turn to face a player
TASK_FACE_PLAYER,
// Turn to face the enemy
TASK_FACE_ENEMY,
// Turn to face nodes[ m_pHintNode ]
TASK_FACE_HINTNODE,
// Play activity associate with the current hint
TASK_PLAY_HINT_ACTIVITY,
// Turn to face m_hTargetEnt
TASK_FACE_TARGET,
// Turn to face stored last position (last position must be stored first!)
TASK_FACE_LASTPOSITION,
// Turn to face stored save position (save position must be stored first!)
TASK_FACE_SAVEPOSITION,
// Turn to face directly away from stored save position (save position must be stored first!)
TASK_FACE_AWAY_FROM_SAVEPOSITION,
// Set the current facing to be the ideal
TASK_SET_IDEAL_YAW_TO_CURRENT,
// Attack the enemy (should be facing the enemy)
TASK_RANGE_ATTACK1,
TASK_RANGE_ATTACK2,
TASK_MELEE_ATTACK1,
TASK_MELEE_ATTACK2,
// Reload weapon
TASK_RELOAD,
// Execute special attack (user-defined)
TASK_SPECIAL_ATTACK1,
TASK_SPECIAL_ATTACK2,
TASK_FIND_HINTNODE,
TASK_FIND_LOCK_HINTNODE,
TASK_CLEAR_HINTNODE,
// Claim m_pHintNode exclusively for this NPC.
TASK_LOCK_HINTNODE,
// Emit an angry sound
TASK_SOUND_ANGRY,
// Emit a dying sound
TASK_SOUND_DEATH,
// Emit an idle sound
TASK_SOUND_IDLE,
// Emit a sound because you are pissed off because you just saw someone you don't like
TASK_SOUND_WAKE,
// Emit a pain sound
TASK_SOUND_PAIN,
// Emit a death sound
TASK_SOUND_DIE,
// Speak a sentence
TASK_SPEAK_SENTENCE,
// Wait for the current sentence I'm speaking to finish
TASK_WAIT_FOR_SPEAK_FINISH,
// Set current animation activity to the specified activity
TASK_SET_ACTIVITY,
// Adjust the framerate to plus/minus N%
TASK_RANDOMIZE_FRAMERATE,
// Immediately change to a schedule of the specified type
TASK_SET_SCHEDULE,
// Set the specified schedule to execute if the current schedule fails.
TASK_SET_FAIL_SCHEDULE,
// How close to route goal do I need to get
TASK_SET_TOLERANCE_DISTANCE,
// How many seconds should I spend search for a route
TASK_SET_ROUTE_SEARCH_TIME,
// Return to use of default fail schedule
TASK_CLEAR_FAIL_SCHEDULE,
// Play the specified animation sequence before continuing
TASK_PLAY_SEQUENCE,
// Play the specified private animation sequence before continuing
TASK_PLAY_PRIVATE_SEQUENCE,
// Turn to face the enemy while playing specified animation sequence
TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY,
TASK_PLAY_SEQUENCE_FACE_ENEMY,
TASK_PLAY_SEQUENCE_FACE_TARGET,
// tries lateral cover first, then node cover
TASK_FIND_COVER_FROM_BEST_SOUND,
// tries lateral cover first, then node cover
TASK_FIND_COVER_FROM_ENEMY,
// Find a place to hide from the enemy, somewhere on either side of me
TASK_FIND_LATERAL_COVER_FROM_ENEMY,
// Find a place further from the saved position
TASK_FIND_BACKAWAY_FROM_SAVEPOSITION,
// Fine a place to hide from the enemy, anywhere. Use the node system.
TASK_FIND_NODE_COVER_FROM_ENEMY,
// Find a place to hide from the enemy that's within the specified distance
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY,
// data for this one is there MINIMUM aceptable distance to the cover.
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY,
// Find a place to go that can't see to where I am now.
TASK_FIND_COVER_FROM_ORIGIN,
// Unhook from the AI system.
TASK_DIE,
// Wait until scripted sequence plays
TASK_WAIT_FOR_SCRIPT,
// Play scripted sequence animation
TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY,
TASK_PLAY_SCRIPT,
TASK_PLAY_SCRIPT_POST_IDLE,
TASK_ENABLE_SCRIPT,
TASK_PLANT_ON_SCRIPT,
TASK_FACE_SCRIPT,
// Wait for scene to complete
TASK_PLAY_SCENE,
// Wait for 0 to specified number of seconds
TASK_WAIT_RANDOM,
// Wait forever (until this schedule is interrupted)
TASK_WAIT_INDEFINITE,
TASK_STOP_MOVING,
// Turn left the specified number of degrees
TASK_TURN_LEFT,
// Turn right the specified number of degrees
TASK_TURN_RIGHT,
// Remember the specified piece of data
TASK_REMEMBER,
// Forget the specified piece of data
TASK_FORGET,
// Wait until current movement is complete.
TASK_WAIT_FOR_MOVEMENT,
// Wait until a single-step movement is complete.
TASK_WAIT_FOR_MOVEMENT_STEP,
// Wait until I can't hear any danger sound.
TASK_WAIT_UNTIL_NO_DANGER_SOUND,
// Pick up new weapons:
TASK_WEAPON_FIND,
TASK_WEAPON_PICKUP,
TASK_WEAPON_RUN_PATH, // run to weapon but break if someone else picks it up
TASK_WEAPON_CREATE,
TASK_ITEM_PICKUP,
TASK_ITEM_RUN_PATH,
// Use small hull for tight navigation
TASK_USE_SMALL_HULL,
// wait until you are on ground
TASK_FALL_TO_GROUND,
// Wander for a specfied amound of time
TASK_WANDER,
TASK_FREEZE,
// regather conditions at the start of a schedule (all conditions are cleared between schedules)
TASK_GATHER_CONDITIONS,
// Require an enemy be seen after the task is run to be considered a candidate enemy
TASK_IGNORE_OLD_ENEMIES,
TASK_DEBUG_BREAK,
// Add a specified amount of health to this NPC
TASK_ADD_HEALTH,
// Add a gesture layer and wait until it's finished
TASK_ADD_GESTURE_WAIT,
// Add a gesture layer
TASK_ADD_GESTURE,
// Get a path to my forced interaction partner
TASK_GET_PATH_TO_INTERACTION_PARTNER,
// First task of all schedules for playing back scripted sequences
TASK_PRE_SCRIPT,
// ======================================
// IMPORTANT: This must be the last enum
// ======================================
LAST_SHARED_TASK
};
#endif // AI_TASK_H