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[[Category:AI Programming]]
{{npc tut}}
==Overview==
 
Conditions are key pieces of information generated by the [[NPC Sensing]] system. Conditions reflect the state of the world and the NPC, and they're used by the NPC to assess whether the NPC's current action is a good one, and then to choose a course of action if necessary.
A '''Condition''' is a [[flag]] which an NPC uses to record something about the state of the world. Conditions are primarily used to select or interrupt [[schedule]]s, and are refreshed every time <code>[[NPCThink()]]</code> runs.
 
Some examples of conditions are:
 
* ''"I can see an enemy"''
* ''"I have taken some damage"''
* ''"My weapon's clip is empty"''
 
The engine's set of shared conditions are usually supplemented by others specific to an NPC. For example, [[npc_antlion|antlions]] drown when in water, so they have a condition of their own that tells them ''"I am underwater"''.
 
{{tip|You can see a list of all conditions by searching in Visual Studio's 'Class View'.}}
 
{{note|By default there is a maximum of 256 conditions in any one game or mod. You can increase this number in <code>ai_condition.h</code>, but doing so will break older saved games and increase memory usage.}}
 
== Interrupt conditions ==
 
As well as being used when selecting a new [[schedule]], conditions validate the current one by acting as "interrupts". Each schedule has an associated list of conditions that will cause it to exit if detected. When this happens, a new schedule is chosen.
 
For example, an NPC may be running a schedule to ''"Chase my enemy"''. This kind of schedule usually specifies the ''"I have chosen a new enemy"'' condition as an interrupt, because the NPC shouldn't keep chasing the old enemy if it has found a a newer, more important one.
 
== Adding new conditions ==
 
Conditions are normally enumerated inside the NPC class. For example, if our new NPC has a custom condition to reflect ''"I am hungry"'', our condition enum should look something like this:
 
<source lang=cpp>
enum
{
COND_MYNPC_HUNGRY = BaseClass::NEXT_CONDITION,
NEXT_CONDITION
};
</source>
 
It's good practice to include the <code>NEXT_CONDITION</code> enum, so that NPCs derived from our NPC can use <code>BaseClass::NEXT_CONDITION</code> (as we do, on the first line) to declare their custom conditions without causing collisions with ours.
 
{{warning|If your condition enum ''isn't'' inside your class definition then you ''must'' choose a different, unique name for your "next condition" item.}}
 
Conditions must then be declared inside the NPC's <code>AI_BEGIN_CUSTOM_NPC</code> block. This is done through the <code>DECLARE_CONDITION</code> macro. For the above example, we'd use this line:
 
<source lang=cpp>
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
DECLARE_CONDITION( COND_MYNPC_HUNGRY )
AI_END_CUSTOM_NPC()
</source>
 
== Condition functions ==
 
<code>[[CAI_BaseNPC]]</code> stores conditions as [[flag]]s in <code>m_Conditions</code>, but it should not be accessed directly. Instead, condition handling is done with these functions:
 
; <code>GatherConditions()</code>
: The primary entry point for condition generation, which is called every time the NPC thinks. {{note|Make sure you call <code>BaseClass::GatherConditions()</code> at the end!}}
;<code>SetCondition( [[int]] iCondition )</code>
;<code>ClearCondition( [[int]] iCondition )</code>
:Sets/clears a condition. Instead of passing an integer, you'll of course make use of your enum.
;<code>[[bool]] HasCondition( [[int]] iCondition )</code>
:True if the specified condition is currently set. Remember that conditions are thrown away and re-generated on every think.
;<code>BuildScheduleTestBits()</code>
:This function allows you to dynamically modify a schedule's interrupts at any time. It's useful for appending your custom NPC conditions to base NPC or shared schedules. See below for an example.
 
== Examples ==
 
===GatherConditions()===
 
Here's a slightly trimmed version of the [[npc_antlion|Antlion]]'s <code>GatherConditions()</code>. Antlions jump around a lot, and sometimes land on top of other NPCs. They need to know whether they've landed on an NPC when decision making, so they generate a condition when they have. Antlions also need to drown if they ever find themselves in water, so they set a condition when their water level reaches waist high.
 
