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493 lines
18 KiB
493 lines
18 KiB
//========= 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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#ifndef AI_PLAYERALLY_H |
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#define AI_PLAYERALLY_H |
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#include "utlmap.h" |
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#include "simtimer.h" |
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#include "AI_Criteria.h" |
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#include "ai_baseactor.h" |
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#include "ai_speechfilter.h" |
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#ifndef _WIN32 |
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#undef min |
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#endif |
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#include "stdstring.h" |
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#ifndef _WIN32 |
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#undef MINMAX_H |
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#include "minmax.h" |
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#endif |
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#if defined( _WIN32 ) |
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#pragma once |
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#endif |
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//----------------------------------------------------------------------------- |
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#define TLK_ANSWER "TLK_ANSWER" |
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#define TLK_ANSWER_HELLO "TLK_ANSWER_HELLO" |
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#define TLK_QUESTION "TLK_QUESTION" |
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#define TLK_IDLE "TLK_IDLE" |
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#define TLK_STARE "TLK_STARE" |
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#define TLK_LOOK "TLK_LOOK" // player looking at player for a second |
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#define TLK_USE "TLK_USE" |
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#define TLK_STARTFOLLOW "TLK_STARTFOLLOW" |
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#define TLK_STOPFOLLOW "TLK_STOPFOLLOW" |
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#define TLK_JOINPLAYER "TLK_JOINPLAYER" |
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#define TLK_STOP "TLK_STOP" |
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#define TLK_NOSHOOT "TLK_NOSHOOT" |
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#define TLK_HELLO "TLK_HELLO" |
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#define TLK_PHELLO "TLK_PHELLO" |
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#define TLK_HELLO_NPC "TLK_HELLO_NPC" |
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#define TLK_PIDLE "TLK_PIDLE" |
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#define TLK_PQUESTION "TLK_PQUESTION" |
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#define TLK_PLHURT1 "TLK_PLHURT1" |
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#define TLK_PLHURT2 "TLK_PLHURT2" |
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#define TLK_PLHURT3 "TLK_PLHURT3" |
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#define TLK_PLHURT "TLK_PLHURT" |
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#define TLK_PLPUSH "TLK_PLPUSH" |
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#define TLK_PLRELOAD "TLK_PLRELOAD" |
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#define TLK_SMELL "TLK_SMELL" |
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#define TLK_SHOT "TLK_SHOT" |
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#define TLK_WOUND "TLK_WOUND" |
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#define TLK_MORTAL "TLK_MORTAL" |
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#define TLK_DANGER "TLK_DANGER" |
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#define TLK_SEE_COMBINE "TLK_SEE_COMBINE" |
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#define TLK_ENEMY_DEAD "TLK_ENEMY_DEAD" |
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#define TLK_ALYX_ENEMY_DEAD "TLK_ALYX_ENEMY_DEAD" |
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#define TLK_SELECTED "TLK_SELECTED" // selected by player in command mode. |
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#define TLK_COMMANDED "TLK_COMMANDED" // received orders from player in command mode |
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#define TLK_COMMAND_FAILED "TLK_COMMAND_FAILED" |
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#define TLK_DENY_COMMAND "TLK_DENY_COMMAND" // designer has asked this NPC to politely deny player commands to move the squad |
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#define TLK_BETRAYED "TLK_BETRAYED" // player killed an ally in front of me. |
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#define TLK_ALLY_KILLED "TLK_ALLY_KILLED" // witnessed an ally die some other way. |
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#define TLK_ATTACKING "TLK_ATTACKING" // about to fire my weapon at a target |
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#define TLK_HEAL "TLK_HEAL" // healing someone |
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#define TLK_GIVEAMMO "TLK_GIVEAMMO" // giving ammo to someone |
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#define TLK_DEATH "TLK_DEATH" // Death rattle |
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#define TLK_HELP_ME "TLK_HELP_ME" // call out to the player for help |
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#define TLK_PLYR_PHYSATK "TLK_PLYR_PHYSATK" // Player's attacked me with a thrown physics object |
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#define TLK_NEWWEAPON "TLK_NEWWEAPON" |
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#define TLK_PLDEAD "TLK_PLDEAD" |
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#define TLK_HIDEANDRELOAD "TLK_HIDEANDRELOAD" |
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#define TLK_STARTCOMBAT "TLK_STARTCOMBAT" |
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#define TLK_WATCHOUT "TLK_WATCHOUT" |
