// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts" // 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. // // The format of this file is that there are five main types of commands: // 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database // 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type // 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference // other responses by name // 4) criterion: This is a match condition // 5) rule: a rule consists of one or more criteria and a response // // In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and // various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal // "speaker" entity wishing to fire random station announcements // concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request // map = 'terminal_pa' ; the name of the map // classname = 'speaker' ; the classname and name of the "speaking" entity // name = 'terminal_pa' // health = '10' ; the absolute health of the speaking entity // healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity // playerhealth = '100' ; similar data related to the current player: // playerhealthfrac = '1.000' // playerweapon = 'none' ; the name of the weapon the player is carrying // playeractivity = 'ACT_WALK' ; animating activity of the player // playerspeed = '0.000' ; how fast the player is moving // // Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is // given a numeric score as follows: // score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match // 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 // score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is // asked to dispatch that response. // // The specific syntax for the various keywords is as follows: // // ENUMERATIONS: // // enumeration // { // "key1" "value1" // "key2" "value2" // ...etc. // } // The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.: // [enumerationname::key1] // // // RESPONSES: // // Single line: // response [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundlevel "SNDLVL_xxx"] [stop_on_nonidle] responsetype parameters // Multiple lines // response // { // [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any // [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 // [norepeat] ; Once we've run through all of the entries, disable the response group // responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn // responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn // etc. // } // Where: // interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2") // responsetype =: // speak ; it's an entry in sounds.txt // sentence ; it's a sentence name from sentences.txt // scene ; it's a .vcd file // response ; it's a reference to another response group by name // print ; print the text in developer 2 (for placeholder responses) // nodelay = an additional delay of 0 after speaking // defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking // delay interval = an additional delay based on a random sample from the interval after speaking // speakonce = don't use this response more than one time (default off) // 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. // odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100) // respeakdelay = don't use this response again for at least this long (default 0) // soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING) // weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1) // displayfirst/displaylast : this should be the first/last item selected (ignores weight) // stop_on_nonidle = If this response starts a .vcd, and during that scene the NPC changes out of idle state (e.g. sees an enemy), stop the .vcd // // CRITERIA: // // criterion weight nnn required // Where: // matchkey matches one of the criteria in the set as shown above // matchvalue is a string or number value or a range, the following are all valid: // "0" ; numeric match to value 0 // "1" ; numeric match to value 1 // "weapon_smg1" ; string match to weapon_smg1 string // "[npcstate::idle]" ; match enumeration by looking up numeric value // ">0" ; match if greater than zero // ">10,<=50" ; match if greater than ten and less than or equal to 50 // ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert // "!=0" ; match if not equal to zero // weight = floating point weighting for score assuming criteria match (default value 1.0) // required: if a rule has one or more criteria with the required flag set, then if any such criteria // fail, the entire rule receives a score of zero // // RULE: // // rule // { // criteria name1 [name2 name3 etc.] // response responsegroupname [responsegroupname2 etc.] // [matchonce] ; optional parameter // [ weight nnn required ] // } // Where: // criteria just lies one more more criterion names from above and response list one or more of the response // names from above (usually just one) // matchonce (off by default): means that the rule is deactivated after the first time it is matched // Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax // as for defining a criterion, except for the criterion keyword and the criterion name keys // // Interaction with entity I/O system // CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name // Thus, a game entity can fire this input on another entity with a concept string and a criteria set will // be generated and searched against the entities current response system rule set. // Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded // In addition, map placed entities have up to three "context" keypairs that can be specified. // They take the form: "key:value" (key, single colon separator, value) // When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the // criteria set passed to the rule system. Thus, map placed entities and triggers can specify their // own context keypairs and these can be hooked up to response rules to do map-specific and appropriate // responses // In addition, entity I/O can be used to add, remove and clear any such context keypairs via the // AddContext, RemoveContext, and ClearContext input functions. // AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key" // ClearContext removes all context keypairs // The game .dll code can enumerate context keypairs and change them via code based methods // // The player and the world have their context added with the string player or world as a prefix, e.g.: // "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the // responding entity. // Base script #include "talker/response_criteria.txt" // Test rules #include "talker/interjections.txt" #include "talker/npc_combine.txt" #include "talker/response_k_lab.txt" #include "talker/response_eli_lab.txt" #include "talker/npc_vortigaunt.txt" #include "talker/npc_citizen.txt" #include "talker/npc_citizen_scenes.txt" //#include "talker/npc_grigori.txt" //#include "talker/npc_barney.txt" #include "talker/npc_alyx.txt" #include "talker/npc_alyx_episodic.txt" #include "talker/npc_alyx_episodic_scenes.txt" //#include "talker/npc_barney_episodic.txt" #include "talker/nags_Alyx.txt" #include "talker/npc_alyx_vehicle.txt"