Shared conditions: Difference between revisions
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m (Added some (presumably) episodic conditions and comments. Added some spacing for sanity.) |
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*COND_NONE: A way for a function to return no condition to get | *COND_NONE: A way for a function to return no condition to get | ||
*COND_IN_PVS | *COND_IN_PVS | ||
*COND_IDLE_INTERRUPT: The schedule in question is a low priority idle and therefore a candidate for translation into something else | *COND_IDLE_INTERRUPT: The schedule in question is a low priority idle and therefore a candidate for translation into something else | ||
*COND_LOW_PRIMARY_AMMO | *COND_LOW_PRIMARY_AMMO | ||
*COND_NO_PRIMARY_AMMO | *COND_NO_PRIMARY_AMMO | ||
*COND_NO_SECONDARY_AMMO | *COND_NO_SECONDARY_AMMO | ||
*COND_NO_WEAPON | *COND_NO_WEAPON | ||
*COND_SEE_HATE | *COND_SEE_HATE | ||
*COND_SEE_FEAR | *COND_SEE_FEAR | ||
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*COND_SEE_ENEMY | *COND_SEE_ENEMY | ||
*COND_LOST_ENEMY | *COND_LOST_ENEMY | ||
*COND_ENEMY_WENT_NULL: Set in the edge case where you had an enemy last think, but don't have one this think. | |||
*COND_ENEMY_OCCLUDED: Can't see m_hEnemy | *COND_ENEMY_OCCLUDED: Can't see m_hEnemy | ||
*COND_TARGET_OCCLUDED: Can't see m_hTargetEnt | *COND_TARGET_OCCLUDED: Can't see m_hTargetEnt | ||
*COND_HAVE_ENEMY_LOS | *COND_HAVE_ENEMY_LOS | ||
*COND_HAVE_TARGET_LOS | *COND_HAVE_TARGET_LOS | ||
*COND_LIGHT_DAMAGE | *COND_LIGHT_DAMAGE | ||
*COND_HEAVY_DAMAGE | *COND_HEAVY_DAMAGE | ||
*COND_PHYSICS_DAMAGE | *COND_PHYSICS_DAMAGE | ||
*COND_REPEATED_DAMAGE: Damaged several times in a row | *COND_REPEATED_DAMAGE: Damaged several times in a row | ||
*COND_CAN_RANGE_ATTACK1: Hitscan weapon only | *COND_CAN_RANGE_ATTACK1: Hitscan weapon only | ||
*COND_CAN_RANGE_ATTACK2: Grenade weapon only | *COND_CAN_RANGE_ATTACK2: Grenade weapon only | ||
*COND_CAN_MELEE_ATTACK1 | *COND_CAN_MELEE_ATTACK1 | ||
*COND_CAN_MELEE_ATTACK2 | *COND_CAN_MELEE_ATTACK2 | ||
*COND_PROVOKED | *COND_PROVOKED | ||
*COND_NEW_ENEMY | *COND_NEW_ENEMY | ||
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*COND_ENEMY_UNREACHABLE: Not connected to me via node graph | *COND_ENEMY_UNREACHABLE: Not connected to me via node graph | ||
*COND_SEE_PLAYER | *COND_SEE_PLAYER | ||
*COND_LOST_PLAYER | |||
*COND_SEE_NEMESIS | *COND_SEE_NEMESIS | ||
*COND_TASK_FAILED | *COND_TASK_FAILED | ||
*COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it. | *COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it. | ||
*COND_SMELL | *COND_SMELL | ||
*COND_TOO_CLOSE_TO_ATTACK | *COND_TOO_CLOSE_TO_ATTACK | ||
*COND_TOO_FAR_TO_ATTACK | *COND_TOO_FAR_TO_ATTACK | ||
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*COND_WEAPON_PLAYER_NEAR_TARGET: Player near shooting position | *COND_WEAPON_PLAYER_NEAR_TARGET: Player near shooting position | ||
*COND_WEAPON_SIGHT_OCCLUDED | *COND_WEAPON_SIGHT_OCCLUDED | ||
*COND_BETTER_WEAPON_AVAILABLE | *COND_BETTER_WEAPON_AVAILABLE | ||
*COND_HEALTH_ITEM_AVAILABLE: There's a healthkit available. | *COND_HEALTH_ITEM_AVAILABLE: There's a healthkit available. | ||
*COND_GIVE_WAY: Another npc requested that I give way | *COND_GIVE_WAY: Another npc requested that I give way | ||
*COND_WAY_CLEAR: I no longer have to give way | *COND_WAY_CLEAR: I no longer have to give way | ||
*COND_HEAR_DANGER | *COND_HEAR_DANGER | ||
*COND_HEAR_THUMPER | *COND_HEAR_THUMPER | ||
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*COND_HEAR_PHYSICS_DANGER | *COND_HEAR_PHYSICS_DANGER | ||
*COND_HEAR_MOVE_AWAY | *COND_HEAR_MOVE_AWAY | ||
