Task

From Valve Developer Community
Revision as of 16:50, 3 August 2005 by Fluxtah (talk | contribs)
Jump to navigation Jump to search

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 );
		}
	}
}