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#define TLK_MOBBED "TLK_MOBBED" |
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#define TLK_MANY_ENEMIES "TLK_MANY_ENEMIES" |
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#define TLK_FLASHLIGHT_ILLUM "TLK_FLASHLIGHT_ILLUM" |
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#define TLK_FLASHLIGHT_ON "TLK_FLASHLIGHT_ON" // player turned on flashlight |
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#define TLK_FLASHLIGHT_OFF "TLK_FLASHLIGHT_OFF" // player turned off flashlight |
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#define TLK_DARKNESS_LOSTPLAYER "TLK_DARKNESS_LOSTPLAYER" |
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#define TLK_DARKNESS_FOUNDPLAYER "TLK_DARKNESS_FOUNDPLAYER" |
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#define TLK_DARKNESS_UNKNOWN_WOUND "TLK_DARKNESS_UNKNOWN_WOUND" |
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#define TLK_DARKNESS_HEARDSOUND "TLK_DARKNESS_HEARDSOUND" |
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#define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT" |
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#define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED" |
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#define TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT "TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT" |
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#define TLK_DARKNESS_FLASHLIGHT_EXPIRED "TLK_DARKNESS_FLASHLIGHT_EXPIRED" // flashlight expired while not in combat |
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#define TLK_DARKNESS_ENEMY_IN_DARKNESS "TLK_DARKNESS_ENEMY_IN_DARKNESS" // have an enemy, but it's in the darkness |
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#define TLK_SPOTTED_INCOMING_HEADCRAB "TLK_SPOTTED_INCOMING_HEADCRAB" |
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#define TLK_CANT_INTERACT_NOW "TLK_CANT_INTERACT_NOW" // to busy to interact with an object the player is holding up to me |
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#define TLK_ALLY_IN_BARNACLE "TLK_ALLY_IN_BARNACLE" // Barnacle is lifting my buddy! |
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#define TLK_SELF_IN_BARNACLE "TLK_SELF_IN_BARNACLE" // I was grabbed by a barnacle! |
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#define TLK_FOUNDPLAYER "TLK_FOUNDPLAYER" |
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#define TLK_PLAYER_KILLED_NPC "TLK_PLAYER_KILLED_NPC" |
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#define TLK_ENEMY_BURNING "TLK_ENEMY_BURNING" |
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#define TLK_SPOTTED_ZOMBIE_WAKEUP "TLK_SPOTTED_ZOMBIE_WAKEUP" |
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#define TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE "TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE" |
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#define TLK_DANGER_ZOMBINE_GRENADE "TLK_DANGER_ZOMBINE_GRENADE" |
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#define TLK_BALLSOCKETED "TLK_BALLSOCKETED" |
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// Vehicle passenger |
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#define TLK_PASSENGER_WARN_COLLISION "TLK_PASSENGER_WARN_COLLISION" // About to collide with something |
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#define TLK_PASSENGER_IMPACT "TLK_PASSENGER_IMPACT" // Just hit something |
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#define TLK_PASSENGER_OVERTURNED "TLK_PASSENGER_OVERTURNED" // Vehicle has just overturned |
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#define TLK_PASSENGER_REQUEST_UPRIGHT "TLK_PASSENGER_REQUEST_UPRIGHT" // Vehicle needs to be put upright |
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#define TLK_PASSENGER_ERRATIC_DRIVING "TLK_PASSENGER_ERRATIC_DRIVING" // Vehicle is moving erratically |
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#define TLK_PASSENGER_VEHICLE_STARTED "TLK_PASSENGER_VEHICLE_STARTED" // Vehicle has started moving |
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#define TLK_PASSENGER_VEHICLE_STOPPED "TLK_PASSENGER_VEHICLE_STOPPED" // Vehicle has stopped moving |
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#define TLK_PASSENGER_BEGIN_ENTRANCE "TLK_PASSENGER_BEGIN_ENTRANCE" // Passenger started entering |
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#define TLK_PASSENGER_FINISH_ENTRANCE "TLK_PASSENGER_FINISH_ENTRANCE" // Passenger finished entering (is in seat) |
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#define TLK_PASSENGER_BEGIN_EXIT "TLK_PASSENGER_BEGIN_EXIT" // Passenger started exiting |
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#define TLK_PASSENGER_FINISH_EXIT "TLK_PASSENGER_FINISH_EXIT" // Passenger finished exiting (seat is vacated) |
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#define TLK_PASSENGER_PLAYER_ENTERED "TLK_PASSENGER_PLAYER_ENTERED" // Player entered the vehicle |
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#define TLK_PASSENGER_PLAYER_EXITED "TLK_PASSENGER_PLAYER_EXITED" // Player exited the vehicle |
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#define TLK_PASSENGER_NEW_RADAR_CONTACT "TLK_PASSENGER_NEW_RADAR_CONTACT" // Noticed a brand new contact on the radar |
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#define TLK_PASSENGER_PUNTED "TLK_PASSENGER_PUNTED" // The player has punted us while we're sitting in the vehicle |
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// Vortigaunt |
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#define TLK_VORTIGAUNT_DISPEL "TLK_VORTIGAUNT_DISPEL" // Dispel attack starting |
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// resume is "as I was saying..." or "anyhow..." |
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#define TLK_RESUME "TLK_RESUME" |
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// tourguide stuff below |
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#define TLK_TGSTAYPUT "TLK_TGSTAYPUT" |
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#define TLK_TGFIND "TLK_TGFIND" |
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#define TLK_TGSEEK "TLK_TGSEEK" |
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#define TLK_TGLOSTYOU "TLK_TGLOSTYOU" |
