Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_squad_attack.h
// Move and attack as a small, cohesive, group
// Michael Booth, October 2009
#ifndef TF_BOT_SQUAD_ATTACK_H
#define TF_BOT_SQUAD_ATTACK_H
#ifdef TF_RAID_MODE
#include "Path/NextBotPathFollow.h"
#include "Path/NextBotChasePath.h"
//-----------------------------------------------------------------------------
class CTFBotSquadAttack : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
QueryResultType ShouldRetreat( const INextBot *me ) const;
virtual const char *GetName( void ) const { return "SquadPatrol"; };
private:
CountdownTimer m_vocalizeTimer;
PathFollower m_path;
ChasePath m_chasePath;
CHandle< CTFPlayer > m_victim;
CountdownTimer m_victimConsiderTimer;
CTFBot *GetSquadLeader( CTFBot *me ) const;
};
inline QueryResultType CTFBotSquadAttack::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_NO;
}
#endif // TF_RAID_MODE
#endif // TF_BOT_SQUAD_ATTACK_H