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49 lines
2.0 KiB
49 lines
2.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_spy_attack.h |
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// Backstab or pistol, as appropriate |
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// Michael Booth, June 2010 |
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#ifndef TF_BOT_SPY_ATTACK_H |
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#define TF_BOT_SPY_ATTACK_H |
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#include "Path/NextBotChasePath.h" |
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//------------------------------------------------------------------------------- |
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class CTFBotSpyAttack : public Action< CTFBot > |
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{ |
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public: |
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CTFBotSpyAttack( CTFPlayer *victim ); |
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virtual ~CTFBotSpyAttack() { } |
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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 EventDesiredResult< CTFBot > OnStuck( CTFBot *me ); |
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virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info ); |
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virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL ); |
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? |
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? |
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virtual QueryResultType ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const; |
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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 CKnownEntity * SelectMoreDangerousThreat( const INextBot *me, |
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const CBaseCombatCharacter *subject, |
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const CKnownEntity *threat1, |
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const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion |
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virtual const char *GetName( void ) const { return "SpyAttack"; }; |
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private: |
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CHandle< CTFPlayer > m_victim; |
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ChasePath m_path; |
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bool m_isCoverBlown; |
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CountdownTimer m_chuckleTimer; |
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CountdownTimer m_decloakTimer; |
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}; |
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#endif // TF_BOT_SPY_ATTACK_H
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