diff options
| 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 /sp/src/game/server/ai_task.cpp | |
| 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 'sp/src/game/server/ai_task.cpp')
| -rw-r--r-- | sp/src/game/server/ai_task.cpp | 454 |
1 files changed, 227 insertions, 227 deletions
diff --git a/sp/src/game/server/ai_task.cpp b/sp/src/game/server/ai_task.cpp index 116fa82e..a2cf6be6 100644 --- a/sp/src/game/server/ai_task.cpp +++ b/sp/src/game/server/ai_task.cpp @@ -1,227 +1,227 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Sets up the tasks for default AI.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "stringregistry.h"
-#include "ai_basenpc.h"
-#include "ai_task.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-const char * g_ppszTaskFailureText[] =
-{
- "No failure", // NO_TASK_FAILURE
- "No Target", // FAIL_NO_TARGET
- "Weapon owned by someone else", // FAIL_WEAPON_OWNED
- "Weapon/Item doesn't exist", // FAIL_ITEM_NO_FIND
- "No hint node", // FAIL_NO_HINT_NODE
- "Schedule not found", // FAIL_SCHEDULE_NOT_FOUND
- "Don't have an enemy", // FAIL_NO_ENEMY
- "Found no backaway node", // FAIL_NO_BACKAWAY_NODE
- "Couldn't find cover", // FAIL_NO_COVER
- "Couldn't find flank", // FAIL_NO_FLANK
- "Couldn't find shoot position", // FAIL_NO_SHOOT
- "Don't have a route", // FAIL_NO_ROUTE
- "Don't have a route: no goal", // FAIL_NO_ROUTE_GOAL
- "Don't have a route: blocked", // FAIL_NO_ROUTE_BLOCKED
- "Don't have a route: illegal move", // FAIL_NO_ROUTE_ILLEGAL
- "Couldn't walk to target", // FAIL_NO_WALK
- "Node already locked", // FAIL_ALREADY_LOCKED
- "No sound present", // FAIL_NO_SOUND
- "No scent present", // FAIL_NO_SCENT
- "Bad activity", // FAIL_BAD_ACTIVITY
- "No goal entity", // FAIL_NO_GOAL
- "No player", // FAIL_NO_PLAYER
- "Can't reach any nodes", // FAIL_NO_REACHABLE_NODE
- "No AI Network to Use", // FAIL_NO_AI_NETWORK
- "Bad position to Target", // FAIL_BAD_POSITION
- "Route Destination No Longer Valid", // FAIL_BAD_PATH_GOAL
- "Stuck on top of something", // FAIL_STUCK_ONTOP
- "Item has been taken", // FAIL_ITEM_TAKEN
-};
-
-const char *TaskFailureToString( AI_TaskFailureCode_t code )
-{
- const char *pszResult;
- if ( code < 0 || code >= NUM_FAIL_CODES )
- pszResult = (const char *)code;
- else
- pszResult = g_ppszTaskFailureText[code];
- return pszResult;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Given and task name, return the task ID
-//-----------------------------------------------------------------------------
-int CAI_BaseNPC::GetTaskID(const char* taskName)
-{
- return GetSchedulingSymbols()->TaskSymbolToId( taskName );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Initialize the task name string registry
