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50 lines
2.0 KiB
50 lines
2.0 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_spy_attack.h
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// Backstab or pistol, as appropriate
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// Michael Booth, June 2010
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#ifndef TF_BOT_SPY_ATTACK_H
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#define TF_BOT_SPY_ATTACK_H
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#include "Path/NextBotChasePath.h"
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//-------------------------------------------------------------------------------
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class CTFBotSpyAttack : public Action< CTFBot >
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{
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public:
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CTFBotSpyAttack( CTFPlayer *victim );
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virtual ~CTFBotSpyAttack() { }
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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 > OnStuck( CTFBot *me );
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virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
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virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
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virtual QueryResultType ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const;
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virtual QueryResultType IsHindrance( const INextBot *me, CBaseEntity *blocker ) const; // use this to signal the enemy we are focusing on, so we dont avoid them
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virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
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const CBaseCombatCharacter *subject,
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const CKnownEntity *threat1,
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const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
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virtual const char *GetName( void ) const { return "SpyAttack"; };
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private:
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CHandle< CTFPlayer > m_victim;
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ChasePath m_path;
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bool m_isCoverBlown;
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CountdownTimer m_chuckleTimer;
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CountdownTimer m_decloakTimer;
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};
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#endif // TF_BOT_SPY_ATTACK_H
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