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.
122 lines
3.9 KiB
122 lines
3.9 KiB
5 years ago
|
//========= Copyright 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.
|
||
|
|
||
|
// ======================================
|
||
|
// IMPORTANT: This must be the last enum
|
||
|
// ======================================
|
||
|
LAST_SHARED_CONDITION
|
||
|
};
|
||
|
|
||
|
#endif //CONDITION_H
|