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#define TLK_TGCATCHUP "TLK_TGCATCHUP" |
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#define TLK_TGENDTOUR "TLK_TGENDTOUR" |
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//----------------------------------------------------------------------------- |
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#define TALKRANGE_MIN 500.0 // don't talk to anyone farther away than this |
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//----------------------------------------------------------------------------- |
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#define TALKER_STARE_DIST 128 // anyone closer than this and looking at me is probably staring at me. |
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#define TALKER_DEFER_IDLE_SPEAK_MIN 10 |
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#define TALKER_DEFER_IDLE_SPEAK_MAX 20 |
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//----------------------------------------------------------------------------- |
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class CAI_PlayerAlly; |
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//----------------------------------------------------------------------------- |
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// |
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// CLASS: CAI_AllySpeechManager |
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// |
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//----------------------------------------------------------------------------- |
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enum ConceptCategory_t |
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{ |
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SPEECH_IDLE, |
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SPEECH_IMPORTANT, |
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SPEECH_PRIORITY, |
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SPEECH_NUM_CATEGORIES |
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}; |
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struct ConceptCategoryInfo_t |
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{ |
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float minGlobalDelay; |
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float maxGlobalDelay; |
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float minPersonalDelay; |
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float maxPersonalDelay; |
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}; |
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enum AIConceptFlags_t |
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{ |
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AICF_DEFAULT = 0, |
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AICF_SPEAK_ONCE = 0x01, |
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AICF_PROPAGATE_SPOKEN = 0x02, |
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AICF_TARGET_PLAYER = 0x04, |
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AICF_QUESTION = 0x08, |
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AICF_ANSWER = 0x10, |
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}; |
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struct ConceptInfo_t |
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{ |
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AIConcept_t concept; |
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ConceptCategory_t category; |
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float minGlobalCategoryDelay; |
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float maxGlobalCategoryDelay; |
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float minPersonalCategoryDelay; |
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float maxPersonalCategoryDelay; |
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float minConceptDelay; |
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float maxConceptDelay; |
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int flags; |
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}; |
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//------------------------------------- |
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class CAI_AllySpeechManager : public CLogicalEntity |
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{ |
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DECLARE_CLASS( CAI_AllySpeechManager, CLogicalEntity ); |
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public: |
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CAI_AllySpeechManager(); |
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~CAI_AllySpeechManager(); |
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void Spawn(); |
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void AddCustomConcept( const ConceptInfo_t &conceptInfo ); |
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ConceptCategoryInfo_t *GetConceptCategoryInfo( ConceptCategory_t category ); |
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ConceptInfo_t *GetConceptInfo( AIConcept_t concept ); |
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void OnSpokeConcept( CAI_PlayerAlly *pPlayerAlly, AIConcept_t concept, AI_Response *response ); |
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void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 ); |
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bool CategoryDelayExpired( ConceptCategory_t category ); |
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bool ConceptDelayExpired( AIConcept_t concept ); |
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private: |
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CSimpleSimTimer m_ConceptCategoryTimers[SPEECH_NUM_CATEGORIES]; |
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CUtlMap<string_t, CSimpleSimTimer, char> m_ConceptTimers; |
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friend CAI_AllySpeechManager *GetAllySpeechManager(); |
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static CAI_AllySpeechManager *gm_pSpeechManager; |
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DECLARE_DATADESC(); |
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}; |
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//------------------------------------- |
