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551 lines
18 KiB
551 lines
18 KiB
5 years ago
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// NextBotEventResponderInterface.h
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// Interface for propagating and responding to events
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// Author: Michael Booth, May 2006
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_EVENT_RESPONDER_INTERFACE_H_
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#define _NEXT_BOT_EVENT_RESPONDER_INTERFACE_H_
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class Path;
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class CTakeDamageInfo;
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class CBaseEntity;
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class CDOTABaseAbility;
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struct CSoundParameters;
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struct animevent_t;
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#include "ai_speech.h"
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//--------------------------------------------------------------------------------------------------------------------------
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enum MoveToFailureType
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{
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FAIL_NO_PATH_EXISTS,
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FAIL_STUCK,
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FAIL_FELL_OFF,
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};
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//--------------------------------------------------------------------------------------------------------------------------
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/**
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* Events propagated to/between components.
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* To add an event, add its signature here and implement its propagation
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* to derived classes via FirstContainedResponder() and NextContainedResponder().
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* NOTE: Also add a translator to the Action class in NextBotBehavior.h.
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*/
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class INextBotEventResponder
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{
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public:
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DECLARE_CLASS_NOBASE( INextBotEventResponder );
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virtual ~INextBotEventResponder() { }
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// these methods are used by derived classes to define how events propagate
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virtual INextBotEventResponder *FirstContainedResponder( void ) const { return NULL; }
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; }
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//
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// Events. All events must be 'extended' by calling the derived class explicitly to ensure propagation.
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// Each event must implement its propagation in this interface class.
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//
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virtual void OnLeaveGround( CBaseEntity *ground ); // invoked when bot leaves ground for any reason
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virtual void OnLandOnGround( CBaseEntity *ground ); // invoked when bot lands on the ground after being in the air
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virtual void OnContact( CBaseEntity *other, CGameTrace *result = NULL ); // invoked when bot touches 'other'
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virtual void OnMoveToSuccess( const Path *path ); // invoked when a bot reaches the end of the given Path
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virtual void OnMoveToFailure( const Path *path, MoveToFailureType reason ); // invoked when a bot fails to reach the end of the given Path
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virtual void OnStuck( void ); // invoked when bot becomes stuck while trying to move
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virtual void OnUnStuck( void ); // invoked when a previously stuck bot becomes un-stuck and can again move
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virtual void OnPostureChanged( void ); // when bot has assumed new posture (query IBody for posture)
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virtual void OnAnimationActivityComplete( int activity ); // when animation activity has finished playing
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virtual void OnAnimationActivityInterrupted( int activity );// when animation activity was replaced by another animation
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virtual void OnAnimationEvent( animevent_t *event ); // when a QC-file animation event is triggered by the current animation sequence
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virtual void OnIgnite( void ); // when bot starts to burn
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virtual void OnInjured( const CTakeDamageInfo &info ); // when bot is damaged by something
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virtual void OnKilled( const CTakeDamageInfo &info ); // when the bot's health reaches zero
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virtual void OnOtherKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info ); // when someone else dies
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virtual void OnSight( CBaseEntity *subject ); // when subject initially enters bot's visual awareness
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virtual void OnLostSight( CBaseEntity *subject ); // when subject leaves enters bot's visual awareness
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virtual void OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys ); // when an entity emits a sound. "pos" is world coordinates of sound. "keys" are from sound's GameData
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virtual void OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ); // when an Actor speaks a concept
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virtual void OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ); // when someone fires a weapon
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virtual void OnNavAreaChanged( CNavArea *newArea, CNavArea *oldArea ); // when bot enters a new navigation area
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virtual void OnModelChanged( void ); // when the entity's model has been changed
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virtual void OnPickUp( CBaseEntity *item, CBaseCombatCharacter *giver ); // when something is added to our inventory
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virtual void OnDrop( CBaseEntity *item ); // when something is removed from our inventory
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virtual void OnActorEmoted( CBaseCombatCharacter *emoter, int emote ); // when "emoter" does an "emote" (ie: manual voice command, etc)
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virtual void OnCommandAttack( CBaseEntity *victim ); // attack the given entity
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virtual void OnCommandApproach( const Vector &pos, float range = 0.0f ); // move to within range of the given position
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virtual void OnCommandApproach( CBaseEntity *goal ); // follow the given leader
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virtual void OnCommandRetreat( CBaseEntity *threat, float range = 0.0f ); // retreat from the threat at least range units away (0 == infinite)
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virtual void OnCommandPause( float duration = 0.0f ); // pause for the given duration (0 == forever)
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virtual void OnCommandResume( void ); // resume after a pause
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virtual void OnCommandString( const char *command ); // for debugging: respond to an arbitrary string representing a generalized command
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virtual void OnShoved( CBaseEntity *pusher ); // 'pusher' has shoved me
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virtual void OnBlinded( CBaseEntity *blinder ); // 'blinder' has blinded me with a flash of light
