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48 lines
1.6 KiB
48 lines
1.6 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_tactical_monitor.h
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// Behavior layer that interrupts for ammo/health/retreat/etc
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// Michael Booth, June 2009
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#ifndef TF_BOT_TACTICAL_MONITOR_H
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#define TF_BOT_TACTICAL_MONITOR_H
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class CObjectTeleporter;
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class CTFBotTacticalMonitor : public Action< CTFBot >
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{
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public:
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virtual Action< CTFBot > *InitialContainedAction( CTFBot *me );
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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 EventDesiredResult< CTFBot > OnNavAreaChanged( CTFBot *me, CNavArea *newArea, CNavArea *oldArea );
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virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
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// @note Tom Bui: Currently used for the training stuff, but once we get that interface down, we will turn that
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// into a proper API
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virtual EventDesiredResult< CTFBot > OnCommandString( CTFBot *me, const char *command );
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virtual const char *GetName( void ) const { return "TacticalMonitor"; }
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private:
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CountdownTimer m_maintainTimer;
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CountdownTimer m_acknowledgeAttentionTimer;
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CountdownTimer m_acknowledgeRetryTimer;
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CountdownTimer m_attentionTimer;
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CountdownTimer m_stickyBombCheckTimer;
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void MonitorArmedStickyBombs( CTFBot *me );
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bool ShouldOpportunisticallyTeleport( CTFBot *me ) const;
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CObjectTeleporter *FindNearbyTeleporter( CTFBot *me );
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CountdownTimer m_findTeleporterTimer;
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void AvoidBumpingEnemies( CTFBot *me );
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};
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#endif // TF_BOT_TACTICAL_MONITOR_H
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