// 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] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] 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 ] weight nnn // responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] 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 // 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) // 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) // // 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 enumeration "NPCState" { "None" "0" "Idle" "1" "Alert" "2" "Combat" "3" "Scripted" "4" "PlayDead" "5" "Dead" "6" } response "NullResponse" criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required weight 1 criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required // weight 1 implied criterion "ConceptTalkIdle" "Concept" "TLK_IDLE" required criterion "ConceptTalkStare" "Concept" "TLK_STARE" required criterion "ConceptTalkUse" "Concept" "TLK_USE" required criterion "ConceptTalkUnuse" "Concept" "TLK_UNUSE" required criterion "ConceptTalkStop" "Concept" "TLK_STOP" required criterion "ConceptTalkNoShoot" "Concept" "TLK_NOSHOOT" required criterion "ConceptTalkHello" "Concept" "TLK_HELLO" required criterion "ConceptTalkPHello" "Concept" "TLK_PHELLO" required criterion "ConceptTalkPIdle" "Concept" "TLK_PIDLE" required criterion "ConceptTalkPQuestion" "Concept" "TLK_PQUESTION" required criterion "ConceptTalkPlayerHurt1" "Concept" "TLK_PLHURT1" required criterion "ConceptTalkPlayerHurt2" "Concept" "TLK_PLHURT2" required criterion "ConceptTalkPlayerHurt3" "Concept" "TLK_PLHURT3" required criterion "ConceptTalkSmell" "Concept" "TLK_SMELL" required criterion "ConceptTalkWound" "Concept" "TLK_WOUND" required criterion "ConceptTalkMortal" "Concept" "TLK_MORTAL" required criterion "ConceptTalkDanger" "Concept" "TLK_DANGER" required criterion "ConceptTalkResume" "Concept" "TLK_RESUME" required criterion "ConceptTalkHeal" "Concept" "TLK_HEAL" required criterion "ConceptTalkTourGuideStayPut" "Concept" "TLK_TGSTAYPUT" required criterion "ConceptTalkTourGuideFind" "Concept" "TLK_TGFIND" required criterion "ConceptTalkTourGuideSeek" "Concept" "TLK_TGSEEK" required criterion "ConceptTalkTourGuideLostYou" "Concept" "TLK_TGLOSTYOU" required criterion "ConceptTalkTourGuideCatchUp" "Concept" "TLK_TGCATCHUP" required criterion "ConceptTalkTourGuideEndTour" "Concept" "TLK_TGENDTOUR" required criterion "ConceptTalkSelected" "Concept" "TLK_SELECTED" required criterion "ConceptTalkCommanded" "Concept" "TLK_COMMANDED" required criterion "ConceptTalkCommandFailed" "Concept" "TLK_COMMAND_FAILED" required criterion "ConceptTalkBetrayed" "Concept" "TLK_BETRAYED" required criterion "ConceptTalkGiveAmmo" "Concept" "TLK_AMMO" required criterion "ConceptTalkAllyKilled" "Concept" "TLK_ALLY_KILLED" required criterion "ConceptSeeCombine" "Concept" "TLK_SEE_COMBINE" required criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required criterion "ConceptTalkWatchOut" "Concept" "TLK_WATCHOUT" required criterion "ConceptTalkAttacking" "Concept" "TLK_ATTACKING" required criterion "ConceptTalkDeath" "Concept" "TLK_DEATH" required criterion "ConceptTalkHelpMe" "Concept" "TLK_HELP_ME" required // Lead behavior criterion "ConceptLeadStart" "Concept" "TLK_LEAD_START" required // Spoken once when the NPC first starts to lead the player criterion "ConceptLeadWaitOver" "Concept" "TLK_LEAD_WAITOVER" required // Spoken when the player arrives at an NPC waiting to lead the player criterion "ConceptLeadAttractPlayer" "Concept" "TLK_LEAD_ATTRACTPLAYER" required // Nag spoken by a NPC waiting to lead the player, trying to attract the player criterion "ConceptLeadCatchup" "Concept" "TLK_LEAD_CATCHUP" required // Spoken by the NPC when the player's lagging behind criterion "ConceptLeadComingBack" "Concept" "TLK_LEAD_COMINGBACK" required // Spoken when the NPC comes back to find a lost player criterion "ConceptLeadRetrieve" "Concept" "TLK_LEAD_RETRIEVE" required // Spoken when the NPC has come back to the player, and is now resuming the lead criterion "ConceptLeadArrival" "Concept" "TLK_LEAD_ARRIVAL" required // Spoken when the leading NPC reaches the target point criterion "ConceptLeadSuccess" "Concept" "TLK_LEAD_SUCCESS" required // Spoken when the player and the leading NPC have both reached the target point criterion "ConceptLeadMissingWeapon" "Concept" "TLK_LEAD_MISSING_WEAPON" required // Spoken when the NPC refuses to lead the player because he's missing a weapon // Citizen responses criterion "ConceptCRPlayerShotGunship" "Concept" "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP" required criterion "ConceptCRPlayerKilledGunship" "Concept" "TLK_CITIZEN_RESPONSE_KILLEd_GUNSHIP" required criterion "ConceptCRVitalNPCDied" "Concept" "TLK_VITALNPC_DIED" required criterion "PlayerAlive" "PlayerHealth" ">0" required criterion "PlayerDead" "PlayerHealth" "<=0" required criterion "PlayerWounded" "PlayerHealthFrac" ">0,<=.5" criterion "NPCAlive" "Health" ">0" required criterion "NPCAlert" "NPCState" ">=[NPCState::Idle],<[NPCState::Alert]" criterion "NPCIdle" "NPCState" "[NPCState::Idle]" required // Kelly, if you ever read this, here is the simple version: // // First you make a rule. Say the code is sending the string "Pain" to the script. // You want a rule that says, "concept MUST be 'Pain'" so we make a criterion ( single criteria ) // like this: // // criterion "IsPainConcept" "concept" "Pain" "required" // // This just means that whenever we say "criteria IsPainConcept", we really mean is the concept // equal to the string "Pain" // // When we make a rule, that gets applied to every response thats sent to the script, so if we want // one that just makes pain noises, we include IsPainConcept on the criteria line. If we wanted to make // a light damage pain and a heavy damage pain, you would do this: // // have one rule with: // criteria IsPainConcept "Health" ">50" - this rule will 'win' if we want to make pain AND we have more than 50 health // // and another one with // criteria IsPainConcept "Health" "<=50" - this rule will 'win' if we want to make pain AND we have less than 50 health // // then inside the rule we call a response, which is just a list of the sounds that we might want to make. // we might also include scenes in here at a future time.