Giving an NPC Memory
Entity memory
Enemies
Current
An NPC's current target is managed with these functions:
bool ChooseEnemy()
void SetEnemy( CBaseEntity *pEnemy, bool bSetCondNewEnemy )
CBaseEntity* GetEnemy()
CBaseCombatCharacter* GetEnemyCombatCharacterPointer()
float GetTimeEnemyAcquired()
- Gets and sets the current enemy and the time at which they were acquired. Choosing is preferred over setting.
void OnEnemyChanged( CBaseEntity *pOldEnemy, CBaseEntity *pNewEnemy )
- Callback, by default does nothing.
Available
The list of available enemies is managed by the CAI_Enemies
class. Crucially, the same CAI_Enemies
object is shared between all members of a squad.
Tip:The functions below are all in
CAI_BaseNPC
. Use GetEnemies()
to access the enemy list directly.void UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
- Adds or updates an enemy.
Vector GetEnemyLKP()
float GetEnemyLastTimeSeen()
- The last position/time at which data on this enemy was updated.
void MarkEnemyAsEluded()
bool EnemyHasEludedMe()
- Eluded enemies were seen, but are now at an unknown location. They are stored in enemy memory but not normally targeted.
Unreachable
RememberUnreachable( CBaseEntity *pEntity, float duration = -1 )
- Causes the NPC to ignore the entity for the specified number of seconds. -1 means the AI's default, which is usually 3 seconds.
IsUnreachable(CBaseEntity *pEntity)
- Test reachability.
Memory Bits
Memory bits are flags which relate to the NPC's current state (for example, bits_MEMORY_SUSPICIOUS
and bits_MEMORY_FLINCHED
). See game/server/ai_basenpc.h
for a full list.
Remember(int iMemory)
Forget(int iMemory)
- Set/remove a particular bit.
HasMemory(int iMemory)
HasAllMemories(int iMemory)
- Check whether one or more memory bits are set.
CAI_SchedulesManager::GetMemoryID(const char *state_name)
- Modify this function to add support for extra memory bits in schedule definitions. You shouldn't need to call it yourself.