Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Sets up the tasks for default AI.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "stringregistry.h"
#include "ai_basenpc.h"
#include "ai_task.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const char * g_ppszTaskFailureText[] =
{
"No failure", // NO_TASK_FAILURE
"No Target", // FAIL_NO_TARGET
"Weapon owned by someone else", // FAIL_WEAPON_OWNED
"Weapon/Item doesn't exist", // FAIL_ITEM_NO_FIND
"No hint node", // FAIL_NO_HINT_NODE
"Schedule not found", // FAIL_SCHEDULE_NOT_FOUND
"Don't have an enemy", // FAIL_NO_ENEMY
"Found no backaway node", // FAIL_NO_BACKAWAY_NODE
"Couldn't find cover", // FAIL_NO_COVER
"Couldn't find flank", // FAIL_NO_FLANK
"Couldn't find shoot position", // FAIL_NO_SHOOT
"Don't have a route", // FAIL_NO_ROUTE
"Don't have a route: no goal", // FAIL_NO_ROUTE_GOAL
"Don't have a route: blocked", // FAIL_NO_ROUTE_BLOCKED
"Don't have a route: illegal move", // FAIL_NO_ROUTE_ILLEGAL
"Couldn't walk to target", // FAIL_NO_WALK
"Node already locked", // FAIL_ALREADY_LOCKED
"No sound present", // FAIL_NO_SOUND
"No scent present", // FAIL_NO_SCENT
"Bad activity", // FAIL_BAD_ACTIVITY
"No goal entity", // FAIL_NO_GOAL
"No player", // FAIL_NO_PLAYER
"Can't reach any nodes", // FAIL_NO_REACHABLE_NODE
"No AI Network to Use", // FAIL_NO_AI_NETWORK
"Bad position to Target", // FAIL_BAD_POSITION
"Route Destination No Longer Valid", // FAIL_BAD_PATH_GOAL
"Stuck on top of something", // FAIL_STUCK_ONTOP
"Item has been taken", // FAIL_ITEM_TAKEN
};
const char *TaskFailureToString( AI_TaskFailureCode_t code )
{
const char *pszResult;
if ( code < 0 || code >= NUM_FAIL_CODES )
pszResult = (const char *)(intp)code;
else
pszResult = g_ppszTaskFailureText[code];
return pszResult;
}
//-----------------------------------------------------------------------------
// Purpose: Given and task name, return the task ID
//-----------------------------------------------------------------------------
int CAI_BaseNPC::GetTaskID(const char* taskName)
{
return GetSchedulingSymbols()->TaskSymbolToId( taskName );
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the task name string registry
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BaseNPC::InitDefaultTaskSR(void)
{
#define ADD_DEF_TASK( name ) idSpace.AddTask(#name, name, "CAI_BaseNPC" )
CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
ADD_DEF_TASK( TASK_INVALID );
ADD_DEF_TASK( TASK_ANNOUNCE_ATTACK );
ADD_DEF_TASK( TASK_RESET_ACTIVITY );
ADD_DEF_TASK( TASK_WAIT );
ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY );
ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY_RANDOM );
ADD_DEF_TASK( TASK_WAIT_PVS );
ADD_DEF_TASK( TASK_SUGGEST_STATE );
ADD_DEF_TASK( TASK_TARGET_PLAYER );
ADD_DEF_TASK( TASK_SCRIPT_WALK_TO_TARGET );
ADD_DEF_TASK( TASK_SCRIPT_RUN_TO_TARGET );
ADD_DEF_TASK( TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET );
ADD_DEF_TASK( TASK_MOVE_TO_TARGET_RANGE );
