Task: Difference between revisions

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TASK_ADD_HEALTH: Add a specified amount of health to this NPC
TASK_ADD_HEALTH: Add a specified amount of health to this NPC
[[Category:AI]]
[[Category:AI Programming]]

Revision as of 18:14, 10 June 2006

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.

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

enum 
{
	TASK_JUMP = LAST_SHARED_TASK,
        TASK_FIND_DODGE_DIRECTION,
 
};

Then you would need to add the tasks in your custom schedule in the order you wish them to execute, notice TASK_FIND_DODGE_DIRECTION has been given a value of 3, you can pass data through with your tasks and use them when the task logic is executed.

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()

We need to also provide some logic that will be executed for each task, we can do this by overriding the method StartTask( const Task_t *pTask ) and RunTask( const Task_t *pTask ) of CAI_BaseNPC. As mentioned you can grab the data passed through with the task in these methods by using pTask->flTaskData. An example is shown below.

void CNPC_Custom :StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_FIND_DODGE_DIRECTION:
		{
			if(!FindBestDodgeDirection(pTask->flTaskData))
                        {
                              TaskFail( "TASK_FIND_DODGE_DIRECTION: Unable to find suitable dodge direction\n" );
                        }
                        else
                        {
                              TaskComplete();
                        }
		}
		break;

		case TASK_JUMP:
		{
			Jump();
		}
		break;

		default:
		{
			BaseClass::StartTask( pTask );
		}
	}
}

Default Task List

TASK_INVALID

TASK_RESET_ACTIVITY: Forces the activity to reset.

TASK_WAIT: Waits for the specified number of seconds.

TASK_ANNOUNCE_ATTACK: Make announce attack sound

TASK_WAIT_FACE_ENEMY: Waits for the specified number of seconds. Will constantly turn to face the enemy while waiting.

TASK_WAIT_FACE_ENEMY_RANDOM: Waits up to the specified number of seconds. Will constantly turn to : face the enemy while waiting.

TASK_WAIT_PVS: Wait until the player enters the same PVS as this character.

TASK_SUGGEST_STATE: DON'T use this it needs to go away.

TASK_TARGET_PLAYER: Set m_hTargetEnt to nearest player

TASK_SCRIPT_WALK_TO_TARGET: Walk to m_hTargetEnt's location

TASK_SCRIPT_RUN_TO_TARGET: Run to m_hTargetEnt's location

TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET: Move to m_hTargetEnt's location using the activity specified by m_hCine->m_iszCustomMove.

TASK_MOVE_TO_TARGET_RANGE: Move to within specified range of m_hTargetEnt

TASK_MOVE_AWAY_PATH: Path that moves the character a few steps forward of where it is.

TASK_GET_PATH_AWAY_FROM_BEST_SOUND

TASK_SET_GOAL Set the implied goal for TASK_GET_PATH_TO_GOAL

TASK_GET_PATH_TO_GOAL: Get the path to the goal specified by TASK_SET_GOAL

TASK_GET_PATH_TO_ENEMY: Path to the enemy's location. Even if the enemy is unseen!

TASK_GET_PATH_TO_ENEMY_LKP: Path to the last place this character saw the enemy

TASK_GET_CHASE_PATH_TO_ENEMY: Path to the enemy's location or path to a LOS with the enemy's last known position depending on range

TASK_GET_PATH_TO_ENEMY_LKP_LOS: Path to a LOS with the enemy's last known position

TASK_GET_PATH_TO_ENEMY_CORPSE: Path to the dead enemy's carcass.

TASK_GET_PATH_TO_PLAYER: Path to the player's origin

TASK_GET_PATH_TO_ENEMY_LOS: Path to node with line of sight to enemy

TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS: Path to the within shot range of last place this character saw the enemy

TASK_GET_PATH_TO_TARGET: Build a path to m_hTargetEnt

TASK_GET_PATH_TO_TARGET_WEAPON: Allow a little slop and allow for some Z offset (like the target is a gun on a table).

