Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_spy_infiltrate.h
// Move into position behind enemy lines and wait for victims
// Michael Booth, June 2010
#ifndef TF_BOT_SPY_INFILTRATE_H
#define TF_BOT_SPY_INFILTRATE_H
#include "Path/NextBotPathFollow.h"
class CTFBotSpyInfiltrate : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual 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 EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual const char *GetName( void ) const { return "SpyInfiltrate"; };
private:
CountdownTimer m_repathTimer;
PathFollower m_path;
CTFNavArea *m_hideArea;
bool FindHidingSpot( CTFBot *me );
CountdownTimer m_findHidingSpotTimer;
CountdownTimer m_waitTimer;
bool m_hasEnteredCombatZone;
};
#endif // TF_BOT_SPY_INFILTRATE_H