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virtual void OnTerritoryContested( int territoryID ); // territory has been invaded and is changing ownership
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virtual void OnTerritoryCaptured( int territoryID ); // we have captured enemy territory
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virtual void OnTerritoryLost( int territoryID ); // we have lost territory to the enemy
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virtual void OnWin( void );
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virtual void OnLose( void );
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#ifdef DOTA_SERVER_DLL
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virtual void OnCommandMoveTo( const Vector &pos );
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virtual void OnCommandMoveToAggressive( const Vector &pos );
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virtual void OnCommandAttack( CBaseEntity *victim, bool bDeny );
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virtual void OnCastAbilityNoTarget( CDOTABaseAbility *ability );
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virtual void OnCastAbilityOnPosition( CDOTABaseAbility *ability, const Vector &pos );
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virtual void OnCastAbilityOnTarget( CDOTABaseAbility *ability, CBaseEntity *target );
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virtual void OnDropItem( const Vector &pos, CBaseEntity *item );
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virtual void OnPickupItem( CBaseEntity *item );
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virtual void OnPickupRune( CBaseEntity *item );
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virtual void OnStop();
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virtual void OnFriendThreatened( CBaseEntity *friendly, CBaseEntity *threat );
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virtual void OnCancelAttack( CBaseEntity *pTarget );
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virtual void OnDominated();
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virtual void OnWarped( Vector vStartPos );
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#endif
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};
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inline void INextBotEventResponder::OnLeaveGround( CBaseEntity *ground )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnLeaveGround( ground );
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}
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}
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inline void INextBotEventResponder::OnLandOnGround( CBaseEntity *ground )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnLandOnGround( ground );
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}
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}
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inline void INextBotEventResponder::OnContact( CBaseEntity *other, CGameTrace *result )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnContact( other, result );
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}
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}
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inline void INextBotEventResponder::OnMoveToSuccess( const Path *path )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnMoveToSuccess( path );
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}
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}
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inline void INextBotEventResponder::OnMoveToFailure( const Path *path, MoveToFailureType reason )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnMoveToFailure( path, reason );
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}
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}
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inline void INextBotEventResponder::OnStuck( void )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnStuck();
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}
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}
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inline void INextBotEventResponder::OnUnStuck( void )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnUnStuck();
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}
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}
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inline void INextBotEventResponder::OnPostureChanged( void )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnPostureChanged();
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}
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}
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inline void INextBotEventResponder::OnAnimationActivityComplete( int activity )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnAnimationActivityComplete( activity );
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}
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}
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inline void INextBotEventResponder::OnAnimationActivityInterrupted( int activity )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnAnimationActivityInterrupted( activity );
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}
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}
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inline void INextBotEventResponder::OnAnimationEvent( animevent_t *event )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnAnimationEvent( event );
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}
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}
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inline void INextBotEventResponder::OnIgnite( void )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnIgnite();
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}
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}
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inline void INextBotEventResponder::OnInjured( const CTakeDamageInfo &info )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnInjured( info );
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}
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}
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inline void INextBotEventResponder::OnKilled( const CTakeDamageInfo &info )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnKilled( info );
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}
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}
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inline void INextBotEventResponder::OnOtherKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnOtherKilled( victim, info );
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}
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}
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inline void INextBotEventResponder::OnSight( CBaseEntity *subject )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnSight( subject );
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}
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}
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inline void INextBotEventResponder::OnLostSight( CBaseEntity *subject )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnLostSight( subject );
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}
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}
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inline void INextBotEventResponder::OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnSound( source, pos, keys );
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}
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}
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inline void INextBotEventResponder::OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnSpokeConcept( who, concept, response );
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}
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}
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inline void INextBotEventResponder::OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnWeaponFired( whoFired, weapon );
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}
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}
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inline void INextBotEventResponder::OnNavAreaChanged( CNavArea *newArea, CNavArea *oldArea )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnNavAreaChanged( newArea, oldArea );
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}
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}
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inline void INextBotEventResponder::OnModelChanged( void )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnModelChanged();
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}
