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