Task
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See also: For community tasks, see Valve Developer Community:Tasks
A Task is an action that an NPC can perform. Schedules will run a list of tasks. Keep tasks as atomic as possible; don't squeeze two distinct actions into the same one.
Creating a task
Custom tasks are added by first declaring a new enum value.
enum
{
TASK_JUMP = LAST_SHARED_TASK,
TASK_FIND_DODGE_DIRECTION,
LAST_MY_NPC_TASK,
};
After that, the task itself should be declared like this:
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
DECLARE_TASK( TASK_FIND_DODGE_DIRECTION )
AI_END_CUSTOM_NPC()
Then you add the tasks in your custom schedule in the order you want them to execute. See Schedule for more details on the following code:
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()
Task logic
Now that everything is set up it's finally time to write some actual AI code.
- Tasks are initiated from
StartTask(Task_t *pTask)
, which should take the form of aswitch
statement that evaluatespTask->iTask
.Note:Remember to have adefault
case that falls back onBaseClass::StartTask()
. - Each task has an associated float value,
pTask->flTaskData
, which can be used to change its outcome. - When the current task is complete, call
TaskComplete()
. The schedule will move on to the next task. - If the current task has failed, call
TaskFail()
with an error message. A new schedule will be selected.
Example
This code makes the NPC play the ACT_MP_JUMP
activity endlessly.
void CNewNPC::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
case TASK_MYCUSTOMTASK:
if (FindGestureLayer(ACT_MP_JUMP) == -1)
AddGesture(ACT_MP_JUMP);
TaskComplete();
break;
default:
BaseClass::StartTask( pTask );
}
}
[Todo]
Animation
Combat
[Todo]