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43 lines
1.5 KiB
43 lines
1.5 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_spy_sap.h
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// Sap nearby enemy buildings
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// Michael Booth, June 2010
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#ifndef TF_BOT_SPY_SAP_H
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#define TF_BOT_SPY_SAP_H
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#include "Path/NextBotPathFollow.h"
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class CTFBotSpySap : public Action< CTFBot >
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{
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public:
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CTFBotSpySap( CBaseObject *sapTarget );
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virtual ~CTFBotSpySap() { }
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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 > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
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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 QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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virtual QueryResultType IsHindrance( const INextBot *me, CBaseEntity *blocker ) const; // use this to signal the enemy we are focusing on, so we dont avoid them
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virtual const char *GetName( void ) const { return "SpySap"; };
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private:
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CHandle< CBaseObject > m_sapTarget;
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CountdownTimer m_repathTimer;
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PathFollower m_path;
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CBaseObject *GetNearestKnownSappableTarget( CTFBot *me );
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bool AreAllDangerousSentriesSapped( CTFBot *me ) const;
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};
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#endif // TF_BOT_SPY_SAP_H
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