Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_wander.h
// Wanderering/idle enemies for Squad Co-op mode
// Michael Booth, October 2009
#ifndef TF_BOT_WANDER_H
#define TF_BOT_WANDER_H
#ifdef TF_RAID_MODE
//-----------------------------------------------------------------------------
class CTFBotWander : public Action< CTFBot >
{
public:
CTFBotWander( void );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
virtual EventDesiredResult< CTFBot > OnCommandAttack( CTFBot *me, CBaseEntity *victim );
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual const char *GetName( void ) const { return "Wander"; };
private:
CountdownTimer m_visionTimer;
CountdownTimer m_vocalizeTimer;
};
inline QueryResultType CTFBotWander::ShouldHurry( const INextBot *me ) const
{
return ANSWER_YES;
}
inline QueryResultType CTFBotWander::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_NO;
}
#endif TF_RAID_MODE
#endif // TF_BOT_WANDER_H