You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
77 lines
2.9 KiB
77 lines
2.9 KiB
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
// tf_bot_behavior.h
|
||
|
// Team Fortress NextBot behaviors
|
||
|
// Michael Booth, February 2009
|
||
|
|
||
|
#ifndef TF_BOT_BEHAVIOR_H
|
||
|
#define TF_BOT_BEHAVIOR_H
|
||
|
|
||
|
#include "Path/NextBotPathFollow.h"
|
||
|
|
||
|
class CTFBotMainAction : public Action< CTFBot >
|
||
|
{
|
||
|
public:
|
||
|
virtual Action< CTFBot > *InitialContainedAction( CTFBot *me );
|
||
|
|
||
|
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
|
||
|
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
|
||
|
|
||
|
virtual EventDesiredResult< CTFBot > OnKilled( CTFBot *me, const CTakeDamageInfo &info );
|
||
|
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
|
||
|
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
|
||
|
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
|
||
|
|
||
|
virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
|
||
|
|
||
|
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const;
|
||
|
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
|
||
|
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
|
||
|
|
||
|
virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at
|
||
|
virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const;
|
||
|
|
||
|
virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
|
||
|
const CBaseCombatCharacter *subject,
|
||
|
const CKnownEntity *threat1,
|
||
|
const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
|
||
|
|
||
|
virtual const char *GetName( void ) const { return "MainAction"; };
|
||
|
|
||
|
private:
|
||
|
CountdownTimer m_reloadTimer;
|
||
|
mutable CountdownTimer m_aimAdjustTimer;
|
||
|
mutable float m_aimErrorRadius;
|
||
|
mutable float m_aimErrorAngle;
|
||
|
|
||
|
float m_yawRate;
|
||
|
float m_priorYaw;
|
||
|
IntervalTimer m_steadyTimer;
|
||
|
|
||
|
int m_nextDisguise;
|
||
|
|
||
|
bool m_isWaitingForFullReload;
|
||
|
|
||
|
void FireWeaponAtEnemy( CTFBot *me );
|
||
|
|
||
|
CHandle< CBaseEntity > m_lastTouch;
|
||
|
float m_lastTouchTime;
|
||
|
|
||
|
bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const;
|
||
|
const CKnownEntity *SelectCloserThreat( CTFBot *me, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const;
|
||
|
const CKnownEntity *GetHealerOfThreat( const CKnownEntity *threat ) const;
|
||
|
|
||
|
const CKnownEntity *SelectMoreDangerousThreatInternal( const INextBot *me,
|
||
|
const CBaseCombatCharacter *subject,
|
||
|
const CKnownEntity *threat1,
|
||
|
const CKnownEntity *threat2 ) const;
|
||
|
|
||
|
|
||
|
void Dodge( CTFBot *me );
|
||
|
|
||
|
IntervalTimer m_undergroundTimer;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
#endif // TF_BOT_BEHAVIOR_H
|