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CAI_AllySpeechManager *GetAllySpeechManager(); |
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//----------------------------------------------------------------------------- |
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// |
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// CLASS: CAI_PlayerAlly |
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// |
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//----------------------------------------------------------------------------- |
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class CAI_AllySpeechManager; |
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enum AISpeechTargetSearchFlags_t |
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{ |
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AIST_PLAYERS = (1<<0), |
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AIST_NPCS = (1<<1), |
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AIST_IGNORE_RELATIONSHIP = (1<<2), |
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AIST_ANY_QUALIFIED = (1<<3), |
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AIST_FACING_TARGET = (1<<4), |
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}; |
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struct AISpeechSelection_t |
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{ |
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AISpeechSelection_t() |
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: pResponse(NULL) |
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{ |
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} |
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void Set( AIConcept_t newConcept, AI_Response *pNewResponse, CBaseEntity *pTarget = NULL ) |
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{ |
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pResponse = pNewResponse; |
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concept = newConcept; |
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hSpeechTarget = pTarget; |
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} |
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std::string concept; |
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AI_Response * pResponse; |
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EHANDLE hSpeechTarget; |
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}; |
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//------------------------------------- |
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class CAI_PlayerAlly : public CAI_BaseActor |
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{ |
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DECLARE_CLASS( CAI_PlayerAlly, CAI_BaseActor ); |
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public: |
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//--------------------------------- |
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int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); } |
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void TalkInit( void ); |
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//--------------------------------- |
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// Behavior |
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//--------------------------------- |
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void GatherConditions( void ); |
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void GatherEnemyConditions( CBaseEntity *pEnemy ); |
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void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ); |
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void PrescheduleThink( void ); |
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int SelectSchedule( void ); |
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int SelectNonCombatSpeech( AISpeechSelection_t *pSelection ); |
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virtual int SelectNonCombatSpeechSchedule(); |
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int TranslateSchedule( int scheduleType ); |
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void OnStartSchedule( int scheduleType ); |
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void StartTask( const Task_t *pTask ); |
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void RunTask( const Task_t *pTask ); |
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void TaskFail( AI_TaskFailureCode_t ); |
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void TaskFail( const char *pszGeneralFailText ) { BaseClass::TaskFail( pszGeneralFailText ); } |
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void ClearTransientConditions(); |
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void Touch( CBaseEntity *pOther ); |
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//--------------------------------- |
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// Combat |
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//--------------------------------- |
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void OnKilledNPC( CBaseCombatCharacter *pKilled ); |
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//--------------------------------- |
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// Damage handling |
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//--------------------------------- |
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); |
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int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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int TakeHealth( float flHealth, int bitsDamageType ); |
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void Event_Killed( const CTakeDamageInfo &info ); |
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bool CreateVPhysics(); |
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//--------------------------------- |
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virtual void PainSound( const CTakeDamageInfo &info ); |
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//--------------------------------- |
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// Speech & Acting |
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//--------------------------------- |
