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52 lines
1.5 KiB
52 lines
1.5 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_wander.h
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// Wanderering/idle enemies for Squad Co-op mode
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// Michael Booth, October 2009
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#ifndef TF_BOT_WANDER_H
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#define TF_BOT_WANDER_H
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#ifdef TF_RAID_MODE
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//-----------------------------------------------------------------------------
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class CTFBotWander : public Action< CTFBot >
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{
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public:
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CTFBotWander( void );
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virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
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virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
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virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
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virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
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virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
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virtual EventDesiredResult< CTFBot > OnCommandAttack( CTFBot *me, CBaseEntity *victim );
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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virtual const char *GetName( void ) const { return "Wander"; };
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private:
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CountdownTimer m_visionTimer;
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CountdownTimer m_vocalizeTimer;
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};
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inline QueryResultType CTFBotWander::ShouldHurry( const INextBot *me ) const
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{
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return ANSWER_YES;
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}
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inline QueryResultType CTFBotWander::ShouldRetreat( const INextBot *me ) const
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{
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return ANSWER_NO;
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}
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#endif TF_RAID_MODE
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#endif // TF_BOT_WANDER_H
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