TASK_GET_PATH_TO_HINTNODE: Path to nodes(m_pHintNode)

TASK_STORE_LASTPOSITION: Store current position for later reference

TASK_CLEAR_LASTPOSITION: Clear stored position

TASK_STORE_POSITION_IN_SAVEPOSITION: Store current position for later reference

TASK_STORE_BESTSOUND_IN_SAVEPOSITION: Store best sound position for later reference

TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION

TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION: Store current enemy position in saveposition

TASK_GET_PATH_TO_COMMAND_GOAL: Move to the goal specified by the player in command mode.

TASK_MARK_COMMAND_GOAL_POS

TASK_CLEAR_COMMAND_GOAL

TASK_GET_PATH_TO_LASTPOSITION: Path to last position (Last position must be stored with TASK_STORE_LAST_POSITION)

TASK_GET_PATH_TO_SAVEPOSITION: Path to saved position (Save position must by set in code or by a task)

TASK_GET_PATH_TO_SAVEPOSITION_LOS: Path to location that has line of sight to saved position (Save position must by set in code or by a task)

TASK_GET_PATH_TO_RANDOM_NODE: Path to random node

TASK_GET_PATH_TO_BESTSOUND: Path to source of loudest heard sound that I care about

TASK_GET_PATH_TO_BESTSCENT: Path to source of the strongest scend that I care about

TASK_RUN_PATH: Run the current path

TASK_WALK_PATH: Walk the current path

TASK_WALK_PATH_TIMED: Walk the current path for a specified number of seconds

TASK_WALK_PATH_WITHIN_DIST: Walk the current path until you are x units from the goal.

TASK_WALK_PATH_FOR_UNITS: Walk the current path until for x units

TASK_RUN_PATH_FLEE: Run the current path until you are x units from the goal.

TASK_RUN_PATH_TIMED: Run the current path for a specified number of seconds

TASK_RUN_PATH_FOR_UNITS: Run the current path until for x units

TASK_RUN_PATH_WITHIN_DIST: Run the current path until you are x units from the goal.

TASK_STRAFE_PATH: Walk the current path sideways (must be supported by animation)

TASK_CLEAR_MOVE_WAIT: Clear m_flMoveWaitFinished (timer that inhibits movement)

TASK_SMALL_FLINCH: Decide on the appropriate small flinch animation and play it.

TASK_BIG_FLINCH: Decide on the appropriate big flinch animation and play it.

TASK_FACE_IDEAL: Turn to face ideal yaw

TASK_FACE_REASONABLE: Find an interesting direction to face. Don't face into walls corners if you can help it.

TASK_FACE_PATH: Turn to face the way I should walk or run

TASK_FACE_PLAYER: Turn to face a player

TASK_FACE_ENEMY: Turn to face the enemy

TASK_FACE_HINTNODE: Turn to face nodes(m_pHintNode)

TASK_PLAY_HINT_ACTIVITY: Play activity associate with the current hint

TASK_FACE_TARGET: Turn to face m_hTargetEnt

TASK_FACE_LASTPOSITION: Turn to face stored last position (last position must be stored first!)

TASK_FACE_SAVEPOSITION: Turn to face stored save position (save position must be stored first!)

TASK_SET_IDEAL_YAW_TO_CURRENT: Set the current facing to be the ideal

TASK_RANGE_ATTACK1: Attack the enemy (should be facing the enemy)

TASK_RANGE_ATTACK2: Attack the enemy (should be facing the enemy)

TASK_MELEE_ATTACK1: Attack the enemy (should be facing the enemy)

TASK_MELEE_ATTACK2: Attack the enemy (should be facing the enemy)

TASK_RELOAD: Reload weapon

TASK_SPECIAL_ATTACK1: Execute special attack (user-defined)

TASK_SPECIAL_ATTACK2: Execute special attack (user-defined)

TASK_FIND_HINTNODE

TASK_FIND_LOCK_HINTNODE

TASK_CLEAR_HINTNODE

TASK_LOCK_HINTNODE: Claim m_pHintNode exclusively for this NPC.

