//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_spy_attack.h // Backstab or pistol, as appropriate // Michael Booth, June 2010 #ifndef TF_BOT_SPY_ATTACK_H #define TF_BOT_SPY_ATTACK_H #include "Path/NextBotChasePath.h" //------------------------------------------------------------------------------- class CTFBotSpyAttack : public Action< CTFBot > { public: CTFBotSpyAttack( CTFPlayer *victim ); virtual ~CTFBotSpyAttack() { } virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me ); virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info ); virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL ); 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 QueryResultType ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const; virtual QueryResultType IsHindrance( const INextBot *me, CBaseEntity *blocker ) const; // use this to signal the enemy we are focusing on, so we dont avoid them 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 "SpyAttack"; }; private: CHandle< CTFPlayer > m_victim; ChasePath m_path; bool m_isCoverBlown; CountdownTimer m_chuckleTimer; CountdownTimer m_decloakTimer; }; #endif // TF_BOT_SPY_ATTACK_H