Behaviors
(Redirected from BehaviorSelectSchedule())
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Behaviors let you abstract AI code to a C++ class of its own which is not tied to any one NPC. You might want to create MensBathroomBehavior for male NPCs and WomensBathroomBehavior for female NPCs, for instance.
Authoring a behavior
Behavior code, for the most part, behaves in the same way and uses the same framework as AI code you would write directly into an NPC. There is a certain amount of 'glue' required between one and the NPCs that will use it however:
The behavior
- Create
bool CanSelectSchedule(), which defines whether or not an NPC will 'defer' to the behavior for a given think. - Create
virtual const char *GetName() { return "MyBehavior friendly name"; }. - Use
AI_BEGIN_CUSTOM_SCHEDULE_PROVIDERinstead ofAI_BEGIN_CUSTOM_NPC(in the body). - Use
DEFINE_CUSTOM_SCHEDULE_PROVIDERinstead ofDEFINE_CUSTOM_AI(in the header). - Use
GetOuter()->to access the NPC object.
The NPC
- Include the header for your new behavior, and
ai_behavior.h. - Create a member instance of your behavior.
- Register the instance in
CreateBehaviors()withAddBehavior( &m_MyBehavior ).- None of Valve's NPC base classes have any behaviors registered - it may not be possible to do it at that level.
- Call
BehaviorSelectSchedule()at some point inSelectSchedule(). This probably already happens if you're working with a stock NPC.
Activating a behaviour manually
Behaviours are evaluated on every think with the logic in CanSelectSchedule(). If you want to manually enable a behavior until you disable it:
MyNPC::SelectSchedule()
{
if ( m_MyBehavior.m_bActive )
{
DeferSchedulingToBehavior( &m_MyBehavior ); // Normally happens in BehaviorSelectSchedule()
return BaseClass::SelectSchedule(); // This will now poll your behavior
}
...
}