#define STATE_EMPTY "Empty" #define STATE_IDLE "Idle" #define STATE_COMBAT "Combat" #define STATE_LOST_TRACK_OF_ENEMY "LostTrackOfEnemy" #define STATE_REACTING_TO_STIMULUS "ReactingToStimulus" #define STATE_SEARCHING "Searching" #define STATE_TAKE_COVER "TakeCover" #define STATE_UNREACHABLE_TARGET "UnreachableTarget" #define PRIORITY_IDLE 1000 // Doing nothing, or patrolling. #define PRIORITY_MENIALTASK 5000 // Some special action performed while not under threat. e.g. Lighting torches, sitting down. #define PRIORITY_SEARCH_THINKING 20000 // More important than being idle; but less important than facing an immediate combat threat. #define PRIORITY_SEARCHSPOT 20100 // More important than being idle; but less important than facing an immediate combat threat. #define PRIORITY_LOSTTARGET 30000 // We'd fight if we could, but we don't know where the enemy is. // If we find out, we'll go straight to combat. #define PRIORITY_INVESTIGATE_ENEMY_POSITION 35000 // This is active when an AI is investigating the position the player was last seen. #define PRIORITY_COMBAT 40000 // FIGHT! #define PRIORITY_CANNOTREACHTARGET 50000 // We know where the enemy is but we can't reach them. More important than combat because we don't // want to go into combat mode again and again and again when we continue to see an enemy. #define PRIORITY_TAKINGCOVER 60000 // We don't care right now about fighting, or if we can't reach the target - just TAKE COVER! #define PRIORITY_FLEEDONE 55000 // Fleeing is done, but this is not as important as fleeing itself #define PRIORITY_FLEE 60000 // Fleeing is as important as taking cover. #define PRIORITY_BLINDED 70000 // Incapable of performing any other actions while blinded. #define PRIORITY_STARTLIVING 80000 // More important than most actions. #define PRIORITY_KO 100000 // Out of action permanently. Almost nothing can override this. #define PRIORITY_DEAD 101000 // ...but when you're knocked out, you can still be killed. #define PRIORITY_RESURRECT 102000 // Resurrection overcomes death. #define PRIORITY_REACTTOSTIMULUS 200000 // Processing immediate reactions is more important than anything. // This task should check explicitly to see if the AI is KOed/dead, and if so, quit. // However it is more important than being dead beceause we don't want these reaction tasks to queue up. #include "script/darkmod_ai_constants_usevalues.script"