//-----------------------------------------------------------------------------
// Purpose: Setup our schedules and tasks, etc.
//-----------------------------------------------------------------------------
void CNPC_Bug_Builder::InitCustomSchedules( void ) 
{
	INIT_CUSTOM_AI( CNPC_Bug_Builder );

	// Schedules
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_FLEE_ENEMY );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_RETURN_TO_BUGHOLE );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_RETURN_TO_BUGHOLE_AND_REMOVE );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_DAWDLE );

	// Conditions
	ADD_CUSTOM_CONDITION( CNPC_Bug_Builder, COND_BBUG_RETURN_TO_BUGHOLE );
		
	// Tasks
	ADD_CUSTOM_TASK( CNPC_Bug_Builder,	TASK_BBUG_GET_PATH_TO_FLEE );
	ADD_CUSTOM_TASK( CNPC_Bug_Builder,	TASK_BBUG_GET_PATH_TO_BUGHOLE );
	ADD_CUSTOM_TASK( CNPC_Bug_Builder,	TASK_BBUG_HOLE_REMOVE );
	ADD_CUSTOM_TASK( CNPC_Bug_Builder,	TASK_BBUG_GET_PATH_TO_DAWDLE );
	ADD_CUSTOM_TASK( CNPC_Bug_Builder,	TASK_BBUG_FACE_DAWDLE );

	// Activities
	//ADD_CUSTOM_ACTIVITY( CNPC_Bug_Builder,	ACT_BUG_WARRIOR_DISTRACT );

	AI_LOAD_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_FLEE_ENEMY );
	AI_LOAD_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_RETURN_TO_BUGHOLE );
	AI_LOAD_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_RETURN_TO_BUGHOLE_AND_REMOVE );
	AI_LOAD_SCHEDULE( CNPC_Bug_Builder, SCHED_BBUG_DAWDLE );
}
Exemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Ichthyosaur::InitCustomSchedules( void ) 
{
	INIT_CUSTOM_AI( CNPC_Ichthyosaur );

	//Interaction	REGISTER_INTERACTION( g_interactionAntlionAttacked );

	//Schedules
	ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_CHASE_ENEMY );
	ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_PATROL_RUN );
	ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_PATROL_WALK );
	ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_DROWN_VICTIM );
	ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_MELEE_ATTACK1 );
	ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_THRASH );
	
	//Tasks
	ADD_CUSTOM_TASK( CNPC_Ichthyosaur,		TASK_ICH_GET_PATH_TO_RANDOM_NODE );
	ADD_CUSTOM_TASK( CNPC_Ichthyosaur,		TASK_ICH_GET_PATH_TO_DROWN_NODE );
	ADD_CUSTOM_TASK( CNPC_Ichthyosaur,		TASK_ICH_THRASH_PATH );

	//Conditions	ADD_CUSTOM_CONDITION( CNPC_CombineGuard,	COND_ANTLIONGRUB_HEARD_SQUEAL );

	//Activities
	ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur,	ACT_ICH_THRASH );
	ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur,	ACT_ICH_BITE_HIT );
	ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur,	ACT_ICH_BITE_MISS );

	AI_LOAD_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_CHASE_ENEMY );
	AI_LOAD_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_PATROL_RUN );
	AI_LOAD_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_PATROL_WALK );
	AI_LOAD_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_DROWN_VICTIM );
	AI_LOAD_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_MELEE_ATTACK1 );
	AI_LOAD_SCHEDULE( CNPC_Ichthyosaur,	SCHED_ICH_THRASH );
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Roller::InitCustomSchedules(void) 
{
	INIT_CUSTOM_AI( CNPC_Roller );

	ADD_CUSTOM_SCHEDULE( CNPC_Roller,	SCHED_ROLLER_PATROL );
	ADD_CUSTOM_SCHEDULE( CNPC_Roller,	SCHED_ROLLER_WAIT_FOR_PHYSICS );
	ADD_CUSTOM_SCHEDULE( CNPC_Roller,	SCHED_ROLLER_UNSTICK );

