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{{npc tut}} | |||
{{Seealso|For community tasks, see [[Valve Developer Community:Tasks]]}} | |||
A ''' | A '''Task''' is an action that an NPC can perform. [[Schedule]]s will run a list of tasks. Keep tasks as atomic as possible; don't squeeze two distinct actions into the same one. | ||
== Creating a task == | |||
Custom tasks are added by first declaring a new enum value. | |||
<source lang=cpp> | |||
enum | |||
{ | |||
TASK_JUMP = LAST_SHARED_TASK, | |||
TASK_FIND_DODGE_DIRECTION, | |||
LAST_MY_NPC_TASK, | |||
}; | |||
</source> | |||
After that, the task itself should be declared like this: | |||
<source lang=cpp> | |||
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom ) | |||
DECLARE_TASK( TASK_FIND_DODGE_DIRECTION ) | |||
AI_END_CUSTOM_NPC() | |||
</source> | |||
Then you add the tasks in your custom schedule in the order you want them to execute. See [[Schedule]] for more details on the following code: | |||
<source lang=cpp> | |||
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom ) | |||
DEFINE_SCHEDULE | |||
( | |||
SCHED_DODGE_ENEMY_FIRE, | |||
" Tasks" | |||
" TASK_FIND_DODGE_DIRECTION 3" | |||
" TASK_JUMP 0" | |||
"" | |||
" Interrupts" | |||
" COND_LIGHT_DAMAGE" | |||
) | |||
AI_END_CUSTOM_NPC() | |||
</source> | |||
== Task logic == | |||
Now that everything is set up it's finally time ''to write some actual AI code''. | |||
* Tasks are initiated from <code>StartTask(Task_t *pTask)</code>, which should take the form of a <code>[[W:Switch statement#Examples|switch]]</code> statement that evaluates <code>pTask->iTask</code>. {{note|Remember to have a <code>default</code> case that falls back on <code>BaseClass::StartTask()</code>.}} | |||
* Each task has an associated [[float]] value, <code>pTask->flTaskData</code>, which can be used to change its outcome. | |||
* When the current task is complete, call <code>TaskComplete()</code>. The schedule will move on to the next task. | |||
* If the current task has failed, call <code>TaskFail()</code> with an error message. A new schedule will be selected. | |||
=== Example === | |||
This code makes the NPC play the <code>ACT_MP_JUMP</code> [[activity]] endlessly. | |||
<source lang=cpp> | |||
void CNewNPC::StartTask( const Task_t *pTask ) | |||
< | |||
{ | { | ||
switch (pTask->iTask) | |||
{ | |||
case TASK_MYCUSTOMTASK: | |||
if (FindGestureLayer(ACT_MP_JUMP) == -1) | |||
AddGesture(ACT_MP_JUMP); | |||
TaskComplete(); | |||
break; | |||
default: | |||
BaseClass::StartTask( pTask ); | |||
} | |||
} | } | ||
</ | </source> | ||
=== Navigation === | |||
{{todo}} | |||
=== Animation === | |||
* [[Animating a model]] | |||
=== Combat === | |||
{{todo}} | |||
=== Speech === | |||
* | * [[Response System]] | ||
* [[Speech semaphore]] | |||
* [[Choreography creation]] | |||
== See also == | |||
* [[Shared tasks]] | |||
{{navbar|Creating a schedule|Creating an NPC|Giving an NPC Memory}} | |||
[[Category:AI Programming]] | [[Category:AI Programming]] |
Latest revision as of 10:24, 9 May 2023
See also: For community tasks, see Valve Developer Community:Tasks
A Task is an action that an NPC can perform. Schedules will run a list of tasks. Keep tasks as atomic as possible; don't squeeze two distinct actions into the same one.
Creating a task
Custom tasks are added by first declaring a new enum value.
enum
{
TASK_JUMP = LAST_SHARED_TASK,
TASK_FIND_DODGE_DIRECTION,
LAST_MY_NPC_TASK,
};
After that, the task itself should be declared like this:
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
DECLARE_TASK( TASK_FIND_DODGE_DIRECTION )
AI_END_CUSTOM_NPC()
Then you add the tasks in your custom schedule in the order you want them to execute. See Schedule for more details on the following code:
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
DEFINE_SCHEDULE
(
SCHED_DODGE_ENEMY_FIRE,
" Tasks"
" TASK_FIND_DODGE_DIRECTION 3"
" TASK_JUMP 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
)
AI_END_CUSTOM_NPC()
Task logic
Now that everything is set up it's finally time to write some actual AI code.
- Tasks are initiated from
StartTask(Task_t *pTask)
, which should take the form of aswitch
statement that evaluatespTask->iTask
.Note:Remember to have a
default
case that falls back onBaseClass::StartTask()
. - Each task has an associated float value,
pTask->flTaskData
, which can be used to change its outcome. - When the current task is complete, call
TaskComplete()
. The schedule will move on to the next task. - If the current task has failed, call
TaskFail()
with an error message. A new schedule will be selected.
Example
This code makes the NPC play the ACT_MP_JUMP
activity endlessly.
void CNewNPC::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
case TASK_MYCUSTOMTASK:
if (FindGestureLayer(ACT_MP_JUMP) == -1)
AddGesture(ACT_MP_JUMP);
TaskComplete();
break;
default:
BaseClass::StartTask( pTask );
}
}
[Todo]
Animation
Combat
[Todo]