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_companion.h
// Teammate bots for Raid mode
// Michael Booth, October 2009
#ifndef TF_BOT_COMPANION_H
#define TF_BOT_COMPANION_H
#ifdef TF_RAID_MODE
#include "Path/NextBotPathFollow.h"
#include "Path/NextBotChasePath.h"
//
// Friendly teammate bots
//
class CTFBotCompanion : 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 const char *GetName( void ) const { return "Companion"; };
private:
ChasePath m_path;
CTFPlayer *GetLeader( void );
};
//
// Friendly defenders of the base
//
class CTFBotGuardian : 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 > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
virtual const char *GetName( void ) const { return "Guardian"; };
private:
PathFollower m_path;
CountdownTimer m_repathTimer;
};
#endif // TF_RAID_MODE
#endif // TF_BOT_COMPANION_H