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553 lines
15 KiB
553 lines
15 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_motor.h"
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#include "ai_behavior_fear.h"
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#include "ai_hint.h"
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#include "ai_navigator.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_DATADESC( CAI_FearBehavior )
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DEFINE_FIELD( m_flTimeToSafety, FIELD_TIME ),
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DEFINE_FIELD( m_flTimePlayerLastVisible, FIELD_TIME ),
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DEFINE_FIELD( m_hSafePlaceHint, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hMovingToHint, FIELD_EHANDLE ),
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DEFINE_EMBEDDED( m_SafePlaceMoveMonitor ),
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DEFINE_FIELD( m_flDeferUntil, FIELD_TIME ),
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END_DATADESC();
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#define BEHAVIOR_FEAR_SAFETY_TIME 5
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#define FEAR_SAFE_PLACE_TOLERANCE 36.0f
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#define FEAR_ENEMY_TOLERANCE_CLOSE_DIST_SQR Square(300.0f) // (25 feet)
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#define FEAR_ENEMY_TOLERANCE_TOO_CLOSE_DIST_SQR Square( 60.0f ) // (5 Feet)
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ConVar ai_enable_fear_behavior( "ai_enable_fear_behavior", "1" );
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ConVar ai_fear_player_dist("ai_fear_player_dist", "720" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CAI_FearBehavior::CAI_FearBehavior()
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{
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ReleaseAllHints();
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m_SafePlaceMoveMonitor.ClearMark();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::StartTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_FEAR_IN_SAFE_PLACE:
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// We've arrived! Lock the hint and set the marker. we're safe for now.
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m_hSafePlaceHint = m_hMovingToHint;
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m_hSafePlaceHint->Lock( GetOuter() );
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m_SafePlaceMoveMonitor.SetMark( GetOuter(), FEAR_SAFE_PLACE_TOLERANCE );
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TaskComplete();
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break;
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case TASK_FEAR_GET_PATH_TO_SAFETY_HINT:
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// Using TaskInterrupt() optimizations. See RunTask().
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break;
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case TASK_FEAR_WAIT_FOR_SAFETY:
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m_flTimeToSafety = gpGlobals->curtime + BEHAVIOR_FEAR_SAFETY_TIME;
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break;
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::RunTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_FEAR_WAIT_FOR_SAFETY:
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if( HasCondition(COND_SEE_ENEMY) )
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{
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m_flTimeToSafety = gpGlobals->curtime + BEHAVIOR_FEAR_SAFETY_TIME;
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}
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else
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{
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if( gpGlobals->curtime > m_flTimeToSafety )
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{
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TaskComplete();
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}
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}
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break;
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case TASK_FEAR_GET_PATH_TO_SAFETY_HINT:
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{
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switch( GetOuter()->GetTaskInterrupt() )
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{
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case 0:// Find the hint node
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{
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ReleaseAllHints();
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CAI_Hint *pHint = FindFearWithdrawalDest();
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if( pHint == NULL )
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{
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TaskFail("Fear: Couldn't find hint node\n");
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m_flDeferUntil = gpGlobals->curtime + 3.0f;// Don't bang the hell out of this behavior. If we don't find a node, take a short break and run regular AI.
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}
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else
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{
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m_hMovingToHint.Set( pHint );
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GetOuter()->TaskInterrupt();
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}
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}
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break;
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case 1:// Do the pathfinding.
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{
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Assert( m_hMovingToHint != NULL );
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AI_NavGoal_t goal(m_hMovingToHint->GetAbsOrigin());
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goal.pTarget = NULL;
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if( GetNavigator()->SetGoal( goal ) == false )
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{
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m_hMovingToHint.Set( NULL );
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// Do whatever we'd want to do if we can't find a path
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/*
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Msg("Can't path to the Fear Hint!\n");
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AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, m_hRallyPoint->GetAbsOrigin(), AIN_DEF_ACTIVITY, 256 );
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if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
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{
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//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
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ClearCondition( COND_TASK_FAILED );
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GetNavigator()->SetArrivalDirection( m_hRallyPoint->GetAbsAngles() );
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TaskComplete();
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return;
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}
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*/
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}
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else
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{
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GetNavigator()->SetArrivalDirection( m_hMovingToHint->GetAbsAngles() );
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}
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}
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break;
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}
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}
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break;
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : TRUE if I have an enemy and that enemy would attack me if it could
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// Notes : Returns FALSE if the enemy is neutral or likes me.