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CBaseEntity *EyeLookTarget( void ); // Override to look at talk target |
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CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL ); |
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CBaseEntity *FindSpeechTarget( int flags ); |
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virtual bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity ); |
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CBaseEntity *GetSpeechTarget() { return m_hTalkTarget.Get(); } |
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void SetSpeechTarget( CBaseEntity *pSpeechTarget ) { m_hTalkTarget = pSpeechTarget; } |
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void SetSpeechFilter( CAI_SpeechFilter *pFilter ) { m_hSpeechFilter = pFilter; } |
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CAI_SpeechFilter *GetSpeechFilter( void ) { return m_hSpeechFilter; } |
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//--------------------------------- |
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virtual bool SelectIdleSpeech( AISpeechSelection_t *pSelection ); |
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virtual bool SelectAlertSpeech( AISpeechSelection_t *pSelection ); |
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virtual bool SelectInterjection(); |
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virtual bool SelectPlayerUseSpeech(); |
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//--------------------------------- |
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virtual bool SelectQuestionAndAnswerSpeech( AISpeechSelection_t *pSelection ); |
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virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response ); |
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bool SelectQuestionFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection ); |
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bool SelectAnswerFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection, bool bRespondingToHello ); |
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//--------------------------------- |
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bool SelectSpeechResponse( AIConcept_t concept, const char *pszModifiers, CBaseEntity *pTarget, AISpeechSelection_t *pSelection ); |
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void SetPendingSpeech( AIConcept_t concept, AI_Response *pResponse ); |
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void ClearPendingSpeech(); |
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bool HasPendingSpeech() { return !m_PendingConcept.empty(); } |
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//--------------------------------- |
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bool CanPlaySentence( bool fDisregardState ); |
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int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ); |
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//--------------------------------- |
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void DeferAllIdleSpeech( float flDelay = -1, CAI_BaseNPC *pIgnore = NULL ); |
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//--------------------------------- |
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bool IsOkToSpeak( ConceptCategory_t category, bool fRespondingToPlayer = false ); |
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//--------------------------------- |
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bool IsOkToSpeak( void ); |
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bool IsOkToCombatSpeak( void ); |
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bool IsOkToSpeakInResponseToPlayer( void ); |
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bool ShouldSpeakRandom( AIConcept_t concept, int iChance ); |
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bool IsAllowedToSpeak( AIConcept_t concept, bool bRespondingToPlayer = false ); |
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virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 ); |
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void ModifyOrAppendCriteria( AI_CriteriaSet& set ); |
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//--------------------------------- |
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float GetTimePlayerStaring() { return ( m_flTimePlayerStartStare != 0 ) ? gpGlobals->curtime - m_flTimePlayerStartStare : 0; } |
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//--------------------------------- |
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// NPC Event Response System |
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virtual bool CanRespondToEvent( const char *ResponseConcept ); |
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virtual bool RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene ); |
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//--------------------------------- |
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void OnSpokeConcept( AIConcept_t concept, AI_Response *response ); |
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void OnStartSpeaking(); |
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// Inputs |
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virtual void InputIdleRespond( inputdata_t &inputdata ) {}; |
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void InputSpeakResponseConcept( inputdata_t &inputdata ); |
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virtual bool SpeakMapmakerInterruptConcept( string_t iszConcept ); |
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void DisplayDeathMessage( void ); |
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virtual const char *GetDeathMessageText( void ) { return "GAMEOVER_ALLY"; } |
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void InputMakeGameEndAlly( inputdata_t &inputdata ); |
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void InputMakeRegularAlly( inputdata_t &inputdata ); |
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void InputAnswerQuestion( inputdata_t &inputdata ); |
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void InputAnswerQuestionHello( inputdata_t &inputdata ); |
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void InputEnableSpeakWhileScripting( inputdata_t &inputdata ); |
