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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_condition.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_condition.h')
| -rw-r--r-- | mp/src/game/server/ai_condition.h | 242 |
1 files changed, 121 insertions, 121 deletions
diff --git a/mp/src/game/server/ai_condition.h b/mp/src/game/server/ai_condition.h index 907c5906..e23185f2 100644 --- a/mp/src/game/server/ai_condition.h +++ b/mp/src/game/server/ai_condition.h @@ -1,121 +1,121 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: The default shared conditions
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef CONDITION_H
-#define CONDITION_H
-
-// NOTE: Changing this constant will break save files!!! (changes type of CAI_ScheduleBits)
-#ifndef MAX_CONDITIONS
-#define MAX_CONDITIONS 32*8
-#endif
-
-//=========================================================
-// These are the default shared conditions
-//=========================================================
-enum SCOND_t
-{
- COND_NONE, // A way for a function to return no condition to get
-
- COND_IN_PVS,
- COND_IDLE_INTERRUPT, // The schedule in question is a low priority idle, and therefore a candidate for translation into something else
-
- COND_LOW_PRIMARY_AMMO,
- COND_NO_PRIMARY_AMMO,
- COND_NO_SECONDARY_AMMO,
- COND_NO_WEAPON,
- COND_SEE_HATE,
- COND_SEE_FEAR,
- COND_SEE_DISLIKE,
- COND_SEE_ENEMY,
- COND_LOST_ENEMY,
- 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.
- COND_ENEMY_OCCLUDED, // Can't see m_hEnemy
- COND_TARGET_OCCLUDED, // Can't see m_hTargetEnt
- COND_HAVE_ENEMY_LOS,
- COND_HAVE_TARGET_LOS,
- COND_LIGHT_DAMAGE,
- COND_HEAVY_DAMAGE,
- COND_PHYSICS_DAMAGE,
- COND_REPEATED_DAMAGE, // Damaged several times in a row
-
- COND_CAN_RANGE_ATTACK1, // Hitscan weapon only
- COND_CAN_RANGE_ATTACK2, // Grenade weapon only
- COND_CAN_MELEE_ATTACK1,
- COND_CAN_MELEE_ATTACK2,
-
- COND_PROVOKED,
- COND_NEW_ENEMY,
-
- COND_ENEMY_TOO_FAR, // Can we get rid of this one!?!?
- COND_ENEMY_FACING_ME,
- COND_BEHIND_ENEMY,
- COND_ENEMY_DEAD,
- COND_ENEMY_UNREACHABLE, // Not connected to me via node graph
-
- COND_SEE_PLAYER,
- COND_LOST_PLAYER,
- COND_SEE_NEMESIS,
- COND_TASK_FAILED,
- COND_SCHEDULE_DONE,
- COND_SMELL,
- COND_TOO_CLOSE_TO_ATTACK, // FIXME: most of this next group are meaningless since they're shared between all attack checks!
- COND_TOO_FAR_TO_ATTACK,
- COND_NOT_FACING_ATTACK,
- COND_WEAPON_HAS_LOS,
- COND_WEAPON_BLOCKED_BY_FRIEND, // Friend between weapon and target
- COND_WEAPON_PLAYER_IN_SPREAD, // Player in shooting direction
- COND_WEAPON_PLAYER_NEAR_TARGET, // Player near shooting position
- COND_WEAPON_SIGHT_OCCLUDED,
- COND_BETTER_WEAPON_AVAILABLE,
- COND_HEALTH_ITEM_AVAILABLE, // There's a healthkit available.
- COND_GIVE_WAY, // Another npc requested that I give way
- COND_WAY_CLEAR, // I no longer have to give way
- COND_HEAR_DANGER,
- COND_HEAR_THUMPER,
- COND_HEAR_BUGBAIT,
- COND_HEAR_COMBAT,
- COND_HEAR_WORLD,
- COND_HEAR_PLAYER,
- COND_HEAR_BULLET_IMPACT,
- COND_HEAR_PHYSICS_DANGER,
- COND_HEAR_MOVE_AWAY,
- COND_HEAR_SPOOKY, // Zombies make this when Alyx is in darkness mode
-
- COND_NO_HEAR_DANGER, // Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
-
- COND_FLOATING_OFF_GROUND,
-
- COND_MOBBED_BY_ENEMIES, // Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
-
- // Commander stuff
- COND_RECEIVED_ORDERS,
- COND_PLAYER_ADDED_TO_SQUAD,
- COND_PLAYER_REMOVED_FROM_SQUAD,
-
- COND_PLAYER_PUSHING,
- COND_NPC_FREEZE, // We received an npc_freeze command while we were unfrozen
- COND_NPC_UNFREEZE, // We received an npc_freeze command while we were frozen
-
- // This is a talker condition, but done here because we need to handle it in base AI
- // due to it's interaction with behaviors.
