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498 lines
16 KiB
498 lines
16 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_engineer_building.cpp
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// At building location, constructing buildings
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// Michael Booth, May 2010
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "tf_player.h"
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#include "tf_obj.h"
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#include "tf_obj_sentrygun.h"
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#include "tf_obj_dispenser.h"
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#include "tf_gamerules.h"
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#include "tf_weapon_builder.h"
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#include "team_train_watcher.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/engineer/tf_bot_engineer_building.h"
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#include "bot/behavior/engineer/tf_bot_engineer_move_to_build.h"
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#include "bot/behavior/engineer/tf_bot_engineer_build_teleport_exit.h"
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#include "bot/behavior/engineer/tf_bot_engineer_build_sentrygun.h"
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#include "bot/behavior/engineer/tf_bot_engineer_build_dispenser.h"
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#include "bot/behavior/tf_bot_attack.h"
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#include "bot/behavior/tf_bot_get_ammo.h"
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#include "bot/map_entities/tf_bot_hint_teleporter_exit.h"
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#include "bot/map_entities/tf_bot_hint_sentrygun.h"
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#include "NextBotUtil.h"
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ConVar tf_bot_engineer_retaliate_range( "tf_bot_engineer_retaliate_range", "750", FCVAR_CHEAT, "If attacker who destroyed sentry is closer than this, attack. Otherwise, retreat" );
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ConVar tf_bot_engineer_exit_near_sentry_range( "tf_bot_engineer_exit_near_sentry_range", "2500", FCVAR_CHEAT, "Maximum travel distance between a bot's Sentry gun and its Teleporter Exit" );
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ConVar tf_bot_engineer_max_sentry_travel_distance_to_point( "tf_bot_engineer_max_sentry_travel_distance_to_point", "2500", FCVAR_CHEAT, "Maximum travel distance between a bot's Sentry gun and the currently contested point" );
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extern ConVar tf_bot_path_lookahead_range;
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const int MaxPlacementAttempts = 5;
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//---------------------------------------------------------------------------------------------
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CTFBotEngineerBuilding::CTFBotEngineerBuilding( void )
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{
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m_sentryBuildHint = NULL;
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}
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//---------------------------------------------------------------------------------------------
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CTFBotEngineerBuilding::CTFBotEngineerBuilding( CTFBotHintSentrygun *sentryBuildHint )
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{
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m_sentryBuildHint = sentryBuildHint;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotEngineerBuilding::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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m_sentryTriesLeft = MaxPlacementAttempts;
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m_territoryRangeTimer.Invalidate();
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m_hasBuiltSentry = false;
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m_isSentryOutOfPosition = false;
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m_nearbyMetalStatus = NEARBY_METAL_UNKNOWN;
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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// Everything is built, upgrade/maintain it
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// TODO: Upgrade/maintain nearby friendly buildings, too.
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void CTFBotEngineerBuilding::UpgradeAndMaintainBuildings( CTFBot *me )
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{
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CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN );
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CObjectDispenser *myDispenser = (CObjectDispenser *)me->GetObjectOfType( OBJ_DISPENSER );
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if ( !mySentry )
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{
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return;
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}
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CBaseCombatWeapon *wrench = me->Weapon_GetSlot( TF_WPN_TYPE_MELEE );
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if ( wrench )
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{
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me->Weapon_Switch( wrench );
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}
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const float tooFarRange = 75.0f;
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if ( !myDispenser )
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{
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// just work on our sentry
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float rangeToSentry = me->GetDistanceBetween( mySentry );
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if ( rangeToSentry < 1.2f * tooFarRange )
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{
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// crouch both for cover behind our buildings, but also to slow us down so we hit our move goal more accurately
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me->PressCrouchButton();
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}
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if ( rangeToSentry > tooFarRange )
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{
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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m_path.Compute( me, mySentry->GetAbsOrigin(), cost );
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}
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m_path.Update( me );
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}
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else
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{
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// we are in position - work on our buildings
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me->StopLookingAroundForEnemies();
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me->GetBodyInterface()->AimHeadTowards( mySentry->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Work on my Sentry" );
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me->PressFireButton();
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}
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return;
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}
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// sit near both buildings