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//-----------------------------------------------------------------------------
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bool CAI_FearBehavior::EnemyDislikesMe()
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{
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CBaseEntity *pEnemy = GetEnemy();
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if( pEnemy == NULL )
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return false;
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if( pEnemy->MyNPCPointer() == NULL )
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return false;
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Disposition_t disposition = pEnemy->MyNPCPointer()->IRelationType(GetOuter());
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Assert(disposition != D_ER);
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if( disposition >= D_LI )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// This place is definitely no longer safe. Stop picking it for a while.
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::MarkAsUnsafe()
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{
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Assert( m_hSafePlaceHint );
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// Disable the node to stop anyone from picking it for a while.
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m_hSafePlaceHint->DisableForSeconds( 5.0f );
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}
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//-----------------------------------------------------------------------------
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// Am I in safe place from my enemy?
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//-----------------------------------------------------------------------------
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bool CAI_FearBehavior::IsInASafePlace()
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{
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// No safe place in mind.
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if( !m_SafePlaceMoveMonitor.IsMarkSet() )
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return false;
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// I have a safe place, but I'm not there.
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if( m_SafePlaceMoveMonitor.TargetMoved(GetOuter()) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::SpoilSafePlace()
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{
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m_SafePlaceMoveMonitor.ClearMark();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::ReleaseAllHints()
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{
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if( m_hSafePlaceHint )
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{
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// If I have a safe place, unlock it for others.
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m_hSafePlaceHint->Unlock();
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// Don't make it available right away. I probably left for a good reason.
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// We also don't want to oscillate
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m_hSafePlaceHint->DisableForSeconds( 4.0f );
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m_hSafePlaceHint = NULL;
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}
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if( m_hMovingToHint )
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{
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m_hMovingToHint->Unlock();
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m_hMovingToHint = NULL;
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}
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m_SafePlaceMoveMonitor.ClearMark();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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// Notes : This behavior runs when I have an enemy that I fear, but who
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// does NOT hate or fear me (meaning they aren't going to fight me)
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//-----------------------------------------------------------------------------
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bool CAI_FearBehavior::CanSelectSchedule()
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{
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if( !GetOuter()->IsInterruptable() )
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return false;
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if( m_flDeferUntil > gpGlobals->curtime )
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return false;
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CBaseEntity *pEnemy = GetEnemy();
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if( pEnemy == NULL )
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return false;
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//if( !HasCondition(COND_SEE_PLAYER) )
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// return false;
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if( !ai_enable_fear_behavior.GetBool() )
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return false;
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if( GetOuter()->IRelationType(pEnemy) != D_FR )
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return false;
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if( !pEnemy->ClassMatches("npc_hunter") )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::GatherConditions()
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{
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BaseClass::GatherConditions();
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ClearCondition( COND_FEAR_ENEMY_CLOSE );
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ClearCondition( COND_FEAR_ENEMY_TOO_CLOSE );
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if( GetEnemy() )
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{
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float flEnemyDistSqr = GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin());
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if( flEnemyDistSqr < FEAR_ENEMY_TOLERANCE_TOO_CLOSE_DIST_SQR )
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{
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SetCondition( COND_FEAR_ENEMY_TOO_CLOSE );
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if( IsInASafePlace() )
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{
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SpoilSafePlace();
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}
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}
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else if( flEnemyDistSqr < FEAR_ENEMY_TOLERANCE_CLOSE_DIST_SQR && GetEnemy()->GetEnemy() == GetOuter() )
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{
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// Only become scared of an enemy at this range if they're my enemy, too
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SetCondition( COND_FEAR_ENEMY_CLOSE );
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if( IsInASafePlace() )