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}
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inline void INextBotEventResponder::OnPickUp( CBaseEntity *item, CBaseCombatCharacter *giver )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnPickUp( item, giver );
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}
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}
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inline void INextBotEventResponder::OnDrop( CBaseEntity *item )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnDrop( item );
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}
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}
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inline void INextBotEventResponder::OnActorEmoted( CBaseCombatCharacter *emoter, int emote )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnActorEmoted( emoter, emote );
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}
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}
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inline void INextBotEventResponder::OnShoved( CBaseEntity *pusher )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnShoved( pusher );
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}
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}
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inline void INextBotEventResponder::OnBlinded( CBaseEntity *blinder )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnBlinded( blinder );
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}
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}
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inline void INextBotEventResponder::OnCommandAttack( CBaseEntity *victim )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnCommandAttack( victim );
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}
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}
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inline void INextBotEventResponder::OnCommandApproach( const Vector &pos, float range )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnCommandApproach( pos, range );
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}
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}
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inline void INextBotEventResponder::OnCommandApproach( CBaseEntity *goal )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnCommandApproach( goal );
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}
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}
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inline void INextBotEventResponder::OnCommandRetreat( CBaseEntity *threat, float range )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnCommandRetreat( threat, range );
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}
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}
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inline void INextBotEventResponder::OnCommandPause( float duration )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnCommandPause( duration );
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}
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}
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inline void INextBotEventResponder::OnCommandResume( void )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnCommandResume();
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}
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}
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inline void INextBotEventResponder::OnCommandString( const char *command )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnCommandString( command );
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}
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}
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inline void INextBotEventResponder::OnTerritoryContested( int territoryID )
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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sub->OnTerritoryContested( territoryID );
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}
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}
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inline void INextBotEventResponder::OnTerritoryCaptured( int territoryID )
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{
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||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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||
|
{
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|
sub->OnTerritoryCaptured( territoryID );
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|
}
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}
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||
|
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|
inline void INextBotEventResponder::OnTerritoryLost( int territoryID )
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||
|
{
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|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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||
|
{
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|
sub->OnTerritoryLost( territoryID );
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|
}
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|
}
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||
|
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|
inline void INextBotEventResponder::OnWin( void )
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||
|
{
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|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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||
|
{
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||
|
sub->OnWin();
|
||
|
}
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||
|
}
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||
|
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||
|
inline void INextBotEventResponder::OnLose( void )
|
||
|
{
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||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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||
|
{
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||
|
sub->OnLose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef DOTA_SERVER_DLL
|
||
|
inline void INextBotEventResponder::OnCommandMoveTo( const Vector &pos )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnCommandMoveTo( pos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnCommandMoveToAggressive( const Vector &pos )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnCommandMoveToAggressive( pos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnCommandAttack( CBaseEntity *victim, bool bDeny )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnCommandAttack( victim, bDeny );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnCastAbilityNoTarget( CDOTABaseAbility *ability )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnCastAbilityNoTarget( ability );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnCastAbilityOnPosition( CDOTABaseAbility *ability, const Vector &pos )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnCastAbilityOnPosition( ability, pos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnCastAbilityOnTarget( CDOTABaseAbility *ability, CBaseEntity *target )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnCastAbilityOnTarget( ability, target );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnDropItem( const Vector &pos, CBaseEntity *item )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnDropItem( pos, item );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnPickupItem( CBaseEntity *item )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnPickupItem( item );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnPickupRune( CBaseEntity *item )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnPickupRune( item );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnStop()
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnStop();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnFriendThreatened( CBaseEntity *friendly, CBaseEntity *threat )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnFriendThreatened( friendly, threat );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnCancelAttack( CBaseEntity *pTarget )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnCancelAttack( pTarget );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnDominated()
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnDominated();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void INextBotEventResponder::OnWarped( Vector vStartPos )
|
||
|
{
|
||
|
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
|
||
|
{
|
||
|
sub->OnWarped( vStartPos );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#endif // _NEXT_BOT_EVENT_RESPONDER_INTERFACE_H_
|