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Vector betweenMyBuildings = ( mySentry->GetAbsOrigin() + myDispenser->GetAbsOrigin() ) / 2.0f;
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// try to equalize distance between both
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float rangeToSentry = me->GetDistanceBetween( mySentry );
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float rangeToDispenser = me->GetDistanceBetween( myDispenser );
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const float equalTolerance = 25.0f;
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if ( rangeToSentry < 1.2f * tooFarRange && rangeToDispenser < 1.2f * tooFarRange )
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{
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// crouch both for cover behind our buildings, but also to slow us down so we hit our move goal more accurately
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me->PressCrouchButton();
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}
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if ( fabs( rangeToDispenser - rangeToSentry ) > equalTolerance || rangeToSentry > tooFarRange || rangeToDispenser > tooFarRange )
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{
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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m_path.Compute( me, betweenMyBuildings, cost );
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}
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m_path.Update( me );
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}
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if ( rangeToSentry < tooFarRange || rangeToDispenser < tooFarRange )
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{
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// we are (nearly) in position - work on our buildings
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m_searchTimer.Invalidate();
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CBaseObject *workTarget = mySentry;
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if ( mySentry->HasSapper() || mySentry->IsPlasmaDisabled() )
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workTarget = mySentry;
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else if ( myDispenser->HasSapper() || myDispenser->IsPlasmaDisabled() )
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workTarget = myDispenser;
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else if ( mySentry->GetTimeSinceLastInjury() < 1.0f || mySentry->GetHealth() < mySentry->GetMaxHealth() )
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workTarget = mySentry;
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else if ( mySentry->IsBuilding() )
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workTarget = mySentry;
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else if ( myDispenser->IsBuilding() )
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workTarget = myDispenser;
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else if ( mySentry->GetUpgradeLevel() < 3 )
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workTarget = mySentry;
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else if ( myDispenser->GetHealth() < myDispenser->GetMaxHealth() )
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workTarget = myDispenser;
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else if ( myDispenser->GetUpgradeLevel() < mySentry->GetUpgradeLevel() )
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workTarget = myDispenser;
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me->StopLookingAroundForEnemies();
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me->GetBodyInterface()->AimHeadTowards( workTarget->WorldSpaceCenter(), IBody::CRITICAL, 1.0f, NULL, "Work on my buildings" );
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me->PressFireButton();
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}
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}
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//---------------------------------------------------------------------------------------------
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bool CTFBotEngineerBuilding::IsMetalSourceNearby( CTFBot *me ) const
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{
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CUtlVector< CNavArea * > nearbyVector;
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CollectSurroundingAreas( &nearbyVector, me->GetLastKnownArea(), 2000.0f, me->GetLocomotionInterface()->GetStepHeight(), me->GetLocomotionInterface()->GetStepHeight() );
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for( int i=0; i<nearbyVector.Count(); ++i )
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{
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CTFNavArea *area = (CTFNavArea *)nearbyVector[i];
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if ( area->HasAttributeTF( TF_NAV_HAS_AMMO ) )
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{
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return true;
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}
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// this assumes all spawn rooms have resupply cabinets
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if ( me->GetTeamNumber() == TF_TEAM_RED && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_RED ) )
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{
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return true;
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}
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if ( me->GetTeamNumber() == TF_TEAM_BLUE && area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) )
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{
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return true;
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}
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}
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return false;
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}
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//---------------------------------------------------------------------------------------------
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bool CTFBotEngineerBuilding::CheckIfSentryIsOutOfPosition( CTFBot *me ) const
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{
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CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN );
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if ( !mySentry )
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{
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return false;
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}
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// payload
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if ( TFGameRules()->GetGameType() == TF_GAMETYPE_ESCORT )
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{
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CTeamTrainWatcher *trainWatcher;
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if ( me->GetTeamNumber() == TF_TEAM_BLUE )
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{
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trainWatcher = TFGameRules()->GetPayloadToPush( me->GetTeamNumber() );
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}
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else
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{
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trainWatcher = TFGameRules()->GetPayloadToBlock( me->GetTeamNumber() );