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{
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SpoilSafePlace();
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}
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}
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}
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ClearCondition(COND_FEAR_SEPARATED_FROM_PLAYER);
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// Check for separation from the player
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// -The player is farther away than 60 feet
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// -I haven't seen the player in 2 seconds
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//
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// Here's the distance check:
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if( pPlayer != NULL && GetAbsOrigin().DistToSqr(pPlayer->GetAbsOrigin()) >= Square( ai_fear_player_dist.GetFloat() * 1.5f ) )
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{
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SetCondition(COND_FEAR_SEPARATED_FROM_PLAYER);
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}
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// Here's the visibility check. We can't skip this because it's time-sensitive
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if( GetOuter()->FVisible(pPlayer) )
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{
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m_flTimePlayerLastVisible = gpGlobals->curtime;
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}
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else
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{
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if( gpGlobals->curtime - m_flTimePlayerLastVisible >= 2.0f )
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{
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SetCondition(COND_FEAR_SEPARATED_FROM_PLAYER);
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}
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}
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if( HasCondition(COND_FEAR_SEPARATED_FROM_PLAYER) )
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{
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//Msg("I am separated from player\n");
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if( IsInASafePlace() )
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{
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SpoilSafePlace();
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::BeginScheduleSelection()
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{
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if( m_hSafePlaceHint )
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{
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// We think we're safe. Is it true?
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if( !IsInASafePlace() )
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{
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// no! So mark it so.
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ReleaseAllHints();
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}
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}
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m_flTimePlayerLastVisible = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::EndScheduleSelection()
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{
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// We don't have to release our hints or markers or anything here.
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// Just because we ran other AI for a while doesn't mean we aren't still in a safe place.
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//ReleaseAllHints();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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// Notes : If fear behavior is running at all, we know we're afraid of our enemy
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//-----------------------------------------------------------------------------
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int CAI_FearBehavior::SelectSchedule()
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{
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bool bInSafePlace = IsInASafePlace();
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if( !HasCondition(COND_HEAR_DANGER) )
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{
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if( !bInSafePlace )
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{
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// Always move to a safe place if we're not running from a danger sound
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return SCHED_FEAR_MOVE_TO_SAFE_PLACE;
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}
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else
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{
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// We ARE in a safe place
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if( HasCondition(COND_CAN_RANGE_ATTACK1) )
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return SCHED_RANGE_ATTACK1;
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return SCHED_FEAR_STAY_IN_SAFE_PLACE;
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}
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}
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return BaseClass::SelectSchedule();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_FearBehavior::BuildScheduleTestBits()
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{
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BaseClass::BuildScheduleTestBits();
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if( GetOuter()->GetState() != NPC_STATE_SCRIPT )
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{
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// Stop doing ANYTHING if we get scared.
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//GetOuter()->SetCustomInterruptCondition( COND_HEAR_DANGER );
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if( !IsCurSchedule(SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY, false) && !IsCurSchedule(SCHED_FEAR_MOVE_TO_SAFE_PLACE, false) )
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{
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GetOuter()->SetCustomInterruptCondition( GetClassScheduleIdSpace()->ConditionLocalToGlobal(COND_FEAR_SEPARATED_FROM_PLAYER) );
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int CAI_FearBehavior::TranslateSchedule( int scheduleType )
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{
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switch( scheduleType )
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{
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case SCHED_FEAR_MOVE_TO_SAFE_PLACE:
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if( HasCondition(COND_FEAR_ENEMY_TOO_CLOSE) )
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{
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// If I'm moving to a safe place AND have an enemy too close to me,
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// make the move to safety while ignoring the condition.
