sqwarmed/sdk_src/game/server/ai_condition.h

124 lines
4.0 KiB
C

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: The default shared conditions
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef CONDITION_H
#define CONDITION_H
// NOTE: Changing this constant will break save files!!! (changes type of CAI_ScheduleBits)
#ifndef MAX_CONDITIONS
#define MAX_CONDITIONS 32*8
#endif
//=========================================================
// These are the default shared conditions
//=========================================================
enum SCOND_t
{
COND_NONE, // A way for a function to return no condition to get
COND_IN_PVS,
COND_IDLE_INTERRUPT, // The schedule in question is a low priority idle, and therefore a candidate for translation into something else
COND_LOW_PRIMARY_AMMO,
COND_NO_PRIMARY_AMMO,
COND_NO_SECONDARY_AMMO,
COND_NO_WEAPON,
COND_SEE_HATE,
COND_SEE_FEAR,
COND_SEE_DISLIKE,
COND_SEE_ENEMY,
COND_LOST_ENEMY,
COND_ENEMY_WENT_NULL, // What most people think COND_LOST_ENEMY is: This condition is set in the edge case where you had an enemy last think, but don't have one this think.
COND_ENEMY_OCCLUDED, // Can't see m_hEnemy
COND_TARGET_OCCLUDED, // Can't see m_hTargetEnt
COND_HAVE_ENEMY_LOS,
COND_HAVE_TARGET_LOS,
COND_LIGHT_DAMAGE,
COND_HEAVY_DAMAGE,
COND_PHYSICS_DAMAGE,
COND_REPEATED_DAMAGE, // Damaged several times in a row
COND_CAN_RANGE_ATTACK1, // Hitscan weapon only
COND_CAN_RANGE_ATTACK2, // Grenade weapon only
COND_CAN_MELEE_ATTACK1,
COND_CAN_MELEE_ATTACK2,
COND_PROVOKED,
COND_NEW_ENEMY,
COND_ENEMY_TOO_FAR, // Can we get rid of this one!?!?
COND_ENEMY_FACING_ME,
COND_BEHIND_ENEMY,
COND_ENEMY_DEAD,
COND_ENEMY_UNREACHABLE, // Not connected to me via node graph
COND_SEE_PLAYER,
COND_LOST_PLAYER,
COND_SEE_NEMESIS,
COND_TASK_FAILED,
COND_SCHEDULE_DONE,
COND_SMELL,
COND_TOO_CLOSE_TO_ATTACK, // FIXME: most of this next group are meaningless since they're shared between all attack checks!
COND_TOO_FAR_TO_ATTACK,
COND_NOT_FACING_ATTACK,
COND_WEAPON_HAS_LOS,
COND_WEAPON_BLOCKED_BY_FRIEND, // Friend between weapon and target
COND_WEAPON_PLAYER_IN_SPREAD, // Player in shooting direction
COND_WEAPON_PLAYER_NEAR_TARGET, // Player near shooting position
COND_WEAPON_SIGHT_OCCLUDED,
COND_BETTER_WEAPON_AVAILABLE,
COND_HEALTH_ITEM_AVAILABLE, // There's a healthkit available.
COND_GIVE_WAY, // Another npc requested that I give way
COND_WAY_CLEAR, // I no longer have to give way
COND_HEAR_DANGER,
COND_HEAR_THUMPER,
COND_HEAR_BUGBAIT,
COND_HEAR_COMBAT,
COND_HEAR_WORLD,
COND_HEAR_PLAYER,
COND_HEAR_BULLET_IMPACT,
COND_HEAR_PHYSICS_DANGER,
COND_HEAR_MOVE_AWAY,
COND_HEAR_SPOOKY, // Zombies make this when Alyx is in darkness mode
COND_NO_HEAR_DANGER, // Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
COND_FLOATING_OFF_GROUND,
COND_MOBBED_BY_ENEMIES, // Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
// Commander stuff
COND_RECEIVED_ORDERS,
COND_PLAYER_ADDED_TO_SQUAD,
COND_PLAYER_REMOVED_FROM_SQUAD,
COND_PLAYER_PUSHING,
COND_NPC_FREEZE, // We received an npc_freeze command while we were unfrozen
COND_NPC_UNFREEZE, // We received an npc_freeze command while we were frozen
// This is a talker condition, but done here because we need to handle it in base AI
// due to it's interaction with behaviors.
COND_TALKER_RESPOND_TO_QUESTION,
COND_NO_CUSTOM_INTERRUPTS, // Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.
COND_BEHAVIOR_PARAMETERS_CHANGED,
// ======================================
// IMPORTANT: This must be the last enum
// ======================================
LAST_SHARED_CONDITION
};
#endif //CONDITION_H