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80 lines
2.6 KiB
80 lines
2.6 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_destroy_enemy_sentry.h
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// Destroy an enemy sentry gun
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// Michael Booth, June 2010
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#ifndef TF_BOT_DESTROY_ENEMY_SENTRY_H
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#define TF_BOT_DESTROY_ENEMY_SENTRY_H
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#include "Path/NextBotChasePath.h"
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//---------------------------------------------------------------------------------
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class CTFBotDestroyEnemySentry : public Action< CTFBot >
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{
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public:
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static bool IsPossible( CTFBot *me ); // return true if this Action has what it needs to perform right now
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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 QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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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 "DestroyEnemySentry"; };
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private:
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PathFollower m_path;
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CountdownTimer m_repathTimer;
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bool m_canMove;
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#ifdef TF_CREEP_MODE
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CountdownTimer m_creepTimer;
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#endif
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Vector m_safeAttackSpot;
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bool m_hasSafeAttackSpot;
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void ComputeSafeAttackSpot( CTFBot *me );
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void ComputeCornerAttackSpot( CTFBot *me );
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bool m_isAttackingSentry;
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bool m_wasUber;
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ActionResult< CTFBot > EquipLongRangeWeapon( CTFBot *me );
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CHandle< CObjectSentrygun > m_targetSentry;
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};
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//---------------------------------------------------------------------------------
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class CTFBotUberAttackEnemySentry : public Action< CTFBot >
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{
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public:
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CTFBotUberAttackEnemySentry( CObjectSentrygun *sentryTarget );
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virtual ~CTFBotUberAttackEnemySentry() { }
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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 QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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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 "UberAttackEnemySentry"; };
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private:
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bool m_wasIgnoringEnemies;
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PathFollower m_path;
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CountdownTimer m_repathTimer;
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CHandle< CObjectSentrygun > m_targetSentry;
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};
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#endif // TF_BOT_DESTROY_ENEMY_SENTRY_H
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