TASK_SOUND_ANGRY: Emit an angry sound

TASK_SOUND_DEATH: Emit a dying sound

TASK_SOUND_IDLE: Emit an idle sound

TASK_SOUND_WAKE: Emit a sound because you are pissed off because you just saw someone you don't like

TASK_SOUND_PAIN: Emit a pain sound

TASK_SOUND_DIE: Emit a death sound

TASK_SPEAK_SENTENCE: Speak a sentence

TASK_WAIT_FOR_SPEAK_FINISH: Wait for the current sentence I'm speaking to finish

TASK_SET_ACTIVITY: Set current animation activity to the specified activity

TASK_SET_SCHEDULE: Immediately change to a schedule of the specified type

TASK_SET_FAIL_SCHEDULE: Set the specified schedule to execute if the current schedule fails.

TASK_SET_TOLERANCE_DISTANCE: How close to route goal do I need to get

TASK_SET_ROUTE_SEARCH_TIME: How many seconds should I spend search for a route

TASK_CLEAR_FAIL_SCHEDULE: Return to use of default fail schedule

TASK_PLAY_SEQUENCE: Play the specified animation sequence before continuing

TASK_PLAY_PRIVATE_SEQUENCE: Play the specified private animation sequence before continuing

TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY: Turn to face the enemy while playing specified animation sequence

TASK_PLAY_SEQUENCE_FACE_ENEMY

TASK_PLAY_SEQUENCE_FACE_TARGET


TASK_FIND_COVER_FROM_BEST_SOUND: tries lateral cover first then node cover

TASK_FIND_COVER_FROM_ENEMY: tries lateral cover first then node cover

TASK_FIND_LATERAL_COVER_FROM_ENEMY: Find a place to hide from the enemy somewhere on either side of me

TASK_FIND_BACKAWAY_FROM_SAVEPOSITION: Find a place further from the saved position

TASK_FIND_NODE_COVER_FROM_ENEMY: Fine a place to hide from the enemy anywhere. Use the node system.

TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY: Find a place to hide from the enemy that's within the specified distance

TASK_FIND_FAR_NODE_COVER_FROM_ENEMY: data for this one is there MINIMUM aceptable distance to the cover.

TASK_FIND_COVER_FROM_ORIGIN: Find a place to go that can't see to where I am now.

TASK_DIE: Unhook from the AI system.

TASK_WAIT_FOR_SCRIPT: Wait until scripted sequence plays

TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY: Play scripted sequence animation

TASK_PLAY_SCRIPT: Play scripted sequence animation

TASK_PLAY_SCRIPT_POST_IDLE: Play scripted sequence animation

TASK_ENABLE_SCRIPT: Play scripted sequence animation

TASK_PLANT_ON_SCRIPT: Play scripted sequence animation

TASK_FACE_SCRIPT: Play scripted sequence animation

TASK_PLAY_SCENE: Wait for scene to complete

TASK_WAIT_RANDOM: Wait for 0 to specified number of seconds

TASK_WAIT_INDEFINITE: Wait forever (until this schedule is interrupted)

TASK_STOP_MOVING

TASK_TURN_LEFT: Turn left the specified number of degrees

TASK_TURN_RIGHT: Turn right the specified number of degrees

TASK_REMEMBER: Remember the specified piece of data

TASK_FORGET: Forget the specified piece of data

TASK_WAIT_FOR_MOVEMENT: Wait until current movement is complete.

TASK_WAIT_FOR_MOVEMENT_STEP: Wait until a single-step movement is complete.

TASK_WAIT_UNTIL_NO_DANGER_SOUND: Wait until I can't hear any danger sound.

TASK_WEAPON_FIND: Pick up new weapons

TASK_WEAPON_PICKUP: Pick up new weapons

TASK_WEAPON_RUN_PATH: run to weapon but break if someone else picks it up

TASK_WEAPON_CREATE

TASK_ITEM_PICKUP

TASK_ITEM_RUN_PATH

TASK_USE_SMALL_HULL: Use small hull for tight navigation

TASK_FALL_TO_GROUND: wait until you are on ground

TASK_WANDER: Wander for a specfied amound of time

TASK_FREEZE

TASK_GATHER_CONDITIONS: regather conditions at the start of a schedule (all conditions are cleared between schedules)

TASK_IGNORE_OLD_ENEMIES: Require an enemy be seen after the task is run to be considered a candidate enemy

TASK_DEBUG_BREAK

TASK_ADD_HEALTH: Add a specified amount of health to this NPC