Condition: Difference between revisions
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This if block checks to see if the headcrab is alive but submerged in water, if so a condition <code>COND_HEADCRAB_IN_WATER</code> is set, this is | This if block checks to see if the headcrab is alive but submerged in water, if so a condition <code>COND_HEADCRAB_IN_WATER</code> is set. | ||
Also another interesting method is the <code>BuildScheduleTestBits()</code>, it can be overridden to set custom condition to interrupt schedules. This is useful because you want to see your NPC react to the fire(<code>COND_ON_FIRE</code>example),start drowing(headcrab example) right now, not wait until the current schedule ends. | |||
Here is code from the headcrabs <code>BuildScheduleTestBits()</code> | |||
<pre> | |||
if ( !IsCurSchedule(SCHED_HEADCRAB_DROWN) ) | |||
{ | |||
// Interrupt any schedule unless already drowning. | |||
SetCustomInterruptCondition( COND_HEADCRAB_IN_WATER ); | |||
} | |||
else | |||
{ | |||
// Don't stop drowning just because you're in water! | |||
ClearCustomInterruptCondition( COND_HEADCRAB_IN_WATER ); | |||
} | |||
</pre> | |||
If the condition <code>COND_HEADCRAB_IN_WATER</code> is set, it interrupts the current schedule unless it is already drowning. Then this is handled in <code>SelectSchedule()</code> to choose the appropriate schedule(<code>SCHED_HEADCRAB_DROWN</code>) that will end up drowning the headcrab. | |||
==Default Condition List== | ==Default Condition List== |
Revision as of 18:30, 4 August 2005
Multiple conditions can be set on an NPC which help the NPC determine what schedule should be run (handled in SelectSchedule()
or variants).
An example of a condition is COND_LIGHT_DAMAGE
which may cause the NPC to go to an alert state and select a schedule appropriate to this condition.
NPC's can implement their own custom conditions to deal with things unique to that NPC, for instance, you could use a COND_ON_FIRE
to determine if the NPC is on fire and select specific schedules on this condition such as SCHED_JUMP_IN_WATER
.
An interesting method is the GatherConditions()
, it can be overridden in child classes to implement the selection of custom conditions, the method sets the NPC's conditions appropriate at the time based on game state.
The following condition has been taken from the headcrabs GatherConditions()
method.
if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 ) { // Start Drowning! SetCondition( COND_HEADCRAB_IN_WATER ); }
This if block checks to see if the headcrab is alive but submerged in water, if so a condition COND_HEADCRAB_IN_WATER
is set.
Also another interesting method is the BuildScheduleTestBits()
, it can be overridden to set custom condition to interrupt schedules. This is useful because you want to see your NPC react to the fire(COND_ON_FIRE
example),start drowing(headcrab example) right now, not wait until the current schedule ends.
Here is code from the headcrabs BuildScheduleTestBits()
if ( !IsCurSchedule(SCHED_HEADCRAB_DROWN) ) { // Interrupt any schedule unless already drowning. SetCustomInterruptCondition( COND_HEADCRAB_IN_WATER ); } else { // Don't stop drowning just because you're in water! ClearCustomInterruptCondition( COND_HEADCRAB_IN_WATER ); }
If the condition COND_HEADCRAB_IN_WATER
is set, it interrupts the current schedule unless it is already drowning. Then this is handled in SelectSchedule()
to choose the appropriate schedule(SCHED_HEADCRAB_DROWN
) that will end up drowning the headcrab.
Default Condition List
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_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_SEE_NEMESIS
COND_TASK_FAILED
COND_SCHEDULE_DONE
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_NO_HEAR_DANGER: Since we can't use CONDITION. Mutually exclusive with COND_HEAR_DANGER
COND_FLOATING_OFF_GROUND
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