	ADD_CUSTOM_CONDITION( CNPC_Roller,	COND_ROLLER_PHYSICS );

	ADD_CUSTOM_TASK( CNPC_Roller,		TASK_ROLLER_WAIT_FOR_PHYSICS );
	ADD_CUSTOM_TASK( CNPC_Roller,		TASK_ROLLER_FIND_PATROL_NODE );
	ADD_CUSTOM_TASK( CNPC_Roller,		TASK_ROLLER_UNSTICK );
	ADD_CUSTOM_TASK( CNPC_Roller,		TASK_ROLLER_ON );
	ADD_CUSTOM_TASK( CNPC_Roller,		TASK_ROLLER_OFF );
	ADD_CUSTOM_TASK( CNPC_Roller,		TASK_ROLLER_ISSUE_CODE );

	AI_LOAD_SCHEDULE( CNPC_Roller,	SCHED_ROLLER_PATROL );
	AI_LOAD_SCHEDULE( CNPC_Roller,	SCHED_ROLLER_WAIT_FOR_PHYSICS );
	AI_LOAD_SCHEDULE( CNPC_Roller,	SCHED_ROLLER_UNSTICK );

#if 0
	ADD_CUSTOM_ACTIVITY(CNPC_Roller,	ACT_MYCUSTOMACTIVITY);
#endif
}
Exemplo n.º 4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::InitCustomSchedules( void )
{
	INIT_CUSTOM_AI( CNPC_EnemyFinder );

	ADD_CUSTOM_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
	AI_LOAD_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
}
Exemplo n.º 5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_AntlionGrub::InitCustomSchedules( void ) 
{
	INIT_CUSTOM_AI( CNPC_AntlionGrub );

	//Schedules
	ADD_CUSTOM_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_SQUEAL );
	ADD_CUSTOM_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_SQUIRM );
	ADD_CUSTOM_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_STAND );
	ADD_CUSTOM_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_GIVE_HEALTH );
	ADD_CUSTOM_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGUARD_RETREAT );
	
	//Tasks
	ADD_CUSTOM_TASK( CNPC_AntlionGrub,		TASK_ANTLIONGRUB_SQUIRM );
	ADD_CUSTOM_TASK( CNPC_AntlionGrub,		TASK_ANTLIONGRUB_GIVE_HEALTH );
	ADD_CUSTOM_TASK( CNPC_AntlionGrub,		TASK_ANTLIONGRUB_MOVE_TO_TARGET );
	ADD_CUSTOM_TASK( CNPC_AntlionGrub,		TASK_ANTLIONGRUB_FIND_RETREAT_GOAL );

	//Conditions
	ADD_CUSTOM_CONDITION( CNPC_AntlionGrub,	COND_ANTLIONGRUB_HEARD_SQUEAL );
	ADD_CUSTOM_CONDITION( CNPC_AntlionGrub,	COND_ANTLIONGRUB_BEING_SQUASHED );
	ADD_CUSTOM_CONDITION( CNPC_AntlionGrub,	COND_ANTLIONGRUB_IN_HEAL_RANGE );

	//Activities
	ADD_CUSTOM_ACTIVITY( CNPC_AntlionGrub,	ACT_ANTLIONGRUB_SQUIRM );
	ADD_CUSTOM_ACTIVITY( CNPC_AntlionGrub,	ACT_ANTLIONGRUB_HEAL );

	AI_LOAD_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_SQUEAL );
	AI_LOAD_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_SQUIRM );
	AI_LOAD_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_STAND );
	AI_LOAD_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGRUB_GIVE_HEALTH );
	AI_LOAD_SCHEDULE( CNPC_AntlionGrub,	SCHED_ANTLIONGUARD_RETREAT );
}
Exemplo n.º 6
0
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Blob::InitCustomSchedules(void) 
{
	INIT_CUSTOM_AI(CNPC_Blob);

