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A Task is a logical step in a schedule, it can be seen as a sequential set of steps the NPC must take in order to accomplish a schedule.
{{npc tut}}
{{Seealso|For community tasks, see [[Valve Developer Community:Tasks]]}}


custom tasks may be added to your NPC by first declaring a new enum.
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.


<pre>
== Creating a task ==
 
Custom tasks are added by first declaring a new enum value.
 
<source lang=cpp>
enum  
enum  
{
{
TASK_JUMP = LAST_SHARED_TASK,
TASK_JUMP = LAST_SHARED_TASK,
        TASK_FIND_DODGE_DIRECTION,
TASK_FIND_DODGE_DIRECTION,  
LAST_MY_NPC_TASK,
};
};
</pre>
</source>


Then you would need to add the tasks in your custom schedule in the order you wish them to execute, notice <code>TASK_FIND_DODGE_DIRECTION</code> has been given a value of 200, you can pass data through with your tasks and use them when the task logic is executed.
After that, the task itself should be declared like this:


<pre>
<source lang=cpp>
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
DEFINE_SCHEDULE
DECLARE_TASK( TASK_FIND_DODGE_DIRECTION )
(
AI_END_CUSTOM_NPC()
SCHED_DODGE_ENEMY_FIRE,
</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:


" Tasks"
<source lang=cpp>
" TASK_FIND_DODGE_DIRECTION 3"
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
" TASK_JUMP 0"
DEFINE_SCHEDULE
""
(
" Interrupts"
SCHED_DODGE_ENEMY_FIRE,
        "              COND_LIGHT_DAMAGE"
);


" Tasks"
" TASK_FIND_DODGE_DIRECTION 3"
" TASK_JUMP 0"
""
" Interrupts"
      " COND_LIGHT_DAMAGE"
)
AI_END_CUSTOM_NPC()
AI_END_CUSTOM_NPC()
</pre>
</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]]

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 a switch statement that evaluates pTask->iTask.
    Note.pngNote:Remember to have a default case that falls back on BaseClass::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 );
	}
}

Navigation

[Todo]

Animation

Combat

[Todo]

Speech

See also