263 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			263 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| // This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts"
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| // You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc.
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| //
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| // The format of this file is that there are five main types of commands:
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| // 1) #include "filename"	// This just causes the included scriptfile to be parsed and added to the database
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| // 2) enumeration:  this declares an enumerated type so that comparisons can be matched against the string versions of the type
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| // 3) response:  this specifies a response to issue.  A response consists of a weighted set of options and can recursively reference
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| //    other responses by name
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| // 4) criterion:  This is a match condition
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| // 5) rule:  a rule consists of one or more criteria and a response
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| //
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| // In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and
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| //  various entity I/O and keyfields.  For instance, the following criteria set was created in a map with a train terminal 
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| // "speaker" entity wishing to fire random station announcements
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| //               concept = 'train_speaker' (weight 5.000000)		; the high level concept for the search request
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| //                   map = 'terminal_pa'							; the name of the map
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| //             classname = 'speaker'								; the classname and name of the "speaking" entity
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| //                  name = 'terminal_pa'
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| //                health = '10'										; the absolute health of the speaking entity
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| //            healthfrac = '0.000'									; the health fraction (health/maxhealth) of the speaking entity
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| //          playerhealth = '100'									; similar data related to the current player:
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| //      playerhealthfrac = '1.000'
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| //          playerweapon = 'none'									; the name of the weapon the player is carrying
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| //        playeractivity = 'ACT_WALK'								; animating activity of the player
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| //           playerspeed = '0.000'									; how fast the player is moving
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| //
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| // Based on such a criteria set, the system checks each rule against the set.  To do this, each criterion of the rule is
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| //  given a numeric score as follows:
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| // score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match
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| // The final score for a rule is the sum of all of the scores of its criteria.  The best rule is the one with the highest
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| //  score.  Once a best rule is selected, then a response is looked up based on the response definitions and the engine is
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| //  asked to dispatch that response.
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| //
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| // The specific syntax for the various keywords is as follows:
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| //
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| // ENUMERATIONS:
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| //
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| // enumeration <enumerationname>
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| // { 
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| //		"key1" "value1"
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| //		"key2" "value2"
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| //		...etc.
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| //	}
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| //	The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
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| //  [enumerationname::key1]
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| //
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| //
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| // RESPONSES:
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| //
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| // Single line: 
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| // response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] responsetype parameters
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| // Multiple lines
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| // response <responsegroupname>
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| // {
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| //		[permitrepeats]   ; optional parameter, by default we visit all responses in group before repeating any
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| //		[sequential]	  ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last
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| //		[norepeat]		  ; Once we've run through all of the entries, disable the response group
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| //		responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
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| //		responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
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| //		etc.
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| // }
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| // Where: 
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| //   interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2")
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| //   responsetype =:
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| //     speak		; it's an entry in sounds.txt
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| //     sentence		; it's a sentence name from sentences.txt
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| //     scene		; it's a .vcd file
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| //     response		; it's a reference to another response group by name
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| //     print      ; print the text in developer 2 (for placeholder responses)
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| //   nodelay = an additional delay of 0 after speaking
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| //   defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking
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| //   delay interval = an additional delay based on a random sample from the interval after speaking
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| //   speakonce = don't use this response more than one time (default off)
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| //	 noscene = For an NPC, play the sound immediately using EmitSound, don't play it through the scene system. Good for playing sounds on dying or dead NPCs.