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CAI_BaseNPC::InitDefaultTaskSR(void)
-{
- #define ADD_DEF_TASK( name ) idSpace.AddTask(#name, name, "CAI_BaseNPC" )
-
- CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
-
- ADD_DEF_TASK( TASK_INVALID );
- ADD_DEF_TASK( TASK_ANNOUNCE_ATTACK );
- ADD_DEF_TASK( TASK_RESET_ACTIVITY );
- ADD_DEF_TASK( TASK_WAIT );
- ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY );
- ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY_RANDOM );
- ADD_DEF_TASK( TASK_WAIT_PVS );
- ADD_DEF_TASK( TASK_SUGGEST_STATE );
- ADD_DEF_TASK( TASK_TARGET_PLAYER );
- ADD_DEF_TASK( TASK_SCRIPT_WALK_TO_TARGET );
- ADD_DEF_TASK( TASK_SCRIPT_RUN_TO_TARGET );
- ADD_DEF_TASK( TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET );
- ADD_DEF_TASK( TASK_MOVE_TO_TARGET_RANGE );
- ADD_DEF_TASK( TASK_MOVE_TO_GOAL_RANGE );
- ADD_DEF_TASK( TASK_MOVE_AWAY_PATH );
- ADD_DEF_TASK( TASK_GET_PATH_AWAY_FROM_BEST_SOUND );
- ADD_DEF_TASK( TASK_SET_GOAL );
- ADD_DEF_TASK( TASK_GET_PATH_TO_GOAL );
- ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY );
- ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP );
- ADD_DEF_TASK( TASK_GET_CHASE_PATH_TO_ENEMY );
- ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP_LOS );
- ADD_DEF_TASK( TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS );
- ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_CORPSE );
- ADD_DEF_TASK( TASK_GET_PATH_TO_PLAYER );
- ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LOS );
- ADD_DEF_TASK( TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS );
- ADD_DEF_TASK( TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS );
- ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET );
- ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET_WEAPON );
- ADD_DEF_TASK( TASK_CREATE_PENDING_WEAPON );
- ADD_DEF_TASK( TASK_GET_PATH_TO_HINTNODE );
- ADD_DEF_TASK( TASK_STORE_LASTPOSITION );
- ADD_DEF_TASK( TASK_CLEAR_LASTPOSITION );
- ADD_DEF_TASK( TASK_STORE_POSITION_IN_SAVEPOSITION );
- ADD_DEF_TASK( TASK_STORE_BESTSOUND_IN_SAVEPOSITION );
- ADD_DEF_TASK( TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION );
- ADD_DEF_TASK( TASK_REACT_TO_COMBAT_SOUND );
- ADD_DEF_TASK( TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION );
- ADD_DEF_TASK( TASK_GET_PATH_TO_COMMAND_GOAL );
- ADD_DEF_TASK( TASK_MARK_COMMAND_GOAL_POS );
- ADD_DEF_TASK( TASK_CLEAR_COMMAND_GOAL );
- ADD_DEF_TASK( TASK_GET_PATH_TO_LASTPOSITION );
- ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION );
- ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION_LOS );
- ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSOUND );
- ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSCENT );
- ADD_DEF_TASK( TASK_GET_PATH_TO_RANDOM_NODE );
- ADD_DEF_TASK( TASK_RUN_PATH );
- ADD_DEF_TASK( TASK_WALK_PATH );
- ADD_DEF_TASK( TASK_WALK_PATH_TIMED );
- ADD_DEF_TASK( TASK_WALK_PATH_WITHIN_DIST );
- ADD_DEF_TASK( TASK_RUN_PATH_WITHIN_DIST );
- ADD_DEF_TASK( TASK_WALK_PATH_FOR_UNITS );
- ADD_DEF_TASK( TASK_RUN_PATH_FOR_UNITS );
- ADD_DEF_TASK( TASK_RUN_PATH_FLEE );
- ADD_DEF_TASK( TASK_RUN_PATH_TIMED );
- ADD_DEF_TASK( TASK_STRAFE_PATH );
- ADD_DEF_TASK( TASK_CLEAR_MOVE_WAIT );
- ADD_DEF_TASK( TASK_SMALL_FLINCH );
- ADD_DEF_TASK( TASK_BIG_FLINCH );
- ADD_DEF_TASK( TASK_DEFER_DODGE );
- ADD_DEF_TASK( TASK_FACE_IDEAL );
- ADD_DEF_TASK( TASK_FACE_REASONABLE );
- ADD_DEF_TASK( TASK_FACE_PATH );
- ADD_DEF_TASK( TASK_FACE_PLAYER );
- ADD_DEF_TASK( TASK_FACE_ENEMY );
- ADD_DEF_TASK( TASK_FACE_HINTNODE );
- ADD_DEF_TASK( TASK_PLAY_HINT_ACTIVITY );
- ADD_DEF_TASK( TASK_FACE_TARGET );
- ADD_DEF_TASK( TASK_FACE_LASTPOSITION );
- ADD_DEF_TASK( TASK_FACE_SAVEPOSITION );
- ADD_DEF_TASK( TASK_FACE_AWAY_FROM_SAVEPOSITION );
- ADD_DEF_TASK( TASK_SET_IDEAL_YAW_TO_CURRENT );
- ADD_DEF_TASK( TASK_RANGE_ATTACK1 );
- ADD_DEF_TASK( TASK_RANGE_ATTACK2 );
- ADD_DEF_TASK( TASK_MELEE_ATTACK1 );
- ADD_DEF_TASK( TASK_MELEE_ATTACK2 );
- ADD_DEF_TASK( TASK_RELOAD );
- ADD_DEF_TASK( TASK_SPECIAL_ATTACK1 );
- ADD_DEF_TASK( TASK_SPECIAL_ATTACK2 );
- ADD_DEF_TASK( TASK_FIND_HINTNODE );
- ADD_DEF_TASK( TASK_CLEAR_HINTNODE );
- ADD_DEF_TASK( TASK_FIND_LOCK_HINTNODE );
- ADD_DEF_TASK( TASK_LOCK_HINTNODE );
- ADD_DEF_TASK( TASK_SOUND_ANGRY );
- ADD_DEF_TASK( TASK_SOUND_DEATH );
- ADD_DEF_TASK( TASK_SOUND_IDLE );
- ADD_DEF_TASK( TASK_SOUND_WAKE );
- ADD_DEF_TASK( TASK_SOUND_PAIN );
- ADD_DEF_TASK( TASK_SOUND_DIE );
- ADD_DEF_TASK( TASK_SPEAK_SENTENCE );
- ADD_DEF_TASK( TASK_WAIT_FOR_SPEAK_FINISH );
- ADD_DEF_TASK( TASK_SET_ACTIVITY );
- ADD_DEF_TASK( TASK_RANDOMIZE_FRAMERATE );
- ADD_DEF_TASK( TASK_SET_SCHEDULE );
- ADD_DEF_TASK( TASK_SET_FAIL_SCHEDULE );
- ADD_DEF_TASK( TASK_SET_TOLERANCE_DISTANCE );
- ADD_DEF_TASK( TASK_SET_ROUTE_SEARCH_TIME );
- ADD_DEF_TASK( TASK_CLEAR_FAIL_SCHEDULE );
- ADD_DEF_TASK( TASK_PLAY_SEQUENCE );
- ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE );
- ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY );
- ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_ENEMY );
- ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_TARGET );
- ADD_DEF_TASK( TASK_FIND_COVER_FROM_BEST_SOUND );
- ADD_DEF_TASK( TASK_FIND_COVER_FROM_ENEMY );
- ADD_DEF_TASK( TASK_FIND_LATERAL_COVER_FROM_ENEMY );
- ADD_DEF_TASK( TASK_FIND_BACKAWAY_FROM_SAVEPOSITION );
- ADD_DEF_TASK( TASK_FIND_NODE_COVER_FROM_ENEMY );
