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_sap.h
// Sap nearby enemy buildings
// Michael Booth, June 2010
#ifndef TF_BOT_SPY_SAP_H
#define TF_BOT_SPY_SAP_H
#include "Path/NextBotPathFollow.h"
class CTFBotSpySap : public Action< CTFBot >
{
public:
CTFBotSpySap( CBaseObject *sapTarget );
virtual ~CTFBotSpySap() { }
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 QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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 char *GetName( void ) const { return "SpySap"; };
private:
CHandle< CBaseObject > m_sapTarget;
CountdownTimer m_repathTimer;
PathFollower m_path;
CBaseObject *GetNearestKnownSappableTarget( CTFBot *me );
bool AreAllDangerousSentriesSapped( CTFBot *me ) const;
};
#endif // TF_BOT_SPY_SAP_H