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}
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if ( trainWatcher )
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{
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float sentryDistanceAlongPath;
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trainWatcher->ProjectPointOntoPath( mySentry->GetAbsOrigin(), NULL, &sentryDistanceAlongPath );
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const float behindTrainTolerance = SENTRY_MAX_RANGE;
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return ( trainWatcher->GetTrainDistanceAlongTrack() > sentryDistanceAlongPath + behindTrainTolerance );
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}
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}
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// control points
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mySentry->UpdateLastKnownArea();
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CNavArea *sentryArea = mySentry->GetLastKnownArea();
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CTeamControlPoint *point = me->GetMyControlPoint();
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if ( point )
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{
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CTFNavArea *pointArea = TheTFNavMesh()->GetControlPointCenterArea( point->GetPointIndex() );
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if ( sentryArea && pointArea )
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{
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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if ( NavAreaTravelDistance( sentryArea, pointArea, cost, tf_bot_engineer_max_sentry_travel_distance_to_point.GetFloat() ) < 0 &&
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NavAreaTravelDistance( pointArea, sentryArea, cost, tf_bot_engineer_max_sentry_travel_distance_to_point.GetFloat() ) < 0 )
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{
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return true;
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}
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}
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}
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return false;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotEngineerBuilding::Update( CTFBot *me, float interval )
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{
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CObjectSentrygun *mySentry = (CObjectSentrygun *)me->GetObjectOfType( OBJ_SENTRYGUN );
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CObjectDispenser *myDispenser = (CObjectDispenser *)me->GetObjectOfType( OBJ_DISPENSER );
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CObjectTeleporter *myTeleportEntrance = (CObjectTeleporter *)me->GetObjectOfType( OBJ_TELEPORTER, MODE_TELEPORTER_ENTRANCE );
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CObjectTeleporter *myTeleportExit = (CObjectTeleporter *)me->GetObjectOfType( OBJ_TELEPORTER, MODE_TELEPORTER_EXIT );
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bool isUnderAttack = ( me->GetTimeSinceLastInjury() < 1.0f );
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isUnderAttack |= ( mySentry && ( mySentry->HasSapper() || mySentry->IsPlasmaDisabled() ) );
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isUnderAttack |= ( myDispenser && ( myDispenser->HasSapper() || myDispenser->IsPlasmaDisabled() ) );
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me->StartLookingAroundForEnemies();
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// try to build a Sentry
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if ( !mySentry )
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{
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m_nearbyMetalStatus = NEARBY_METAL_UNKNOWN;
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// react to nearby threats if our sentry is down
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat && threat->IsVisibleRecently() )
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{
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me->EquipBestWeaponForThreat( threat );
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}
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if ( !m_hasBuiltSentry && m_sentryTriesLeft > 0 )
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{
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--m_sentryTriesLeft;
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if ( m_sentryBuildHint )
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{
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return SuspendFor( new CTFBotEngineerBuildSentryGun( m_sentryBuildHint ), "Building a Sentry at a hint location" );
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}
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return SuspendFor( new CTFBotEngineerBuildSentryGun, "Building a Sentry" );
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}
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else
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{
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// can't build a Sentry here - pick a new place
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return ChangeTo( new CTFBotEngineerMoveToBuild, "Couldn't find a place to build" );
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}
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}
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// I have a Sentry
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m_hasBuiltSentry = true;
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if ( m_sentryBuildHint != NULL && !m_sentryBuildHint->IsEnabled() )
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{
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// our hint has been disabled and no longer has influence on our behavior
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m_sentryBuildHint = NULL;
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}
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// periodically check that our Sentry is still near the contested point
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if ( m_sentryBuildHint == NULL || !m_sentryBuildHint->IsSticky() )
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{
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if ( !m_isSentryOutOfPosition && m_territoryRangeTimer.IsElapsed() )
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{
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m_territoryRangeTimer.Start( RandomFloat( 3.0f, 5.0f ) );
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m_isSentryOutOfPosition = CheckIfSentryIsOutOfPosition( me );
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}
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m_isSentryOutOfPosition = false;
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if ( m_isSentryOutOfPosition )
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{
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// the point has moved, only keep sentry as long as it keeps attacking
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if ( mySentry->GetTimeSinceLastFired() > 10.0f )
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{
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mySentry->DetonateObject();
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// if we built here because of a hint, disable that hint so we don't use it and rebuild here again
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if ( m_sentryBuildHint != NULL )