<source lang=cpp>
void CNPC_Antlion::GatherConditions()
{
BaseClass::GatherConditions();


Conditions abstract away complex information about the world into simple concepts. Some examples of conditions are: ''"I can see an enemy"'', ''"I have taken some damage"'', or ''"My weapon's clip is empty"''. The AI system will generate a variety of base conditions for any NPC, and specific NPC classes can then specify and control their own custom conditions to deal with things unique to their own behavior. For example, antlions drown when in water, so they have a custom condition that tells the ''"I am underwater"''.
// See if I've landed on another NPC after jumping.
CBaseEntity *pGroundEnt = GetGroundEntity();
if ( pGroundEnt && pGroundEnt->GetSolidFlags() & FSOLID_NOT_STANDABLE && GetFlags() & FL_ONGROUND )
SetCondition( COND_ANTLION_ON_NPC );
else
ClearCondition( COND_ANTLION_ON_NPC );


Conditions validate an NPC's current course of action by acting as interrupts. Understanding this requires some knowledge of [[Schedules]]. Each schedule has an associated list of conditions that will act as interrupts for that schedule. If an interrupt condition is set for an NPC's current schedule, that schedule will be thrown away and the NPC will be forced to select a new one. For example, an NPC may be running a schedule to ''"Chase my enemy"''. This kind of schedule usually specifies the ''"I can see a new enemy"'' condition as an interrupt, because the NPC shouldn't keep chasing the old enemy if it has found a a newer, more important one.
// See if I've landed in water
if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 )
SetCondition( COND_ANTLION_IN_WATER );
}
</source>


==Adding Custom Conditions==
The <code>else</code> statement uses <code>ClearCondition()</code> here because if the first <code>if</code> statement is true, then the boolean <code>COND_ANTLION_ON_NPC</code> is set to <code>True</code>. When this happens, another piece of code later on is fired, telling the antlion to get off the NPC's head, and hopefully, the antlion does not jump onto another NPC. Once it is no longer standing on an NPC, the condition goes back to being false, so it resumes normal activity.
Conditions are enumerated inside the NPC class. For example, if our new NPC has a custom condition to reflect ''"I'm hungry"'', our condition enum should look something like this:
enum
{
COND_MYNPC_HUNGRY = BaseClass::NEXT_CONDITION,
NEXT_CONDITION
};
It's good practice to include the <code>NEXT_CONDITION</code> enum, so that NPCs derived from our NPC can use <code>BaseClass::NEXT_CONDITION</code> to declare their custom conditions without causing collisions with ours.


Conditions must then be declared inside the <code>AI_BEGIN_CUSTOM_NPC</code> block. This is done through the <code>DECLARE_CONDITION</code> macro. For the above example, we'd use this line:
<source lang=cpp>
DECLARE_CONDITION( COND_MYNPC_HUNGRY )
//On another NPC's head?
if( HasCondition( COND_ANTLION_ON_NPC ) )
{
        // You're on an NPC's head. Get off.
        return SCHED_ANTLION_DISMOUNT_NPC;
}
</source>


==Condition Handling==
===BuildScheduleTestBits()===
AI_BaseNPC stores conditions in the m_Conditions bitstring, but it's rarely necessary to access it directly. Instead, condition handling inside an NPC class is usually done through the following functions:
*<code>void GatherConditions( void )</code> : The primary entry point for condition generation. The AI_BaseNPC::GatherConditions() function will handle entity sensing, so make sure you call back to the base class.
*<code>void SetCondition( int iCondition )</code> : Sets a condition on.
*<code>void ClearCondition( int iCondition )</code> : Clears a condition off.
*<code>bool HasCondition( int iCondition )</code> : Returns true if the specified condition has been set on.
*<code>void BuildScheduleTestBits( void )</code> : Used to modify the list of interrupts for the current schedule. Schedules define their own static list of interrupts. This function allows you to dynamically modify that list based upon the current state of the NPC & world.


