Task
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 );
}
}
}