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{
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inputdata_t dummy;
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m_sentryBuildHint->InputDisable( dummy );
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m_sentryBuildHint = NULL;
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}
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if ( myDispenser )
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{
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myDispenser->DetonateObject();
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}
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if ( myTeleportExit )
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{
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myTeleportExit->DetonateObject();
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}
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me->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_MOVEUP );
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return ChangeTo( new CTFBotEngineerMoveToBuild, "Need to move my gear closer to the point!" );
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}
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}
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}
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// if my dispenser is too far away from my sentry, destroy and rebuild it next update
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// @TODO: Flag hint-built entities for a larger range
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const float maxSeparation = 500.0f;
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if ( myDispenser )
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{
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if ( ( mySentry->GetAbsOrigin() - myDispenser->GetAbsOrigin() ).IsLengthGreaterThan( maxSeparation ) )
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{
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myDispenser->DestroyObject();
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myDispenser = NULL;
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}
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}
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// build up the sentry all the way if there is a metal source nearby
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if ( mySentry->GetUpgradeLevel() < 3 )
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{
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if ( m_nearbyMetalStatus == NEARBY_METAL_UNKNOWN )
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{
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m_nearbyMetalStatus = IsMetalSourceNearby( me ) ? NEARBY_METAL_EXISTS : NEARBY_METAL_NONE;
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}
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if ( m_nearbyMetalStatus == NEARBY_METAL_EXISTS )
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{
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UpgradeAndMaintainBuildings( me );
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return Continue();
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}
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}
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/*
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if ( myTeleportExit )
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{
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// if my teleporter exit is too far away from my sentry, destroy and rebuild it next update
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if ( ( mySentry->GetAbsOrigin() - myTeleportExit->GetAbsOrigin() ).IsLengthGreaterThan( maxSeparation ) )
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{
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myTeleportExit->DestroyObject();
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myTeleportExit = NULL;
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}
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}
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*/
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// try to build a Dispenser (build after tele exit in training)
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if ( !TFGameRules()->IsInTraining() || myTeleportExit )
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{
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const float dispenserRebuildInterval = 10.0f;
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if ( myDispenser )
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||
|
{
|
||
|
// don't rebuild immediately after building is destroyed
|
||
|
m_dispenserRetryTimer.Start( dispenserRebuildInterval );
|
||
|
}
|
||
|
else if ( m_dispenserRetryTimer.IsElapsed() && !isUnderAttack )
|
||
|
{
|
||
|
m_dispenserRetryTimer.Start( dispenserRebuildInterval );
|
||
|
|
||
|
return SuspendFor( new CTFBotEngineerBuildDispenser, "Building a Dispenser" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// try to build a Teleporter Exit
|
||
|
const float exitRebuildInterval = TFGameRules()->IsInTraining() ? 5.0f : 30.0f;
|
||
|
if ( myTeleportExit )
|
||
|
{
|
||
|
// don't rebuild immediately after building is destroyed
|
||
|
m_teleportExitRetryTimer.Start( exitRebuildInterval );
|
||
|
}
|
||
|
else if ( m_teleportExitRetryTimer.IsElapsed() && myTeleportEntrance && !isUnderAttack )
|
||
|
{
|
||
|
m_teleportExitRetryTimer.Start( exitRebuildInterval );
|
||
|
|
||
|
// we need to build a teleporter exit yet
|
||
|
if ( m_sentryBuildHint != NULL )
|
||
|
{
|
||
|
// if there are teleporter exit hints, find the closest one to our sentry and use it
|
||
|
CUtlVector< CBaseEntity * > hintVector;
|
||
|
CTFBotHintTeleporterExit *hint = NULL;
|
||
|
while( ( hint = (CTFBotHintTeleporterExit *)gEntList.FindEntityByClassname( hint, "bot_hint_teleporter_exit" ) ) != NULL )
|
||
|
{
|
||
|
if ( hint->IsEnabled() && hint->InSameTeam( me ) )
|
||
|
{
|
||
|
hintVector.AddToTail( hint );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( hintVector.Count() > 0 )
|
||
|
{
|
||
|
mySentry->UpdateLastKnownArea();
|
||
|
CBaseEntity *closeHint = SelectClosestEntityByTravelDistance( me, hintVector, mySentry->GetLastKnownArea(), tf_bot_engineer_exit_near_sentry_range.GetFloat() );
|
||
|
|
||
|
if ( closeHint )
|
||
|
{
|
||
|
return SuspendFor( new CTFBotEngineerBuildTeleportExit( closeHint->GetAbsOrigin(), closeHint->GetAbsAngles().y ), "Building teleporter exit at nearby hint" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( me->IsRangeLessThan( mySentry, 300.0f ) )
|
||
|
{
|
||
|
// drop a teleporter exit near our sentry
|
||
|
return SuspendFor( new CTFBotEngineerBuildTeleportExit(), "Building teleporter exit" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// everything is built - maintain them
|
||
|
UpgradeAndMaintainBuildings( me );
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
void CTFBotEngineerBuilding::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
|
||
|
{
|
||
|
me->StartLookingAroundForEnemies();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
ActionResult< CTFBot > CTFBotEngineerBuilding::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
|
||
|
{
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
EventDesiredResult< CTFBot > CTFBotEngineerBuilding::OnTerritoryLost( CTFBot *me, int territoryID )
|
||
|
{
|
||
|
return TryContinue();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
EventDesiredResult< CTFBot > CTFBotEngineerBuilding::OnTerritoryCaptured( CTFBot *me, int territoryID )
|
||
|
{
|
||
|
return TryContinue();
|
||
|
}
|