Behaviors: Difference between revisions
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Warning:Until you release it, this will lock the NPC into your behavior code and only your behavior code.
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Behaviors let you | '''Behaviors''' let you abstract AI code to a C++ class of its own which is not tied to any one NPC. You might want to create <code>MensBathroomBehavior</code> for male NPCs and <code>WomensBathroomBehavior</code> for female NPCs, for instance. | ||
You | |||
== Authoring a behavior == | |||
Behavior code, for the most part, behaves in the same way and uses the same framework as AI code you would write directly into an NPC. There is a certain amount of 'glue' required between one and the NPCs that will use it however: | |||
=== The behavior === | |||
*Create <code>[[bool]] CanSelectSchedule()</code>, which defines whether or not an NPC will 'defer' to the behavior for a given [[NPCThink()|think]]. | |||
*Create <code>virtual const char *GetName() { return "MyBehavior friendly name"; }</code>. | |||
*Use <code>AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER</code> instead of <code>[[AI_BEGIN_CUSTOM_NPC]]</code> (in the body). | |||
*Use <code>DEFINE_CUSTOM_SCHEDULE_PROVIDER</code> instead of <code>[[DEFINE_CUSTOM_AI]]</code> (in the header). | |||
*Use <code>[[GetOuter()]]-></code> to access the NPC object. | |||
=== The NPC === | |||
*Include the header for your new behavior, and <code>ai_behavior.h</code>. | |||
*Create a member instance of your behavior. | |||
*Register the instance in <code>CreateBehaviors()</code> with <code>AddBehavior( &m_MyBehavior )</code>. | |||
**None of Valve's NPC base classes have any behaviors registered - it may not be possible to do it at that level. | |||
*Call <code>BehaviorSelectSchedule()</code> at some point in <code>[[SelectSchedule()]]</code>. This probably already happens if you're working with a stock NPC. | |||
== Activating a behaviour manually == | |||
Behaviours are evaluated on every [[NPCThink()|think]] with the logic in <code>CanSelectSchedule()</code>. If you want to manually enable a behavior until you disable it: | |||
MyNPC::SelectSchedule() | |||
{ | |||
if ( m_MyBehavior.m_bActive ) | |||
{ | |||
DeferSchedulingToBehavior( &m_MyBehavior ); ''// Normally happens in BehaviorSelectSchedule()'' | |||
return BaseClass::SelectSchedule(); ''// This will now poll your behavior'' | |||
} | |||
... | |||
} | |||
{{warning|Until you release it, this will lock the NPC into your behavior code and ''only'' your behavior code.}} | |||
[[Category:AI Programming]] |
Latest revision as of 10:19, 28 May 2008
Behaviors let you abstract AI code to a C++ class of its own which is not tied to any one NPC. You might want to create MensBathroomBehavior
for male NPCs and WomensBathroomBehavior
for female NPCs, for instance.
Authoring a behavior
Behavior code, for the most part, behaves in the same way and uses the same framework as AI code you would write directly into an NPC. There is a certain amount of 'glue' required between one and the NPCs that will use it however:
The behavior
- Create
bool CanSelectSchedule()
, which defines whether or not an NPC will 'defer' to the behavior for a given think. - Create
virtual const char *GetName() { return "MyBehavior friendly name"; }
. - Use
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER
instead ofAI_BEGIN_CUSTOM_NPC
(in the body). - Use
DEFINE_CUSTOM_SCHEDULE_PROVIDER
instead ofDEFINE_CUSTOM_AI
(in the header). - Use
GetOuter()->
to access the NPC object.
The NPC
- Include the header for your new behavior, and
ai_behavior.h
. - Create a member instance of your behavior.
- Register the instance in
CreateBehaviors()
withAddBehavior( &m_MyBehavior )
.- None of Valve's NPC base classes have any behaviors registered - it may not be possible to do it at that level.
- Call
BehaviorSelectSchedule()
at some point inSelectSchedule()
. This probably already happens if you're working with a stock NPC.
Activating a behaviour manually
Behaviours are evaluated on every think with the logic in CanSelectSchedule()
. If you want to manually enable a behavior until you disable it:
MyNPC::SelectSchedule() { if ( m_MyBehavior.m_bActive ) { DeferSchedulingToBehavior( &m_MyBehavior ); // Normally happens in BehaviorSelectSchedule() return BaseClass::SelectSchedule(); // This will now poll your behavior } ... }
