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251 lines
6.7 KiB
251 lines
6.7 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_seek_and_destroy.h
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// Roam the environment, attacking victims
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// Michael Booth, January 2010
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_gamerules.h"
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#include "team_control_point_master.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/tf_bot_attack.h"
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#include "bot/behavior/tf_bot_seek_and_destroy.h"
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#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
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#include "nav_mesh.h"
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extern ConVar tf_bot_path_lookahead_range;
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extern ConVar tf_bot_offense_must_push_time;
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extern ConVar tf_bot_defense_must_defend_time;
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ConVar tf_bot_debug_seek_and_destroy( "tf_bot_debug_seek_and_destroy", "0", FCVAR_CHEAT );
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//---------------------------------------------------------------------------------------------
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CTFBotSeekAndDestroy::CTFBotSeekAndDestroy( float duration )
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{
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if ( duration > 0.0f )
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{
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m_giveUpTimer.Start( duration );
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}
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSeekAndDestroy::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
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RecomputeSeekPath( me );
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CTeamControlPoint *point = me->GetMyControlPoint();
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m_isPointLocked = ( point && point->IsLocked() );
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// restart the timer if we have one
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if ( m_giveUpTimer.HasStarted() )
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{
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m_giveUpTimer.Reset();
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSeekAndDestroy::Update( CTFBot *me, float interval )
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{
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if ( m_giveUpTimer.HasStarted() && m_giveUpTimer.IsElapsed() )
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{
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return Done( "Behavior duration elapsed" );
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}
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if ( TFGameRules()->IsInTraining() )
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{
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// if the trainee has started capturing the point, assist them
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if ( me->IsAnyPointBeingCaptured() )
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{
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return Done( "Assist trainee in capturing the point" );
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}
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}
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else
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{
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if ( me->IsCapturingPoint() )
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{
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return Done( "Keep capturing point I happened to stumble upon" );
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}
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if ( m_isPointLocked )
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{
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CTeamControlPoint *point = me->GetMyControlPoint();
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if ( point && !point->IsLocked() )
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{
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return Done( "The point just unlocked" );
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}
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}
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if ( !TFGameRules()->RoundHasBeenWon() && me->GetTimeLeftToCapture() < tf_bot_offense_must_push_time.GetFloat() )
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{
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return Done( "Time to push for the objective" );
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}
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}
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat )
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{
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if ( TFGameRules()->RoundHasBeenWon() )
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{
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// hunt down the losers
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return SuspendFor( new CTFBotAttack, "Chasing down the losers" );
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}
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const float engageRange = 1000.0f;
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if ( me->IsRangeLessThan( threat->GetLastKnownPosition(), engageRange ) )
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{
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return SuspendFor( new CTFBotAttack, "Going after an enemy" );
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}
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}
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// move towards our seek goal
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m_path.Update( me );
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if ( !m_path.IsValid() && m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( 1.0f );
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RecomputeSeekPath( me );
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSeekAndDestroy::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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RecomputeSeekPath( me );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnStuck( CTFBot *me )
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{
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RecomputeSeekPath( me );
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnMoveToSuccess( CTFBot *me, const Path *path )
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{
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RecomputeSeekPath( me );
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason )
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{
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RecomputeSeekPath( me );
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return TryContinue();
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotSeekAndDestroy::ShouldRetreat( const INextBot *meBot ) const
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{
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CTFBot *me = (CTFBot *)meBot->GetEntity();
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if ( me->IsPlayerClass( TF_CLASS_PYRO ) )
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{
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return ANSWER_NO;
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}
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return ANSWER_UNDEFINED;
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotSeekAndDestroy::ShouldHurry( const INextBot *me ) const
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{
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return ANSWER_UNDEFINED;
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}
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//---------------------------------------------------------------------------------------------
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CTFNavArea *CTFBotSeekAndDestroy::ChooseGoalArea( CTFBot *me )
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{
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CUtlVector< CTFNavArea * > goalVector;
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TheTFNavMesh()->CollectSpawnRoomThresholdAreas( &goalVector, GetEnemyTeam( me->GetTeamNumber() ) );
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CTeamControlPoint *point = me->GetMyControlPoint();
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if ( point && !point->IsLocked() )
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{
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// add current control point as a seek goal
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const CUtlVector< CTFNavArea * > *controlPointAreas = TheTFNavMesh()->GetControlPointAreas( point->GetPointIndex() );
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if ( controlPointAreas && controlPointAreas->Count() > 0 )
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{
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goalVector.AddToTail( controlPointAreas->Element( RandomInt( 0, controlPointAreas->Count()-1 ) ) );
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}
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}
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if ( tf_bot_debug_seek_and_destroy.GetBool() )
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{
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for( int i=0; i<goalVector.Count(); ++i )
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{
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TheNavMesh->AddToSelectedSet( goalVector[i] );
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}
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}
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// pick a new goal
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if ( goalVector.Count() > 0 )
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{
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return goalVector[ RandomInt( 0, goalVector.Count()-1 ) ];
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}
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return NULL;
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}
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//---------------------------------------------------------------------------------------------
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void CTFBotSeekAndDestroy::RecomputeSeekPath( CTFBot *me )
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{
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m_goalArea = ChooseGoalArea( me );
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if ( m_goalArea )
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{
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CTFBotPathCost cost( me, SAFEST_ROUTE );
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m_path.Compute( me, m_goalArea->GetCenter(), cost );
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}
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else
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{
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m_path.Invalidate();
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}
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnTerritoryContested( CTFBot *me, int territoryID )
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{
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return TryDone( RESULT_IMPORTANT, "Defending the point" );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnTerritoryCaptured( CTFBot *me, int territoryID )
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{
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return TryDone( RESULT_IMPORTANT, "Giving up due to point capture" );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotSeekAndDestroy::OnTerritoryLost( CTFBot *me, int territoryID )
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{
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return TryDone( RESULT_IMPORTANT, "Giving up due to point lost" );
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}
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