	ADD_CUSTOM_TASK(CNPC_Blob,		TASK_MYCUSTOMTASK);

	ADD_CUSTOM_SCHEDULE(CNPC_Blob,	SCHED_MYCUSTOMSCHEDULE);

	ADD_CUSTOM_CONDITION(CNPC_Blob,	COND_MYCUSTOMCONDITION);
}
Exemplo n.º 7
0
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNewNPC::InitCustomSchedules(void) 
{
	INIT_CUSTOM_AI(CNewNPC);

	ADD_CUSTOM_TASK(CNewNPC,		TASK_MYCUSTOMTASK);

	ADD_CUSTOM_SCHEDULE(CNewNPC,	SCHED_MYCUSTOMSCHEDULE);

	ADD_CUSTOM_ACTIVITY(CNewNPC,	ACT_MYCUSTOMACTIVITY);

	ADD_CUSTOM_CONDITION(CNewNPC,	COND_MYCUSTOMCONDITION);
}
Exemplo n.º 8
0
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CBliinkWiggler::InitCustomSchedules(void) 
{
	INIT_CUSTOM_AI(CBliinkWiggler);

	ADD_CUSTOM_TASK(CBliinkWiggler,		TASK_MYCUSTOMTASK);

	ADD_CUSTOM_SCHEDULE(CBliinkWiggler,	SCHED_MYCUSTOMSCHEDULE);

	//ADD_CUSTOM_ACTIVITY(CBliinkSimpleNPC,	ACT_MYCUSTOMACTIVITY);

	ADD_CUSTOM_CONDITION(CBliinkWiggler,	COND_MYCUSTOMCONDITION);
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Houndeye::InitCustomSchedules(void) 
{
	INIT_CUSTOM_AI(CNPC_Houndeye);

	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_CLOSE_EYE);
	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_OPEN_EYE);
	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_THREAT_DISPLAY);
	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_FALL_ASLEEP);
	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_WAKE_UP);
	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_HOP_BACK);

	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_GET_PATH_TO_CIRCLE);
	ADD_CUSTOM_TASK(CNPC_Houndeye,	TASK_HOUND_REVERSE_STRAFE_DIR);
	
	ADD_CUSTOM_CONDITION(CNPC_Houndeye,	COND_HOUND_GROUP_ATTACK);
	ADD_CUSTOM_CONDITION(CNPC_Houndeye,	COND_HOUND_GROUP_RETREAT);

	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_HOP_RETREAT);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_RANGE_ATTACK1);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_ATTACK_STRAFE);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_ATTACK_STRAFE_REVERSE);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_GROUP_ATTACK);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_GROUP_RETREAT);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_CHASE_ENEMY);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_COVER_WAIT);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_GROUP_RALLEY);
	ADD_CUSTOM_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_PATROL_WALK_LOOP);
	
	ADD_CUSTOM_ACTIVITY(CNPC_Houndeye,	ACT_HOUND_GUARD);

	g_interactionHoundeyeGroupAttack				= CBaseCombatCharacter::GetInteractionID();
	g_interactionHoundeyeGroupRetreat				= CBaseCombatCharacter::GetInteractionID();
	g_interactionHoundeyeGroupRalley				= CBaseCombatCharacter::GetInteractionID();

	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_HOP_RETREAT);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_RANGE_ATTACK1);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_ATTACK_STRAFE);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_ATTACK_STRAFE_REVERSE);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_GROUP_ATTACK);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_GROUP_RETREAT);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_CHASE_ENEMY);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_COVER_WAIT);
	AI_LOAD_SCHEDULE(CNPC_Houndeye,	SCHED_HOUND_GROUP_RALLEY);
	AI_LOAD_SCHEDULE(CNPC_Houndeye, SCHED_HOUND_PATROL_WALK_LOOP);
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the custom schedules
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNPC_RollerDozer::InitCustomSchedules(void) 
{
	INIT_CUSTOM_AI( CNPC_RollerDozer );