- ADD_DEF_TASK( TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY );
- ADD_DEF_TASK( TASK_FIND_FAR_NODE_COVER_FROM_ENEMY );
- ADD_DEF_TASK( TASK_FIND_COVER_FROM_ORIGIN );
- ADD_DEF_TASK( TASK_DIE );
- ADD_DEF_TASK( TASK_WAIT_FOR_SCRIPT );
- ADD_DEF_TASK( TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY );
- ADD_DEF_TASK( TASK_PLAY_SCRIPT );
- ADD_DEF_TASK( TASK_PLAY_SCRIPT_POST_IDLE );
- ADD_DEF_TASK( TASK_ENABLE_SCRIPT );
- ADD_DEF_TASK( TASK_PLANT_ON_SCRIPT );
- ADD_DEF_TASK( TASK_FACE_SCRIPT );
- ADD_DEF_TASK( TASK_PLAY_SCENE );
- ADD_DEF_TASK( TASK_WAIT_RANDOM );
- ADD_DEF_TASK( TASK_WAIT_INDEFINITE );
- ADD_DEF_TASK( TASK_STOP_MOVING );
- ADD_DEF_TASK( TASK_TURN_LEFT );
- ADD_DEF_TASK( TASK_TURN_RIGHT );
- ADD_DEF_TASK( TASK_REMEMBER );
- ADD_DEF_TASK( TASK_FORGET );
- ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT );
- ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT_STEP );
- ADD_DEF_TASK( TASK_WAIT_UNTIL_NO_DANGER_SOUND );
- ADD_DEF_TASK( TASK_WEAPON_FIND );
- ADD_DEF_TASK( TASK_WEAPON_PICKUP );
- ADD_DEF_TASK( TASK_WEAPON_RUN_PATH );
- ADD_DEF_TASK( TASK_WEAPON_CREATE );
- ADD_DEF_TASK( TASK_ITEM_RUN_PATH );
- ADD_DEF_TASK( TASK_ITEM_PICKUP );
- ADD_DEF_TASK( TASK_USE_SMALL_HULL );
- ADD_DEF_TASK( TASK_FALL_TO_GROUND );
- ADD_DEF_TASK( TASK_WANDER );
- ADD_DEF_TASK( TASK_FREEZE );
- ADD_DEF_TASK( TASK_GATHER_CONDITIONS );
- ADD_DEF_TASK( TASK_IGNORE_OLD_ENEMIES );
- ADD_DEF_TASK( TASK_DEBUG_BREAK );
- ADD_DEF_TASK( TASK_ADD_HEALTH );
- ADD_DEF_TASK( TASK_GET_PATH_TO_INTERACTION_PARTNER );
- ADD_DEF_TASK( TASK_PRE_SCRIPT );
-}
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Sets up the tasks for default AI. +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "stringregistry.h" +#include "ai_basenpc.h" +#include "ai_task.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +const char * g_ppszTaskFailureText[] = +{ + "No failure", // NO_TASK_FAILURE + "No Target", // FAIL_NO_TARGET + "Weapon owned by someone else", // FAIL_WEAPON_OWNED + "Weapon/Item doesn't exist", // FAIL_ITEM_NO_FIND + "No hint node", // FAIL_NO_HINT_NODE + "Schedule not found", // FAIL_SCHEDULE_NOT_FOUND + "Don't have an enemy", // FAIL_NO_ENEMY + "Found no backaway node", // FAIL_NO_BACKAWAY_NODE + "Couldn't find cover", // FAIL_NO_COVER + "Couldn't find flank", // FAIL_NO_FLANK + "Couldn't find shoot position", // FAIL_NO_SHOOT + "Don't have a route", // FAIL_NO_ROUTE + "Don't have a route: no goal", // FAIL_NO_ROUTE_GOAL + "Don't have a route: blocked", // FAIL_NO_ROUTE_BLOCKED + "Don't have a route: illegal move", // FAIL_NO_ROUTE_ILLEGAL + "Couldn't walk to target", // FAIL_NO_WALK + "Node already locked", // FAIL_ALREADY_LOCKED + "No sound present", // FAIL_NO_SOUND + "No scent present", // FAIL_NO_SCENT + "Bad activity", // FAIL_BAD_ACTIVITY + "No goal entity", // FAIL_NO_GOAL + "No player", // FAIL_NO_PLAYER + "Can't reach any nodes", // FAIL_NO_REACHABLE_NODE + "No AI Network to Use", // FAIL_NO_AI_NETWORK + "Bad position to Target", // FAIL_BAD_POSITION + "Route Destination No Longer Valid", // FAIL_BAD_PATH_GOAL + "Stuck on top of something", // FAIL_STUCK_ONTOP + "Item has been taken", // FAIL_ITEM_TAKEN +}; + +const char *TaskFailureToString( AI_TaskFailureCode_t code ) +{ + const char *pszResult; + if ( code < 0 || code >= NUM_FAIL_CODES ) + pszResult = (const char *)code; + else + pszResult = g_ppszTaskFailureText[code]; + return pszResult; +} + +//----------------------------------------------------------------------------- +// Purpose: Given and task name, return the task ID +//----------------------------------------------------------------------------- +int CAI_BaseNPC::GetTaskID(const char* taskName) +{ + return GetSchedulingSymbols()->TaskSymbolToId( taskName ); +} + +//----------------------------------------------------------------------------- +// Purpose: Initialize the task name string registry +// Input : +// Output : +//----------------------------------------------------------------------------- +void CAI_BaseNPC::InitDefaultTaskSR(void) +{ + #define ADD_DEF_TASK( name ) idSpace.AddTask(#name, name, "CAI_BaseNPC" ) + + CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect(); + + ADD_DEF_TASK( TASK_INVALID ); + ADD_DEF_TASK( TASK_ANNOUNCE_ATTACK ); + ADD_DEF_TASK( TASK_RESET_ACTIVITY ); + ADD_DEF_TASK( TASK_WAIT ); + ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY ); + ADD_DEF_TASK( TASK_WAIT_FACE_ENEMY_RANDOM ); + ADD_DEF_TASK( TASK_WAIT_PVS ); + ADD_DEF_TASK( TASK_SUGGEST_STATE ); + ADD_DEF_TASK( TASK_TARGET_PLAYER ); + ADD_DEF_TASK( TASK_SCRIPT_WALK_TO_TARGET ); + ADD_DEF_TASK( TASK_SCRIPT_RUN_TO_TARGET ); + ADD_DEF_TASK( TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET ); + ADD_DEF_TASK( TASK_MOVE_TO_TARGET_RANGE ); + ADD_DEF_TASK( TASK_MOVE_TO_GOAL_RANGE ); + ADD_DEF_TASK( TASK_MOVE_AWAY_PATH ); + ADD_DEF_TASK( TASK_GET_PATH_AWAY_FROM_BEST_SOUND ); + ADD_DEF_TASK( TASK_SET_GOAL ); + ADD_DEF_TASK( TASK_GET_PATH_TO_GOAL ); + ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY ); + ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP ); + ADD_DEF_TASK( TASK_GET_CHASE_PATH_TO_ENEMY ); + ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LKP_LOS ); + ADD_DEF_TASK( TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS ); + ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_CORPSE ); + ADD_DEF_TASK( TASK_GET_PATH_TO_PLAYER ); + ADD_DEF_TASK( TASK_GET_PATH_TO_ENEMY_LOS ); + ADD_DEF_TASK( TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS ); + ADD_DEF_TASK( TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS ); + ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET ); + ADD_DEF_TASK( TASK_GET_PATH_TO_TARGET_WEAPON ); + ADD_DEF_TASK( TASK_CREATE_PENDING_WEAPON ); + ADD_DEF_TASK( TASK_GET_PATH_TO_HINTNODE ); + ADD_DEF_TASK( TASK_STORE_LASTPOSITION ); + ADD_DEF_TASK( TASK_CLEAR_LASTPOSITION ); + ADD_DEF_TASK( TASK_STORE_POSITION_IN_SAVEPOSITION ); + ADD_DEF_TASK( TASK_STORE_BESTSOUND_IN_SAVEPOSITION ); + ADD_DEF_TASK( TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION ); + ADD_DEF_TASK( TASK_REACT_TO_COMBAT_SOUND ); + ADD_DEF_TASK( TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION ); + ADD_DEF_TASK( TASK_GET_PATH_TO_COMMAND_GOAL ); + ADD_DEF_TASK( TASK_MARK_COMMAND_GOAL_POS ); + ADD_DEF_TASK( TASK_CLEAR_COMMAND_GOAL ); + ADD_DEF_TASK( TASK_GET_PATH_TO_LASTPOSITION ); + ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION ); + ADD_DEF_TASK( TASK_GET_PATH_TO_SAVEPOSITION_LOS ); + ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSOUND ); + ADD_DEF_TASK( TASK_GET_PATH_TO_BESTSCENT ); + ADD_DEF_TASK( TASK_GET_PATH_TO_RANDOM_NODE ); + ADD_DEF_TASK( TASK_RUN_PATH ); + ADD_DEF_TASK( TASK_WALK_PATH ); + ADD_DEF_TASK( TASK_WALK_PATH_TIMED ); + ADD_DEF_TASK( TASK_WALK_PATH_WITHIN_DIST ); + ADD_DEF_TASK( TASK_RUN_PATH_WITHIN_DIST ); + ADD_DEF_TASK( TASK_WALK_PATH_FOR_UNITS ); + ADD_DEF_TASK( TASK_RUN_PATH_FOR_UNITS ); + ADD_DEF_TASK( TASK_RUN_PATH_FLEE ); + ADD_DEF_TASK( TASK_RUN_PATH_TIMED ); + ADD_DEF_TASK( TASK_STRAFE_PATH ); + ADD_DEF_TASK( TASK_CLEAR_MOVE_WAIT ); + ADD_DEF_TASK( TASK_SMALL_FLINCH ); + ADD_DEF_TASK( TASK_BIG_FLINCH ); + ADD_DEF_TASK( TASK_DEFER_DODGE ); + ADD_DEF_TASK( TASK_FACE_IDEAL ); + ADD_DEF_TASK( TASK_FACE_REASONABLE ); + ADD_DEF_TASK( TASK_FACE_PATH ); + ADD_DEF_TASK( TASK_FACE_PLAYER ); + ADD_DEF_TASK( TASK_FACE_ENEMY ); + ADD_DEF_TASK( TASK_FACE_HINTNODE ); + ADD_DEF_TASK( TASK_PLAY_HINT_ACTIVITY ); + ADD_DEF_TASK( TASK_FACE_TARGET ); + ADD_DEF_TASK( TASK_FACE_LASTPOSITION ); + ADD_DEF_TASK( TASK_FACE_SAVEPOSITION ); + ADD_DEF_TASK( TASK_FACE_AWAY_FROM_SAVEPOSITION ); + ADD_DEF_TASK( TASK_SET_IDEAL_YAW_TO_CURRENT ); + ADD_DEF_TASK( TASK_RANGE_ATTACK1 ); + ADD_DEF_TASK( TASK_RANGE_ATTACK2 ); + ADD_DEF_TASK( TASK_MELEE_ATTACK1 ); + ADD_DEF_TASK( TASK_MELEE_ATTACK2 ); + ADD_DEF_TASK( TASK_RELOAD ); + ADD_DEF_TASK( TASK_SPECIAL_ATTACK1 ); + ADD_DEF_TASK( TASK_SPECIAL_ATTACK2 ); + ADD_DEF_TASK( TASK_FIND_HINTNODE ); + ADD_DEF_TASK( TASK_CLEAR_HINTNODE ); + ADD_DEF_TASK( TASK_FIND_LOCK_HINTNODE ); + ADD_DEF_TASK( TASK_LOCK_HINTNODE ); + ADD_DEF_TASK( TASK_SOUND_ANGRY ); + ADD_DEF_TASK( TASK_SOUND_DEATH ); + ADD_DEF_TASK( TASK_SOUND_IDLE ); + ADD_DEF_TASK( TASK_SOUND_WAKE ); + ADD_DEF_TASK( TASK_SOUND_PAIN ); + ADD_DEF_TASK( TASK_SOUND_DIE ); + ADD_DEF_TASK( TASK_SPEAK_SENTENCE ); + ADD_DEF_TASK( TASK_WAIT_FOR_SPEAK_FINISH ); + ADD_DEF_TASK( TASK_SET_ACTIVITY ); + ADD_DEF_TASK( TASK_RANDOMIZE_FRAMERATE ); + ADD_DEF_TASK( TASK_SET_SCHEDULE ); + ADD_DEF_TASK( TASK_SET_FAIL_SCHEDULE ); + ADD_DEF_TASK( TASK_SET_TOLERANCE_DISTANCE ); + ADD_DEF_TASK( TASK_SET_ROUTE_SEARCH_TIME ); + ADD_DEF_TASK( TASK_CLEAR_FAIL_SCHEDULE ); + ADD_DEF_TASK( TASK_PLAY_SEQUENCE ); + ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE ); + ADD_DEF_TASK( TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY ); + ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_ENEMY ); + ADD_DEF_TASK( TASK_PLAY_SEQUENCE_FACE_TARGET ); + ADD_DEF_TASK( TASK_FIND_COVER_FROM_BEST_SOUND ); + ADD_DEF_TASK( TASK_FIND_COVER_FROM_ENEMY ); + ADD_DEF_TASK( TASK_FIND_LATERAL_COVER_FROM_ENEMY ); + ADD_DEF_TASK( TASK_FIND_BACKAWAY_FROM_SAVEPOSITION ); + ADD_DEF_TASK( TASK_FIND_NODE_COVER_FROM_ENEMY ); + ADD_DEF_TASK( TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY ); + ADD_DEF_TASK( TASK_FIND_FAR_NODE_COVER_FROM_ENEMY ); + ADD_DEF_TASK( TASK_FIND_COVER_FROM_ORIGIN ); + ADD_DEF_TASK( TASK_DIE ); + ADD_DEF_TASK( TASK_WAIT_FOR_SCRIPT ); + ADD_DEF_TASK( TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY ); + ADD_DEF_TASK( TASK_PLAY_SCRIPT ); + ADD_DEF_TASK( TASK_PLAY_SCRIPT_POST_IDLE ); + ADD_DEF_TASK( TASK_ENABLE_SCRIPT ); + ADD_DEF_TASK( TASK_PLANT_ON_SCRIPT ); + ADD_DEF_TASK( TASK_FACE_SCRIPT ); + ADD_DEF_TASK( TASK_PLAY_SCENE ); + ADD_DEF_TASK( TASK_WAIT_RANDOM ); + ADD_DEF_TASK( TASK_WAIT_INDEFINITE ); + ADD_DEF_TASK( TASK_STOP_MOVING ); + ADD_DEF_TASK( TASK_TURN_LEFT ); + ADD_DEF_TASK( TASK_TURN_RIGHT ); + ADD_DEF_TASK( TASK_REMEMBER ); + ADD_DEF_TASK( TASK_FORGET ); + ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT ); + ADD_DEF_TASK( TASK_WAIT_FOR_MOVEMENT_STEP ); + ADD_DEF_TASK( TASK_WAIT_UNTIL_NO_DANGER_SOUND ); + ADD_DEF_TASK( TASK_WEAPON_FIND ); + ADD_DEF_TASK( TASK_WEAPON_PICKUP ); + ADD_DEF_TASK( TASK_WEAPON_RUN_PATH ); + ADD_DEF_TASK( TASK_WEAPON_CREATE ); + ADD_DEF_TASK( TASK_ITEM_RUN_PATH ); + ADD_DEF_TASK( TASK_ITEM_PICKUP ); + ADD_DEF_TASK( TASK_USE_SMALL_HULL ); + ADD_DEF_TASK( TASK_FALL_TO_GROUND ); + ADD_DEF_TASK( TASK_WANDER ); + ADD_DEF_TASK( TASK_FREEZE ); + ADD_DEF_TASK( TASK_GATHER_CONDITIONS ); + ADD_DEF_TASK( TASK_IGNORE_OLD_ENEMIES ); + ADD_DEF_TASK( TASK_DEBUG_BREAK ); + ADD_DEF_TASK( TASK_ADD_HEALTH ); + ADD_DEF_TASK( TASK_GET_PATH_TO_INTERACTION_PARTNER ); + ADD_DEF_TASK( TASK_PRE_SCRIPT ); +} + + |