- COND_TALKER_RESPOND_TO_QUESTION,
-
- COND_NO_CUSTOM_INTERRUPTS, // Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.
-
- // ======================================
- // IMPORTANT: This must be the last enum
- // ======================================
- LAST_SHARED_CONDITION
-};
-
-#endif //CONDITION_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: The default shared conditions +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef CONDITION_H +#define CONDITION_H + +// NOTE: Changing this constant will break save files!!! (changes type of CAI_ScheduleBits) +#ifndef MAX_CONDITIONS +#define MAX_CONDITIONS 32*8 +#endif + +//========================================================= +// These are the default shared conditions +//========================================================= +enum SCOND_t +{ + COND_NONE, // A way for a function to return no condition to get + + COND_IN_PVS, + COND_IDLE_INTERRUPT, // The schedule in question is a low priority idle, and therefore a candidate for translation into something else + + COND_LOW_PRIMARY_AMMO, + COND_NO_PRIMARY_AMMO, + COND_NO_SECONDARY_AMMO, + COND_NO_WEAPON, + COND_SEE_HATE, + COND_SEE_FEAR, + COND_SEE_DISLIKE, + COND_SEE_ENEMY, + COND_LOST_ENEMY, + 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. + COND_ENEMY_OCCLUDED, // Can't see m_hEnemy + COND_TARGET_OCCLUDED, // Can't see m_hTargetEnt + COND_HAVE_ENEMY_LOS, + COND_HAVE_TARGET_LOS, + COND_LIGHT_DAMAGE, + COND_HEAVY_DAMAGE, + COND_PHYSICS_DAMAGE, + COND_REPEATED_DAMAGE, // Damaged several times in a row + + COND_CAN_RANGE_ATTACK1, // Hitscan weapon only + COND_CAN_RANGE_ATTACK2, // Grenade weapon only + COND_CAN_MELEE_ATTACK1, + COND_CAN_MELEE_ATTACK2, + + COND_PROVOKED, + COND_NEW_ENEMY, + + COND_ENEMY_TOO_FAR, // Can we get rid of this one!?!? + COND_ENEMY_FACING_ME, + COND_BEHIND_ENEMY, + COND_ENEMY_DEAD, + COND_ENEMY_UNREACHABLE, // Not connected to me via node graph + + COND_SEE_PLAYER, + COND_LOST_PLAYER, + COND_SEE_NEMESIS, + COND_TASK_FAILED, + COND_SCHEDULE_DONE, + COND_SMELL, + COND_TOO_CLOSE_TO_ATTACK, // FIXME: most of this next group are meaningless since they're shared between all attack checks! + COND_TOO_FAR_TO_ATTACK, + COND_NOT_FACING_ATTACK, + COND_WEAPON_HAS_LOS, + COND_WEAPON_BLOCKED_BY_FRIEND, // Friend between weapon and target + COND_WEAPON_PLAYER_IN_SPREAD, // Player in shooting direction + COND_WEAPON_PLAYER_NEAR_TARGET, // Player near shooting position + COND_WEAPON_SIGHT_OCCLUDED, + COND_BETTER_WEAPON_AVAILABLE, + COND_HEALTH_ITEM_AVAILABLE, // There's a healthkit available. + COND_GIVE_WAY, // Another npc requested that I give way + COND_WAY_CLEAR, // I no longer have to give way + COND_HEAR_DANGER, + COND_HEAR_THUMPER, + COND_HEAR_BUGBAIT, + COND_HEAR_COMBAT, + COND_HEAR_WORLD, + COND_HEAR_PLAYER, + COND_HEAR_BULLET_IMPACT, + COND_HEAR_PHYSICS_DANGER, + COND_HEAR_MOVE_AWAY, + COND_HEAR_SPOOKY, // Zombies make this when Alyx is in darkness mode + + COND_NO_HEAR_DANGER, // Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER + + COND_FLOATING_OFF_GROUND, + + COND_MOBBED_BY_ENEMIES, // Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually). + + // Commander stuff + COND_RECEIVED_ORDERS, + COND_PLAYER_ADDED_TO_SQUAD, + COND_PLAYER_REMOVED_FROM_SQUAD, + + COND_PLAYER_PUSHING, + COND_NPC_FREEZE, // We received an npc_freeze command while we were unfrozen + COND_NPC_UNFREEZE, // We received an npc_freeze command while we were frozen + + // This is a talker condition, but done here because we need to handle it in base AI + // due to it's interaction with behaviors. + COND_TALKER_RESPOND_TO_QUESTION, + + COND_NO_CUSTOM_INTERRUPTS, // Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility. + + // ====================================== + // IMPORTANT: This must be the last enum + // ====================================== + LAST_SHARED_CONDITION +}; + +#endif //CONDITION_H |