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// this stops an oscillation
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// IS THIS CODE EVER EVEN BEING CALLED? (sjb)
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return SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY;
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}
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break;
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}
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return BaseClass::TranslateSchedule( scheduleType );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CAI_Hint *CAI_FearBehavior::FindFearWithdrawalDest()
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{
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CAI_Hint *pHint;
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CHintCriteria hintCriteria;
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CAI_BaseNPC *pOuter = GetOuter();
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Assert(pOuter != NULL);
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hintCriteria.AddHintType( HINT_PLAYER_ALLY_FEAR_DEST );
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hintCriteria.SetFlag( bits_HINT_NODE_VISIBLE_TO_PLAYER | bits_HINT_NOT_CLOSE_TO_ENEMY /*| bits_HINT_NODE_IN_VIEWCONE | bits_HINT_NPC_IN_NODE_FOV*/ );
|
||
|
hintCriteria.AddIncludePosition( AI_GetSinglePlayer()->GetAbsOrigin(), ( ai_fear_player_dist.GetFloat() ) );
|
||
|
|
||
|
pHint = CAI_HintManager::FindHint( pOuter, hintCriteria );
|
||
|
|
||
|
if( pHint )
|
||
|
{
|
||
|
// Reserve this node while I try to get to it. When I get there I will lock it.
|
||
|
// Otherwise, if I fail to get there, the node will come available again soon.
|
||
|
pHint->DisableForSeconds( 4.0f );
|
||
|
}
|
||
|
#if 0
|
||
|
else
|
||
|
{
|
||
|
Msg("DID NOT FIND HINT\n");
|
||
|
NDebugOverlay::Cross3D( GetOuter()->WorldSpaceCenter(), 32, 255, 255, 0, false, 10.0f );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return pHint;
|
||
|
}
|
||
|
|
||
|
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_FearBehavior )
|
||
|
|
||
|
DECLARE_TASK( TASK_FEAR_GET_PATH_TO_SAFETY_HINT )
|
||
|
DECLARE_TASK( TASK_FEAR_WAIT_FOR_SAFETY )
|
||
|
DECLARE_TASK( TASK_FEAR_IN_SAFE_PLACE )
|
||
|
|
||
|
DECLARE_CONDITION( COND_FEAR_ENEMY_CLOSE )
|
||
|
DECLARE_CONDITION( COND_FEAR_ENEMY_TOO_CLOSE )
|
||
|
DECLARE_CONDITION( COND_FEAR_SEPARATED_FROM_PLAYER )
|
||
|
|
||
|
//===============================================
|
||
|
//===============================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_FEAR_MOVE_TO_SAFE_PLACE,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY"
|
||
|
" TASK_FEAR_GET_PATH_TO_SAFETY_HINT 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_FEAR_IN_SAFE_PLACE 0"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_FEAR_STAY_IN_SAFE_PLACE"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
""
|
||
|
" COND_HEAR_DANGER"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_FEAR_ENEMY_TOO_CLOSE"
|
||
|
);
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_RUN_FROM_ENEMY"
|
||
|
" TASK_FEAR_GET_PATH_TO_SAFETY_HINT 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_FEAR_IN_SAFE_PLACE 0"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_FEAR_STAY_IN_SAFE_PLACE"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
""
|
||
|
" COND_HEAR_DANGER"
|
||
|
" COND_NEW_ENEMY"
|
||
|
);
|
||
|
|
||
|
//===============================================
|
||
|
//===============================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_FEAR_STAY_IN_SAFE_PLACE,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_FEAR_WAIT_FOR_SAFETY 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
""
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_HEAR_DANGER"
|
||
|
" COND_FEAR_ENEMY_CLOSE"
|
||
|
" COND_FEAR_ENEMY_TOO_CLOSE"
|
||
|
" COND_CAN_RANGE_ATTACK1"
|
||
|
" COND_FEAR_SEPARATED_FROM_PLAYER"
|
||
|
);
|
||
|
|
||
|
|
||
|
AI_END_CUSTOM_SCHEDULE_PROVIDER()
|