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65 lines
1.7 KiB
65 lines
1.7 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_engineer_building.h
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// At building location, constructing buildings
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// Michael Booth, May 2010
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#ifndef TF_BOT_ENGINEER_BUILDING_H
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#define TF_BOT_ENGINEER_BUILDING_H
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class CTFBotHintSentrygun;
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class CTFBotEngineerBuilding : public Action< CTFBot >
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{
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public:
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CTFBotEngineerBuilding( void );
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CTFBotEngineerBuilding( CTFBotHintSentrygun *sentryBuildHint );
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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 void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
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virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
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virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
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virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
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virtual const char *GetName( void ) const { return "EngineerBuilding"; };
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private:
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CountdownTimer m_searchTimer;
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CountdownTimer m_getAmmoTimer;
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CountdownTimer m_repathTimer;
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CountdownTimer m_buildTeleporterExitTimer;
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int m_sentryTriesLeft;
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CountdownTimer m_dispenserRetryTimer;
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CountdownTimer m_teleportExitRetryTimer;
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PathFollower m_path;
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CHandle< CTFBotHintSentrygun > m_sentryBuildHint;
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bool m_hasBuiltSentry;
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enum NearbyMetalType
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{
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NEARBY_METAL_UNKNOWN,
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NEARBY_METAL_NONE,
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NEARBY_METAL_EXISTS
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};
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NearbyMetalType m_nearbyMetalStatus;
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CountdownTimer m_territoryRangeTimer;
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bool m_isSentryOutOfPosition;
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bool CheckIfSentryIsOutOfPosition( CTFBot *me ) const;
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void UpgradeAndMaintainBuildings( CTFBot *me );
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bool IsMetalSourceNearby( CTFBot *me ) const;
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};
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#endif // TF_BOT_ENGINEER_BUILDING_H
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