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46 lines
1.3 KiB
46 lines
1.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_spy_hide.h
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// Move to a hiding spot
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// Michael Booth, September 2011
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#ifndef TF_BOT_SPY_HIDE
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#define TF_BOT_SPY_HIDE
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#include "Path/NextBotPathFollow.h"
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class CTFBotSpyHide : public Action< CTFBot >
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{
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public:
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CTFBotSpyHide( CTFPlayer *victim = NULL );
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virtual ~CTFBotSpyHide() { }
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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 > 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 QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
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virtual const char *GetName( void ) const { return "SpyHide"; };
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private:
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CHandle< CTFPlayer > m_initialVictim;
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HidingSpot *m_hidingSpot;
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bool FindHidingSpot( CTFBot *me );
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CountdownTimer m_findTimer;
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PathFollower m_path;
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CountdownTimer m_repathTimer;
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bool m_isAtGoal;
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float m_incursionThreshold;
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CountdownTimer m_talkTimer;
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};
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#endif // TF_BOT_SPY_HIDE
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