ADD_DEF_TASK( TASK_MOVE_TO_GOAL_RANGE );
ADD_DEF_TASK( TASK_MOVE_AWAY_PATH );
ADD_DEF_TASK( TASK_GET_PATH_AWAY_FROM_BEST_SOUND );
ADD_DEF_TASK( TASK_SET_GOAL );
ADD_DEF_TASK( TASK_GET_PATH_TO_GOAL );
ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY );
ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP );
ADD_DEF_TASK( TASK_GET_CHASE_PATH_TO_ENEMY );
ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP_LOS );
ADD_DEF_TASK( TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS );
ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_CORPSE );
ADD_DEF_TASK( TASK_GET_PATH_TO_PLAYER );
ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LOS );
ADD_DEF_TASK( TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS );
ADD_DEF_TASK( TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS );
ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET );
ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET_WEAPON );
ADD_DEF_TASK( TASK_CREATE_PENDING_WEAPON );
ADD_DEF_TASK( TASK_GET_PATH_TO_HINTNODE );
ADD_DEF_TASK( TASK_STORE_LASTPOSITION );
ADD_DEF_TASK( TASK_CLEAR_LASTPOSITION );
ADD_DEF_TASK( TASK_STORE_POSITION_IN_SAVEPOSITION );
ADD_DEF_TASK( TASK_STORE_BESTSOUND_IN_SAVEPOSITION );
ADD_DEF_TASK( TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION );
ADD_DEF_TASK( TASK_REACT_TO_COMBAT_SOUND );
ADD_DEF_TASK( TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION );
ADD_DEF_TASK( TASK_GET_PATH_TO_COMMAND_GOAL );
ADD_DEF_TASK( TASK_MARK_COMMAND_GOAL_POS );
ADD_DEF_TASK( TASK_CLEAR_COMMAND_GOAL );
ADD_DEF_TASK( TASK_GET_PATH_TO_LASTPOSITION );
ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION );
ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION_LOS );
ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSOUND );
ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSCENT );
ADD_DEF_TASK( TASK_GET_PATH_TO_RANDOM_NODE );
ADD_DEF_TASK( TASK_RUN_PATH );
ADD_DEF_TASK( TASK_WALK_PATH );
ADD_DEF_TASK( TASK_WALK_PATH_TIMED );
ADD_DEF_TASK( TASK_WALK_PATH_WITHIN_DIST );
ADD_DEF_TASK( TASK_RUN_PATH_WITHIN_DIST );
ADD_DEF_TASK( TASK_WALK_PATH_FOR_UNITS );
ADD_DEF_TASK( TASK_RUN_PATH_FOR_UNITS );
ADD_DEF_TASK( TASK_RUN_PATH_FLEE );
ADD_DEF_TASK( TASK_RUN_PATH_TIMED );
ADD_DEF_TASK( TASK_STRAFE_PATH );
ADD_DEF_TASK( TASK_CLEAR_MOVE_WAIT );
ADD_DEF_TASK( TASK_SMALL_FLINCH );
ADD_DEF_TASK( TASK_BIG_FLINCH );
ADD_DEF_TASK( TASK_DEFER_DODGE );
ADD_DEF_TASK( TASK_FACE_IDEAL );
ADD_DEF_TASK( TASK_FACE_REASONABLE );
ADD_DEF_TASK( TASK_FACE_PATH );
ADD_DEF_TASK( TASK_FACE_PLAYER );
ADD_DEF_TASK( TASK_FACE_ENEMY );
ADD_DEF_TASK( TASK_FACE_HINTNODE );
ADD_DEF_TASK( TASK_PLAY_HINT_ACTIVITY );
ADD_DEF_TASK( TASK_FACE_TARGET );
ADD_DEF_TASK( TASK_FACE_LASTPOSITION );
ADD_DEF_TASK( TASK_FACE_SAVEPOSITION );
ADD_DEF_TASK( TASK_FACE_AWAY_FROM_SAVEPOSITION );
ADD_DEF_TASK( TASK_SET_IDEAL_YAW_TO_CURRENT );
ADD_DEF_TASK( TASK_RANGE_ATTACK1 );
ADD_DEF_TASK( TASK_RANGE_ATTACK2 );
