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70 lines
2.3 KiB
70 lines
2.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_medic_heal.h
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// Heal a teammate
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// Michael Booth, February 2009
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#ifndef TF_BOT_MEDIC_HEAL_H
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#define TF_BOT_MEDIC_HEAL_H
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#include "Path/NextBotChasePath.h"
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class CWeaponMedigun;
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class CTFBotMedicHeal : public Action< CTFBot >
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{
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public:
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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 ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
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virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
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virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
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virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
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virtual EventDesiredResult< CTFBot > OnActorEmoted( CTFBot *me, CBaseCombatCharacter *emoter, int emote );
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
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virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
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virtual QueryResultType ShouldRetreat( const INextBot *bot ) const;
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virtual const char *GetName( void ) const { return "Heal"; };
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private:
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ChasePath m_chasePath;
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CTFPlayer *SelectPatient( CTFBot *me, CTFPlayer *current );
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CountdownTimer m_changePatientTimer;
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CountdownTimer m_delayUberTimer;
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CHandle< CTFPlayer > m_patient;
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Vector m_patientAnchorPos; // a spot where the patient was, to track if they are moving
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CountdownTimer m_isPatientRunningTimer;
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bool IsPatientRunning( void ) const;
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bool IsStable( CTFPlayer *patient ) const; // return true if the given patient is healthy and safe for now
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CTFNavArea *FindCoverArea( CTFBot *me );
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CTFNavArea *m_coverArea;
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CountdownTimer m_coverTimer;
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PathFollower m_coverPath;
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void ComputeFollowPosition( CTFBot *me );
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Vector m_followGoal;
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bool IsVisibleToEnemy( CTFBot *me, const Vector &where ) const;
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bool IsReadyToDeployUber( const CWeaponMedigun* pMedigun ) const;
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bool IsGoodUberTarget( CTFPlayer *who ) const;
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bool CanDeployUber( CTFBot *me, const CWeaponMedigun* pMedigun ) const;
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};
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inline bool CTFBotMedicHeal::IsPatientRunning( void ) const
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{
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return m_isPatientRunningTimer.IsElapsed() ? false : true;
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}
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#endif // TF_BOT_MEDIC_HEAL_H
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