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| //   odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100)
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| //	 respeakdelay = don't use this response again for at least this long (default 0)
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| //   soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING)
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| //   weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1)
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| //   displayfirst/displaylast : this should be the first/last item selected (ignores weight)
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| //
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| // CRITERIA:
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| //
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| // criterion <criterionname> <matchkey> <matchvalue> weight nnn required
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| // Where:
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| //  matchkey matches one of the criteria in the set as shown above
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| //  matchvalue is a string or number value or a range, the following are all valid:
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| //  "0"						; numeric match to value 0
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| //  "1"						; numeric match to value 1
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| //   "weapon_smg1"			; string match to weapon_smg1 string
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| //   "[npcstate::idle]"		; match enumeration by looking up numeric value
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| //   ">0"					; match if greater than zero
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| //   ">10,<=50"				; match if greater than ten and less than or equal to 50
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| //   ">0,<[npcstate::alert]"	; match if greater than zer and les then value of enumeration for alert
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| //   "!=0"					; match if not equal to zero
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| // weight = floating point weighting for score assuming criteria match (default value 1.0)
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| // required:  if a rule has one or more criteria with the required flag set, then if any such criteria
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| //  fail, the entire rule receives a score of zero
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| //
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| // RULE:
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| //
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| // rule <rulename>
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| // {
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| //    criteria name1 [name2 name3 etc.]
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| //    response responsegroupname [responsegroupname2 etc.]
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| //    [matchonce]					; optional parameter
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| //	  [ <matchkey > <matchvalue> weight nnn required ]
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| // }
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| // Where:
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| // criteria just lies one more more criterion names from above and response list one or more of the response
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| // names from above (usually just one)
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| // matchonce (off by default): means that the rule is deactivated after the first time it is matched
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| // Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax
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| // as for defining a criterion, except for the criterion keyword and the criterion name keys
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| //
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| // Interaction with entity I/O system
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| // CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name
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| //  Thus, a game entity can fire this input on another entity with a concept string and a criteria set will
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| //  be generated and searched against the entities current response system rule set.
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| // Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded
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| // In addition, map placed entities have up to three "context" keypairs that can be specified.
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| // They take the form:  "key:value" (key, single colon separator, value)
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| // When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the
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| //  criteria set passed to the rule system.  Thus, map placed entities and triggers can specify their
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| //  own context keypairs and these can be hooked up to response rules to do map-specific and appropriate
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| //  responses
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| // In addition, entity I/O can be used to add, remove and clear any such context keypairs via the
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| //   AddContext, RemoveContext, and ClearContext input functions.
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| // AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key"
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| // ClearContext removes all context keypairs
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| // The game .dll code can enumerate context keypairs and change them via code based methods
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| //
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| // The player and the world have their context added with the string player or world as a prefix, e.g.:
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| //  "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the
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| //  responding entity.
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| 
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| // Base script
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| enumeration "NPCState"
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| {
