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