ADD_DEF_TASK( TASK_MELEE_ATTACK1 );
ADD_DEF_TASK( TASK_MELEE_ATTACK2 );
ADD_DEF_TASK( TASK_RELOAD );
ADD_DEF_TASK( TASK_SPECIAL_ATTACK1 );
ADD_DEF_TASK( TASK_SPECIAL_ATTACK2 );
ADD_DEF_TASK( TASK_FIND_HINTNODE );
ADD_DEF_TASK( TASK_CLEAR_HINTNODE );
ADD_DEF_TASK( TASK_FIND_LOCK_HINTNODE );
ADD_DEF_TASK( TASK_LOCK_HINTNODE );
ADD_DEF_TASK( TASK_SOUND_ANGRY );
ADD_DEF_TASK( TASK_SOUND_DEATH );
ADD_DEF_TASK( TASK_SOUND_IDLE );
ADD_DEF_TASK( TASK_SOUND_WAKE );
ADD_DEF_TASK( TASK_SOUND_PAIN );
ADD_DEF_TASK( TASK_SOUND_DIE );
ADD_DEF_TASK( TASK_SPEAK_SENTENCE );
ADD_DEF_TASK( TASK_WAIT_FOR_SPEAK_FINISH );
ADD_DEF_TASK( TASK_SET_ACTIVITY );
ADD_DEF_TASK( TASK_RANDOMIZE_FRAMERATE );
ADD_DEF_TASK( TASK_SET_SCHEDULE );
ADD_DEF_TASK( TASK_SET_FAIL_SCHEDULE );
ADD_DEF_TASK( TASK_SET_TOLERANCE_DISTANCE );
ADD_DEF_TASK( TASK_SET_ROUTE_SEARCH_TIME );
ADD_DEF_TASK( TASK_CLEAR_FAIL_SCHEDULE );
ADD_DEF_TASK( TASK_PLAY_SEQUENCE );
ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE );
ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY );
ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_ENEMY );
ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_TARGET );
ADD_DEF_TASK( TASK_FIND_COVER_FROM_BEST_SOUND );
ADD_DEF_TASK( TASK_FIND_COVER_FROM_ENEMY );
ADD_DEF_TASK( TASK_FIND_LATERAL_COVER_FROM_ENEMY );
ADD_DEF_TASK( TASK_FIND_BACKAWAY_FROM_SAVEPOSITION );
ADD_DEF_TASK( TASK_FIND_NODE_COVER_FROM_ENEMY );
ADD_DEF_TASK( TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY );
ADD_DEF_TASK( TASK_FIND_FAR_NODE_COVER_FROM_ENEMY );
ADD_DEF_TASK( TASK_FIND_COVER_FROM_ORIGIN );
ADD_DEF_TASK( TASK_DIE );
ADD_DEF_TASK( TASK_WAIT_FOR_SCRIPT );
ADD_DEF_TASK( TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY );
ADD_DEF_TASK( TASK_PLAY_SCRIPT );
ADD_DEF_TASK( TASK_PLAY_SCRIPT_POST_IDLE );
ADD_DEF_TASK( TASK_ENABLE_SCRIPT );
ADD_DEF_TASK( TASK_PLANT_ON_SCRIPT );
ADD_DEF_TASK( TASK_FACE_SCRIPT );
ADD_DEF_TASK( TASK_PLAY_SCENE );
ADD_DEF_TASK( TASK_WAIT_RANDOM );
ADD_DEF_TASK( TASK_WAIT_INDEFINITE );
ADD_DEF_TASK( TASK_STOP_MOVING );
ADD_DEF_TASK( TASK_TURN_LEFT );
ADD_DEF_TASK( TASK_TURN_RIGHT );
ADD_DEF_TASK( TASK_REMEMBER );
ADD_DEF_TASK( TASK_FORGET );
ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT );
ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT_STEP );
ADD_DEF_TASK( TASK_WAIT_UNTIL_NO_DANGER_SOUND );
ADD_DEF_TASK( TASK_WEAPON_FIND );
ADD_DEF_TASK( TASK_WEAPON_PICKUP );
ADD_DEF_TASK( TASK_WEAPON_RUN_PATH );
ADD_DEF_TASK( TASK_WEAPON_CREATE );
ADD_DEF_TASK( TASK_ITEM_RUN_PATH );
ADD_DEF_TASK( TASK_ITEM_PICKUP );
ADD_DEF_TASK( TASK_USE_SMALL_HULL );
ADD_DEF_TASK( TASK_FALL_TO_GROUND );
ADD_DEF_TASK( TASK_WANDER );
ADD_DEF_TASK( TASK_FREEZE );
ADD_DEF_TASK( TASK_GATHER_CONDITIONS );
ADD_DEF_TASK( TASK_IGNORE_OLD_ENEMIES );
ADD_DEF_TASK( TASK_DEBUG_BREAK );
ADD_DEF_TASK( TASK_ADD_HEALTH );
ADD_DEF_TASK( TASK_GET_PATH_TO_INTERACTION_PARTNER );
ADD_DEF_TASK( TASK_PRE_SCRIPT );
}