//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_sniper_attack.h // Attack a threat as a Sniper // Michael Booth, February 2009 #ifndef TF_BOT_SNIPER_ATTACK_H #define TF_BOT_SNIPER_ATTACK_H #include "Path/NextBotChasePath.h" class CTFBotSniperAttack : public Action< CTFBot > { public: static bool IsPossible( CTFBot *me ); // return true if this Action has what it needs to perform right now virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); void OnEnd( CTFBot *me, Action< CTFBot > *nextAction ); virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction ); virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion virtual const char *GetName( void ) const { return "SniperAttack"; }; private: CountdownTimer m_lingerTimer; bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const; }; #endif // TF_BOT_SNIPER_ATTACK_H