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48 lines
1.3 KiB
48 lines
1.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_squad_attack.h
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// Move and attack as a small, cohesive, group
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// Michael Booth, October 2009
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#ifndef TF_BOT_SQUAD_ATTACK_H
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#define TF_BOT_SQUAD_ATTACK_H
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#ifdef TF_RAID_MODE
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#include "Path/NextBotPathFollow.h"
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#include "Path/NextBotChasePath.h"
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//-----------------------------------------------------------------------------
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class CTFBotSquadAttack : 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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QueryResultType ShouldRetreat( const INextBot *me ) const;
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virtual const char *GetName( void ) const { return "SquadPatrol"; };
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private:
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CountdownTimer m_vocalizeTimer;
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PathFollower m_path;
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ChasePath m_chasePath;
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CHandle< CTFPlayer > m_victim;
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CountdownTimer m_victimConsiderTimer;
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CTFBot *GetSquadLeader( CTFBot *me ) const;
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};
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inline QueryResultType CTFBotSquadAttack::ShouldRetreat( const INextBot *me ) const
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{
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return ANSWER_NO;
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}
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#endif // TF_RAID_MODE
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#endif // TF_BOT_SQUAD_ATTACK_H
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