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| 	"None"		"0"
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| 	"Idle"		"1"
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| 	"Alert"		"2"
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| 	"Combat"	"3"
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| 	"Scripted"	"4"
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| 	"PlayDead"	"5"
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| 	"Dead"		"6"
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| }
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| 
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| response "NullResponse"
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| 
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| // Question / Answer concepts
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| criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required weight 1
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| criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required // weight 1 implied
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| criterion "ConceptTalkAnswerCitizen" "Concept" "TLK_ANSWER_CIT" required weight 1
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| criterion "ConceptTalkQuestionCitizen" "Concept" "TLK_QUESTION_CIT" required 
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| criterion "ConceptTalkAnswerVort" "Concept" "TLK_ANSWER_VORT" required weight 1
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| criterion "ConceptTalkQuestionVort" "Concept" "TLK_QUESTION_VORT" required 
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| 
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| // General concepts
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| criterion "ConceptTalkIdle" "Concept" "TLK_IDLE" required
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| criterion "ConceptTalkStare" "Concept" "TLK_STARE" required
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| criterion "ConceptTalkUse" "Concept" "TLK_USE" required
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| criterion "ConceptTalkStartFollow" "Concept" "TLK_STARTFOLLOW" required
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| criterion "ConceptTalkStopFollow" "Concept" "TLK_STOPFOLLOW" required
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| criterion "ConceptTalkStop" "Concept" "TLK_STOP" required
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| criterion "ConceptTalkNoShoot" "Concept" "TLK_NOSHOOT" required
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| criterion "ConceptTalkHello" "Concept" "TLK_HELLO" required
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| criterion "ConceptTalkPHello" "Concept" "TLK_PHELLO" required
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| criterion "ConceptTalkPIdle" "Concept" "TLK_PIDLE" required
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| criterion "ConceptTalkPQuestion" "Concept" "TLK_PQUESTION" required
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| criterion "ConceptTalkPlayerHurt1" "Concept" "TLK_PLHURT1" required
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| criterion "ConceptTalkPlayerHurt2" "Concept" "TLK_PLHURT2" required
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| criterion "ConceptTalkPlayerHurt3" "Concept" "TLK_PLHURT3" required
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| criterion "ConceptTalkPlayerPushed" "Concept" "TLK_PLPUSH" required
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| criterion "ConceptTalkSmell" "Concept" "TLK_SMELL" required
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| criterion "ConceptTalkWound" "Concept" "TLK_WOUND" required
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| criterion "ConceptTalkMortal" "Concept" "TLK_MORTAL" required
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| criterion "ConceptTalkDanger" "Concept" "TLK_DANGER" required
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| criterion "ConceptTalkResume" "Concept" "TLK_RESUME" required
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| criterion "ConceptTalkHeal" "Concept" "TLK_HEAL" required
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| criterion "ConceptTalkTourGuideStayPut" "Concept" "TLK_TGSTAYPUT" required
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| criterion "ConceptTalkTourGuideFind" "Concept" "TLK_TGFIND" required
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| criterion "ConceptTalkTourGuideSeek" "Concept" "TLK_TGSEEK" required
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| criterion "ConceptTalkTourGuideLostYou" "Concept" "TLK_TGLOSTYOU" required
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| criterion "ConceptTalkTourGuideCatchUp" "Concept" "TLK_TGCATCHUP" required
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| criterion "ConceptTalkTourGuideEndTour" "Concept" "TLK_TGENDTOUR" required
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| criterion "ConceptTalkSelected" "Concept" "TLK_SELECTED" required
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| criterion "ConceptTalkCommanded" "Concept" "TLK_COMMANDED" required
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| criterion "ConceptTalkCommandFailed" "Concept" "TLK_COMMAND_FAILED" required
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| criterion "ConceptTalkBetrayed" "Concept" "TLK_BETRAYED" required
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| criterion "ConceptTalkGiveAmmo" "Concept" "TLK_GIVEAMMO" required
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| criterion "ConceptTalkAllyKilled" "Concept" "TLK_ALLY_KILLED" required
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| criterion "ConceptSeeCombine" "Concept" "TLK_SEE_COMBINE" required
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| criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required
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| criterion "ConceptTalkWatchOut" "Concept" "TLK_WATCHOUT" required
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| criterion "ConceptTalkAttacking" "Concept" "TLK_ATTACKING" required
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| criterion "ConceptTalkDeath" "Concept" "TLK_DEATH" required
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| criterion "ConceptTalkHelpMe" "Concept" "TLK_HELP_ME" required
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| criterion "ConceptTalkPlayerPhysAttack" "Concept" "TLK_PLYR_PHYSATK" required
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| criterion "ConceptDissolveScream" "Concept" "TLK_DISSOLVESCREAM" required
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| criterion "ConceptElectrocuteScream" "Concept" "TLK_ELECTROCUTESCREAM" required
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| criterion "ConceptNewWeapon" "Concept" "TLK_NEWWEAPON" required
