//========= Copyright © 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