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120 lines
3.9 KiB
C
120 lines
3.9 KiB
C
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The default shared conditions
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CONDITION_H
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#define CONDITION_H
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// NOTE: Changing this constant will break save files!!! (changes type of CAI_ScheduleBits)
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#ifndef MAX_CONDITIONS
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#define MAX_CONDITIONS 32*4
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#endif
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//=========================================================
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// These are the default shared conditions
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//=========================================================
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enum SCOND_t
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{
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COND_NONE, // A way for a function to return no condition to get
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COND_IN_PVS,
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COND_IDLE_INTERRUPT, // The schedule in question is a low priority idle, and therefore a candidate for translation into something else
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COND_LOW_PRIMARY_AMMO,
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COND_NO_PRIMARY_AMMO,
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COND_NO_SECONDARY_AMMO,
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COND_NO_WEAPON,
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COND_SEE_HATE,
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COND_SEE_FEAR,
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COND_SEE_DISLIKE,
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COND_SEE_ENEMY,
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COND_LOST_ENEMY,
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COND_ENEMY_WENT_NULL, // What most people think COND_LOST_ENEMY is: This condition is set in the edge case where you had an enemy last think, but don't have one this think.
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COND_ENEMY_OCCLUDED, // Can't see m_hEnemy
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COND_TARGET_OCCLUDED, // Can't see m_hTargetEnt
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COND_HAVE_ENEMY_LOS,
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COND_HAVE_TARGET_LOS,
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COND_LIGHT_DAMAGE,
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COND_HEAVY_DAMAGE,
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COND_PHYSICS_DAMAGE,
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COND_REPEATED_DAMAGE, // Damaged several times in a row
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COND_CAN_RANGE_ATTACK1, // Hitscan weapon only
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COND_CAN_RANGE_ATTACK2, // Grenade weapon only
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COND_CAN_MELEE_ATTACK1,
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COND_CAN_MELEE_ATTACK2,
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COND_PROVOKED,
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COND_NEW_ENEMY,
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COND_ENEMY_TOO_FAR, // Can we get rid of this one!?!?
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COND_ENEMY_FACING_ME,
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COND_BEHIND_ENEMY,
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COND_ENEMY_DEAD,
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COND_ENEMY_UNREACHABLE, // Not connected to me via node graph
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COND_SEE_PLAYER,
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COND_LOST_PLAYER,
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COND_SEE_NEMESIS,
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COND_TASK_FAILED,
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COND_SCHEDULE_DONE,
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COND_SMELL,
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COND_TOO_CLOSE_TO_ATTACK, // FIXME: most of this next group are meaningless since they're shared between all attack checks!
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COND_TOO_FAR_TO_ATTACK,
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COND_NOT_FACING_ATTACK,
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COND_WEAPON_HAS_LOS,
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COND_WEAPON_BLOCKED_BY_FRIEND, // Friend between weapon and target
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COND_WEAPON_PLAYER_IN_SPREAD, // Player in shooting direction
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COND_WEAPON_PLAYER_NEAR_TARGET, // Player near shooting position
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COND_WEAPON_SIGHT_OCCLUDED,
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COND_BETTER_WEAPON_AVAILABLE,
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COND_HEALTH_ITEM_AVAILABLE, // There's a healthkit available.
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COND_GIVE_WAY, // Another npc requested that I give way
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COND_WAY_CLEAR, // I no longer have to give way
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COND_HEAR_DANGER,
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COND_HEAR_THUMPER,
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COND_HEAR_BUGBAIT,
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COND_HEAR_COMBAT,
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COND_HEAR_WORLD,
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COND_HEAR_PLAYER,
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COND_HEAR_BULLET_IMPACT,
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COND_HEAR_PHYSICS_DANGER,
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COND_HEAR_MOVE_AWAY,
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COND_HEAR_SPOOKY, // Zombies make this when Alyx is in darkness mode
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COND_NO_HEAR_DANGER, // Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
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COND_FLOATING_OFF_GROUND,
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COND_MOBBED_BY_ENEMIES, // Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
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// Commander stuff
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COND_RECEIVED_ORDERS,
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COND_PLAYER_ADDED_TO_SQUAD,
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COND_PLAYER_REMOVED_FROM_SQUAD,
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COND_PLAYER_PUSHING,
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COND_NPC_FREEZE, // We received an npc_freeze command while we were unfrozen
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COND_NPC_UNFREEZE, // We received an npc_freeze command while we were frozen
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// This is a talker condition, but done here because we need to handle it in base AI
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// due to it's interaction with behaviors.
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COND_TALKER_RESPOND_TO_QUESTION,
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// ======================================
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// IMPORTANT: This must be the last enum
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// ======================================
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LAST_SHARED_CONDITION
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};
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#endif //CONDITION_H
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