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void InputDisableSpeakWhileScripting( inputdata_t &inputdata ); |
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void AnswerQuestion( CAI_PlayerAlly *pQuestioner, int iQARandomNum, bool bAnsweringHello ); |
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protected: |
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#ifdef HL2_DLL |
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// Health regeneration for friendly allies |
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virtual bool ShouldRegenerateHealth( void ) { return ( Classify() == CLASS_PLAYER_ALLY_VITAL ); } |
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#endif |
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inline bool CanSpeakWhileScripting(); |
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// Whether we are a vital ally (useful for wrting Classify() for classes that are only sometimes vital, |
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// such as the Lone Vort in Ep2.) The usual means by which any other function should determine if a character |
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// is vital is to determine Classify() == CLASS_PLAYER_ALLY_VITAL. Do not use this function outside that |
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// context. |
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inline bool IsGameEndAlly( void ) { return m_bGameEndAlly; } |
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//----------------------------------------------------- |
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// Conditions, Schedules, Tasks |
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//----------------------------------------------------- |
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enum |
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{ |
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SCHED_TALKER_SPEAK_PENDING_IDLE = BaseClass::NEXT_SCHEDULE, |
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SCHED_TALKER_SPEAK_PENDING_ALERT, |
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SCHED_TALKER_SPEAK_PENDING_COMBAT, |
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NEXT_SCHEDULE, |
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TASK_TALKER_SPEAK_PENDING = BaseClass::NEXT_TASK, |
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NEXT_TASK, |
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COND_TALKER_CLIENTUNSEEN = BaseClass::NEXT_CONDITION, |
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COND_TALKER_PLAYER_DEAD, |
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COND_TALKER_PLAYER_STARING, |
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NEXT_CONDITION |
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}; |
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private: |
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void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 ) { m_ConceptCategoryTimers[category].Set( minDelay, maxDelay ); } |
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bool CategoryDelayExpired( ConceptCategory_t category ) { return m_ConceptCategoryTimers[category].Expired(); } |
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friend class CAI_AllySpeechManager; |
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//--------------------------------- |
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AI_Response m_PendingResponse; |
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std::string m_PendingConcept; |
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float m_TimePendingSet; |
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//--------------------------------- |
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EHANDLE m_hTalkTarget; // who to look at while talking |
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float m_flNextRegenTime; |
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float m_flTimePlayerStartStare; |
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EHANDLE m_hPotentialSpeechTarget; // NPC to tell the response rules about when trying to find a response to talk to them with |
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float m_flNextIdleSpeechTime; |
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int m_iQARandomNumber; |
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//--------------------------------- |
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CSimpleSimTimer m_ConceptCategoryTimers[3]; |
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//--------------------------------- |
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CHandle<CAI_SpeechFilter> m_hSpeechFilter; |
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bool m_bGameEndAlly; |
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bool m_bCanSpeakWhileScripting; // Allows mapmakers to override NPC_STATE_SCRIPT or IsScripting() for responses. |
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float m_flTimeLastRegen; // Last time I regenerated a bit of health. |
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float m_flHealthAccumulator; // Counterpart to the damage accumulator in CBaseCombatCharacter. So ally health regeneration is accurate over time. |
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#ifdef _XBOX |
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protected: |
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#endif |
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DECLARE_DATADESC(); |
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protected: |
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DEFINE_CUSTOM_AI; |
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}; |
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bool CAI_PlayerAlly::CanSpeakWhileScripting() |
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{ |
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return m_bCanSpeakWhileScripting; |
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} |
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//----------------------------------------------------------------------------- |
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#endif // AI_PLAYERALLY_H
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