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| criterion "ConceptShot" "Concept" "TLK_SHOT" required
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| criterion "ConceptPlayerReload" "Concept" "TLK_PLRELOAD" required
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| criterion "ConceptPlayerDead" "Concept" "TLK_PLDEAD" required
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| criterion "ConceptHideAndReload" "Concept" "TLK_HIDEANDRELOAD" required
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| criterion "ConceptStartCombat" "Concept" "TLK_STARTCOMBAT" required
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| criterion "ConceptJoinPlayer" "Concept" "TLK_JOINPLAYER" required
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| 
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| // Lead behavior
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| criterion "ConceptLeadStart" "Concept" "TLK_LEAD_START" required			// Spoken once when the NPC first starts to lead the player
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| criterion "ConceptLeadWaitOver" "Concept" "TLK_LEAD_WAITOVER" required			// Spoken when the player arrives at an NPC waiting to lead the player
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| criterion "ConceptLeadAttractPlayer" "Concept" "TLK_LEAD_ATTRACTPLAYER" required	// Nag spoken by a NPC waiting to lead the player, trying to attract the player
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| criterion "ConceptLeadCatchup" "Concept" "TLK_LEAD_CATCHUP" required			// Spoken by the NPC when the player's lagging behind
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| criterion "ConceptLeadComingBack" "Concept" "TLK_LEAD_COMINGBACK" required		// Spoken when the NPC comes back to find a lost player
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| criterion "ConceptLeadRetrieve" "Concept" "TLK_LEAD_RETRIEVE" required			// Spoken when the NPC has come back to the player, and is now resuming the lead
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| criterion "ConceptLeadArrival" "Concept" "TLK_LEAD_ARRIVAL" required			// Spoken when the leading NPC reaches the target point
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| criterion "ConceptLeadSuccess" "Concept" "TLK_LEAD_SUCCESS" required			// Spoken when the player and the leading NPC have both reached the target point
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| criterion "ConceptLeadMissingWeapon" "Concept" "TLK_LEAD_MISSING_WEAPON" required	// Spoken when the NPC refuses to lead the player because he's missing a weapon
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| 
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| // Citizen responses
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| criterion "ConceptCRPlayerShotGunship" "Concept" "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP" required
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| criterion "ConceptCRPlayerKilledGunship" "Concept" "TLK_CITIZEN_RESPONSE_KILLEd_GUNSHIP" required
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| criterion "ConceptCRVitalNPCDied" "Concept" "TLK_VITALNPC_DIED" required
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| 
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| criterion "PlayerAlive" "PlayerHealth" ">0" required
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| criterion "PlayerDead" "PlayerHealth" "<=0" required
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| criterion "PlayerWounded" "PlayerHealthFrac"	">0,<=.5"
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| criterion "NPCAlive" "Health" ">0" required
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| criterion "NPCAlert" "NPCState" ">=[NPCState::Idle],<[NPCState::Alert]"
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| criterion "NPCIdle" "NPCState" "[NPCState::Idle]" required
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| criterion "PlayerNear" "distancetoplayer" "<500" required
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| criterion "SeePlayer" "seeplayer" "1" required
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| criterion "SeenByPlayer" "seenbyplayer" "1" required
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| criterion "NoRecentCombat" "timesincecombat" ">25" required
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| 
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| criterion "ShotInLeg" "shotloc" "leg" required weight 0
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| criterion "ShotInArm" "shotloc" "arm" required weight 0
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| criterion "ShotInGut" "shotloc" "gut" required weight 0
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| 
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| criterion "EnemyIsMortar" "enemy" "func_tankmortar" required
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| 
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| criterion "NotUsedVortResponse" "UsedVortResponse" "!=1" "required" weight 0
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| criterion "IsVortLabUseDisable" "VortLab_Enable" "0" weight 2 required
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| 
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| // Global states
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| criterion "IsGordonCriminal" "gordon_precriminal" "0" required
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| criterion "IsGordonPreCriminal" "gordon_precriminal" "1" required
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| 
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| criterion "IsMap_d3_c17_09" "map" "d3_c17_09" "required"
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| 
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| // Test rules
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| #include "talker/interjections.txt" 
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| 
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| #include "talker/npc_combine.txt"
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| #include "talker/response_k_lab.txt"
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| #include "talker/response_eli_lab.txt"
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| #include "talker/npc_vortigaunt.txt"
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| #include "talker/npc_citizen.txt"
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| #include "talker/npc_grigori.txt"
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| #include "talker/npc_barney.txt"
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| #include "talker/npc_alyx.txt"
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| 
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