==NPC Code Examples==
The [[Assaults|Assault behavior]] allows mappers to specify whether an NPC should divert from their path to fight new enemies or keep running. This kind of dynamic interrupt specification can't be done in the static schedule definitions, and is exactly what <code>BuildScheduleTestBits()</code> is designed for.
'''GatherConditions()'''


Here's a slightly trimmed version of the Antlion's GatherConditions(). Antlions jump around a lot, and sometimes land on top of other NPCs. They need to know whether they've landed on an NPC when decision making, so they generate a condition when they have. Antlions also need to drown if they ever find themselves in water, so they set a condition when their water level reaches waist high.
<source lang=cpp>
void CNPC_Antlion::GatherConditions( void )
void CAI_AssaultBehavior::BuildScheduleTestBits()
{
{
BaseClass::GatherConditions();
BaseClass::BuildScheduleTestBits();
// See if I've landed on another NPC after jumping.
CBaseEntity *pGroundEnt = GetGroundEntity();
if ( ( ( pGroundEnt != NULL ) && ( pGroundEnt->GetSolidFlags() & FSOLID_NOT_STANDABLE ) ) && (  GetFlags() & FL_ONGROUND ) )
{
SetCondition( COND_ANTLION_ON_NPC );
}
else
{
ClearCondition( COND_ANTLION_ON_NPC );
        }
// See if I've landed in water
if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 )
{
SetCondition( COND_ANTLION_IN_WATER );
}
}


'''BuildScheduleTestBits()'''
// If we're allowed to divert, add the appropriate interrupts to our movement schedules
if ( m_hAssaultPoint && m_hAssaultPoint->m_bAllowDiversion )
{
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) ||
IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) ||
IsCurSchedule( SCHED_HOLD_RALLY_POINT ) )
{
GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY );
GetOuter()->SetCustomInterruptCondition( COND_SEE_ENEMY );
}
}
}
</source>


The [[Behavior_Assault|Assault Behavior]] wants to only use COND_NEW_ENEMY and COND_SEE_ENEMY as interrupts on the three specified schedules if the current assault point allows the NPC to divert from the assault. This kind of dynamic interrupt specification can't be done in the static schedule definitions, and is exactly what BuildScheduleTestBits() is designed for.
== See also ==
void CAI_AssaultBehavior::BuildScheduleTestBits()
{
BaseClass::BuildScheduleTestBits();
// If we're allowed to divert, add the appropriate interrupts to our movement schedules
if ( m_hAssaultPoint && m_hAssaultPoint->m_bAllowDiversion )
{
if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) ||
IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) ||
IsCurSchedule( SCHED_HOLD_RALLY_POINT ) )
{
GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY );
GetOuter()->SetCustomInterruptCondition( COND_SEE_ENEMY );
}
}
}


==See Also==
* [[Shared conditions]] - a list of conditions inherited by all NPCs
* [[Shared conditions]] - a list of conditions inherited by all NPCs
* [[State]] - records whether the NPC is idle, alert, in combat, etc.
{{navbar|Defining the NPC|Creating an NPC|Creating a schedule}}
[[Category:AI Programming]]

Latest revision as of 02:02, 6 January 2024

A Condition is a flag which an NPC uses to record something about the state of the world. Conditions are primarily used to select or interrupt schedules, and are refreshed every time NPCThink() runs.

Some examples of conditions are:

  • "I can see an enemy"
  • "I have taken some damage"
  • "My weapon's clip is empty"

The engine's set of shared conditions are usually supplemented by others specific to an NPC. For example, antlions drown when in water, so they have a condition of their own that tells them "I am underwater".

Tip.pngTip:You can see a list of all conditions by searching in Visual Studio's 'Class View'.
Note.pngNote:By default there is a maximum of 256 conditions in any one game or mod. You can increase this number in ai_condition.h, but doing so will break older saved games and increase memory usage.

Interrupt conditions

As well as being used when selecting a new schedule, conditions validate the current one by acting as "interrupts". Each schedule has an associated list of conditions that will cause it to exit if detected. When this happens, a new schedule is chosen.

For example, an NPC may be running a schedule to "Chase my enemy". This kind of schedule usually specifies the "I have chosen a new enemy" condition as an interrupt, because the NPC shouldn't keep chasing the old enemy if it has found a a newer, more important one.