*COND_NO_HEAR_DANGER: Since we can't use CONDITION. Mutually exclusive with COND_HEAR_DANGER | *COND_HEAR_SPOOKY: Zombies make this when Alyx is in darkness mode | ||
*COND_NO_HEAR_DANGER: Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER | |||
*COND_FLOATING_OFF_GROUND | *COND_FLOATING_OFF_GROUND | ||
*COND_MOBBED_BY_ENEMIES: Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually). | |||
*COND_RECEIVED_ORDERS | *COND_RECEIVED_ORDERS | ||
*COND_PLAYER_ADDED_TO_SQUAD | *COND_PLAYER_ADDED_TO_SQUAD | ||
*COND_PLAYER_REMOVED_FROM_SQUAD | *COND_PLAYER_REMOVED_FROM_SQUAD | ||
*COND_PLAYER_PUSHING | *COND_PLAYER_PUSHING | ||
*COND_NPC_FREEZE: We received an npc_freeze command while we were unfrozen | *COND_NPC_FREEZE: We received an npc_freeze command while we were unfrozen | ||
*COND_NPC_UNFREEZE: We received an npc_freeze command while we were frozen | *COND_NPC_UNFREEZE: We received an npc_freeze command while we were frozen | ||
*COND_TALKER_RESPOND_TO_QUESTION | *COND_TALKER_RESPOND_TO_QUESTION | ||
*COND_NO_CUSTOM_INTERRUPTS: Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility. | |||
[[Category:AI Programming]] | [[Category:AI Programming]] |
Revision as of 15:08, 29 April 2010
- COND_NONE: A way for a function to return no condition to get
- COND_IN_PVS
- COND_IDLE_INTERRUPT: The schedule in question is a low priority idle and therefore a candidate for translation into something else
- COND_LOW_PRIMARY_AMMO
- COND_NO_PRIMARY_AMMO
- COND_NO_SECONDARY_AMMO
- COND_NO_WEAPON
- COND_SEE_HATE
- COND_SEE_FEAR
- COND_SEE_DISLIKE
- COND_SEE_ENEMY
- COND_LOST_ENEMY
- COND_ENEMY_WENT_NULL: Set in the edge case where you had an enemy last think, but don't have one this think.
- COND_ENEMY_OCCLUDED: Can't see m_hEnemy
- COND_TARGET_OCCLUDED: Can't see m_hTargetEnt
- COND_HAVE_ENEMY_LOS
- COND_HAVE_TARGET_LOS
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PHYSICS_DAMAGE
- COND_REPEATED_DAMAGE: Damaged several times in a row
- COND_CAN_RANGE_ATTACK1: Hitscan weapon only
- COND_CAN_RANGE_ATTACK2: Grenade weapon only
- COND_CAN_MELEE_ATTACK1
- COND_CAN_MELEE_ATTACK2
- COND_PROVOKED
- COND_NEW_ENEMY
- COND_ENEMY_TOO_FAR
- COND_ENEMY_FACING_ME
- COND_BEHIND_ENEMY
- COND_ENEMY_DEAD
- COND_ENEMY_UNREACHABLE: Not connected to me via node graph
- COND_SEE_PLAYER
- COND_LOST_PLAYER
- COND_SEE_NEMESIS
- COND_TASK_FAILED
- COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it.
- COND_SMELL
- COND_TOO_CLOSE_TO_ATTACK
- COND_TOO_FAR_TO_ATTACK
- COND_NOT_FACING_ATTACK
- COND_WEAPON_HAS_LOS
- COND_WEAPON_BLOCKED_BY_FRIEND: Friend between weapon and target
- COND_WEAPON_PLAYER_IN_SPREAD: Player in shooting direction
- COND_WEAPON_PLAYER_NEAR_TARGET: Player near shooting position
- COND_WEAPON_SIGHT_OCCLUDED
- COND_BETTER_WEAPON_AVAILABLE
- COND_HEALTH_ITEM_AVAILABLE: There's a healthkit available.
- COND_GIVE_WAY: Another npc requested that I give way
- COND_WAY_CLEAR: I no longer have to give way
- COND_HEAR_DANGER
- COND_HEAR_THUMPER
- COND_HEAR_BUGBAIT
- COND_HEAR_COMBAT
- COND_HEAR_WORLD
- COND_HEAR_PLAYER
- COND_HEAR_BULLET_IMPACT
- COND_HEAR_PHYSICS_DANGER
- COND_HEAR_MOVE_AWAY
- COND_HEAR_SPOOKY: Zombies make this when Alyx is in darkness mode
- COND_NO_HEAR_DANGER: Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
- COND_FLOATING_OFF_GROUND
- COND_MOBBED_BY_ENEMIES: Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
- COND_RECEIVED_ORDERS
- COND_PLAYER_ADDED_TO_SQUAD
- COND_PLAYER_REMOVED_FROM_SQUAD
- COND_PLAYER_PUSHING
- COND_NPC_FREEZE: We received an npc_freeze command while we were unfrozen
- COND_NPC_UNFREEZE: We received an npc_freeze command while we were frozen
- COND_TALKER_RESPOND_TO_QUESTION
- COND_NO_CUSTOM_INTERRUPTS: Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.