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_defend_point.h
// Move to and defend current point from capture
// Michael Booth, February 2009
#ifndef TF_BOT_DEFEND_POINT_H
#define TF_BOT_DEFEND_POINT_H
#include "Path/NextBotPathFollow.h"
#include "Path/NextBotChasePath.h"
class CTFBotDefendPoint : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
virtual EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
virtual const char *GetName( void ) const { return "DefendPoint"; };
private:
PathFollower m_path; // for moving to a defense position
ChasePath m_chasePath; // for chasing enemies
CountdownTimer m_repathTimer;
CountdownTimer m_lookAroundTimer;
CountdownTimer m_idleTimer;
CTFNavArea *m_defenseArea;
CTFNavArea *SelectAreaToDefendFrom( CTFBot *me );
bool IsPointThreatened( CTFBot *me );
bool WillBlockCapture( CTFBot *me ) const;
bool m_isAllowedToRoam;
};
#endif // TF_BOT_DEFEND_POINT_H