Adding new conditions

Conditions are normally enumerated inside the NPC class. For example, if our new NPC has a custom condition to reflect "I am hungry", our condition enum should look something like this:

enum 
{
	COND_MYNPC_HUNGRY = BaseClass::NEXT_CONDITION,
	NEXT_CONDITION
};

It's good practice to include the NEXT_CONDITION enum, so that NPCs derived from our NPC can use BaseClass::NEXT_CONDITION (as we do, on the first line) to declare their custom conditions without causing collisions with ours.

Warning.pngWarning:If your condition enum isn't inside your class definition then you must choose a different, unique name for your "next condition" item.

Conditions must then be declared inside the NPC's AI_BEGIN_CUSTOM_NPC block. This is done through the DECLARE_CONDITION macro. For the above example, we'd use this line:

AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
	DECLARE_CONDITION( COND_MYNPC_HUNGRY )
AI_END_CUSTOM_NPC()

Condition functions

CAI_BaseNPC stores conditions as flags in m_Conditions, but it should not be accessed directly. Instead, condition handling is done with these functions:

GatherConditions()
The primary entry point for condition generation, which is called every time the NPC thinks.
Note.pngNote:Make sure you call BaseClass::GatherConditions() at the end!
SetCondition( int iCondition )
ClearCondition( int iCondition )
Sets/clears a condition. Instead of passing an integer, you'll of course make use of your enum.
bool HasCondition( int iCondition )
True if the specified condition is currently set. Remember that conditions are thrown away and re-generated on every think.
BuildScheduleTestBits()
This function allows you to dynamically modify a schedule's interrupts at any time. It's useful for appending your custom NPC conditions to base NPC or shared schedules. See below for an example.

Examples

GatherConditions()

Here's a slightly trimmed version of the Antlion's GatherConditions(). Antlions jump around a lot, and sometimes land on top of other NPCs. They need to know whether they've landed on an NPC when decision making, so they generate a condition when they have. Antlions also need to drown if they ever find themselves in water, so they set a condition when their water level reaches waist high.

void CNPC_Antlion::GatherConditions()
{
	BaseClass::GatherConditions();

	// See if I've landed on another NPC after jumping.
	CBaseEntity *pGroundEnt = GetGroundEntity();
	if ( pGroundEnt && pGroundEnt->GetSolidFlags() & FSOLID_NOT_STANDABLE && GetFlags() & FL_ONGROUND )
		SetCondition( COND_ANTLION_ON_NPC );
	else
		ClearCondition( COND_ANTLION_ON_NPC );

	// See if I've landed in water
	if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 )
		SetCondition( COND_ANTLION_IN_WATER );
}

The else statement uses ClearCondition() here because if the first if statement is true, then the boolean COND_ANTLION_ON_NPC is set to True. When this happens, another piece of code later on is fired, telling the antlion to get off the NPC's head, and hopefully, the antlion does not jump onto another NPC. Once it is no longer standing on an NPC, the condition goes back to being false, so it resumes normal activity.

//On another NPC's head?
if( HasCondition( COND_ANTLION_ON_NPC ) )
{
        // You're on an NPC's head. Get off.
        return SCHED_ANTLION_DISMOUNT_NPC;
}

BuildScheduleTestBits()

The Assault behavior allows mappers to specify whether an NPC should divert from their path to fight new enemies or keep running. This kind of dynamic interrupt specification can't be done in the static schedule definitions, and is exactly what BuildScheduleTestBits() is designed for.

void CAI_AssaultBehavior::BuildScheduleTestBits()
{
	BaseClass::BuildScheduleTestBits();

	// If we're allowed to divert, add the appropriate interrupts to our movement schedules
	if ( m_hAssaultPoint && m_hAssaultPoint->m_bAllowDiversion )
	{
		if ( IsCurSchedule( SCHED_MOVE_TO_ASSAULT_POINT ) ||
			 IsCurSchedule( SCHED_MOVE_TO_RALLY_POINT ) || 
			 IsCurSchedule( SCHED_HOLD_RALLY_POINT ) )
		{
			GetOuter()->SetCustomInterruptCondition( COND_NEW_ENEMY );
			GetOuter()->SetCustomInterruptCondition( COND_SEE_ENEMY );
		}
	}
}

See also

  • Shared conditions - a list of conditions inherited by all NPCs
  • State - records whether the NPC is idle, alert, in combat, etc.