	ADD_CUSTOM_SCHEDULE( CNPC_RollerDozer,	SCHED_ROLLERDOZER_CLEAR_DEBRIS );
	ADD_CUSTOM_SCHEDULE( CNPC_RollerDozer,	SCHED_ROLLERDOZER_IDLE_STAND );
	
	ADD_CUSTOM_CONDITION( CNPC_RollerDozer,	COND_ROLLERDOZER_FOUND_DEBRIS );

	ADD_CUSTOM_TASK( CNPC_RollerDozer, TASK_ROLLERDOZER_FIND_CLEANUP_NODE );
	ADD_CUSTOM_TASK( CNPC_RollerDozer, TASK_ROLLERDOZER_GET_PATH_TO_CLEANUP_POINT );
	ADD_CUSTOM_TASK( CNPC_RollerDozer, TASK_ROLLERDOZER_CLEAR_DEBRIS );
	
	AI_LOAD_SCHEDULE( CNPC_RollerDozer,	SCHED_ROLLERDOZER_CLEAR_DEBRIS );
	AI_LOAD_SCHEDULE( CNPC_RollerDozer,	SCHED_ROLLERDOZER_IDLE_STAND );
	
#if 0
	ADD_CUSTOM_ACTIVITY(CNPC_Roller,	ACT_MYCUSTOMACTIVITY);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Setup our schedules and tasks, etc.
//-----------------------------------------------------------------------------
void CNPC_Bug_Warrior::InitCustomSchedules( void ) 
{
	INIT_CUSTOM_AI( CNPC_Bug_Warrior );

	// Register our interactions
	ADD_CUSTOM_INTERACTION( g_interactionBugSquadAttacking );

	// Schedules
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_CHASE_ENEMY );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_FLEE_ENEMY );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_CHASE_ENEMY_FAILED );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_PATROL );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_RETURN_TO_BUGHOLE );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_RETURN_TO_BUGHOLE_AND_REMOVE );
	ADD_CUSTOM_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_ASSIST_FELLOW_BUG );

	// Conditions
	ADD_CUSTOM_CONDITION( CNPC_Bug_Warrior, COND_WBUG_STOP_FLEEING );
	ADD_CUSTOM_CONDITION( CNPC_Bug_Warrior, COND_WBUG_RETURN_TO_BUGHOLE );
	ADD_CUSTOM_CONDITION( CNPC_Bug_Warrior, COND_WBUG_ASSIST_FELLOW_BUG );
		
	// Tasks
	ADD_CUSTOM_TASK( CNPC_Bug_Warrior,	TASK_WBUG_GET_PATH_TO_FLEE );
	ADD_CUSTOM_TASK( CNPC_Bug_Warrior,	TASK_WBUG_GET_PATH_TO_PATROL );
	ADD_CUSTOM_TASK( CNPC_Bug_Warrior,	TASK_WBUG_GET_PATH_TO_BUGHOLE );
	ADD_CUSTOM_TASK( CNPC_Bug_Warrior,	TASK_WBUG_HOLE_REMOVE );
	ADD_CUSTOM_TASK( CNPC_Bug_Warrior,	TASK_WBUG_GET_PATH_TO_ASSIST );

	// Activities
	//ADD_CUSTOM_ACTIVITY( CNPC_Bug_Warrior,	ACT_BUG_WARRIOR_DISTRACT );

	AI_LOAD_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_CHASE_ENEMY );
	AI_LOAD_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_FLEE_ENEMY );
	AI_LOAD_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_CHASE_ENEMY_FAILED );
	AI_LOAD_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_PATROL );
	AI_LOAD_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_RETURN_TO_BUGHOLE );
	AI_LOAD_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_RETURN_TO_BUGHOLE_AND_REMOVE );
	AI_LOAD_SCHEDULE( CNPC_Bug_Warrior, SCHED_WBUG_ASSIST_FELLOW_BUG );
}