//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_behavior.h // Team Fortress NextBot behaviors // Michael Booth, February 2009 #ifndef TF_BOT_BEHAVIOR_H #define TF_BOT_BEHAVIOR_H #include "Path/NextBotPathFollow.h" class CTFBotMainAction : public Action< CTFBot > { public: virtual Action< CTFBot > *InitialContainedAction( CTFBot *me ); virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); virtual EventDesiredResult< CTFBot > OnKilled( CTFBot *me, const CTakeDamageInfo &info ); virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info ); virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL ); virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me ); virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ); virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; 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 "MainAction"; }; private: CountdownTimer m_reloadTimer; mutable CountdownTimer m_aimAdjustTimer; mutable float m_aimErrorRadius; mutable float m_aimErrorAngle; float m_yawRate; float m_priorYaw; IntervalTimer m_steadyTimer; int m_nextDisguise; bool m_isWaitingForFullReload; void FireWeaponAtEnemy( CTFBot *me ); CHandle< CBaseEntity > m_lastTouch; float m_lastTouchTime; bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const; const CKnownEntity *SelectCloserThreat( CTFBot *me, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const; const CKnownEntity *GetHealerOfThreat( const CKnownEntity *threat ) const; const CKnownEntity *SelectMoreDangerousThreatInternal( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const; void Dodge( CTFBot *me ); IntervalTimer m_undergroundTimer; }; #endif // TF_BOT_BEHAVIOR_H