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69 lines
2.3 KiB
69 lines
2.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_medic_heal.h |
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// Heal a teammate |
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// Michael Booth, February 2009 |
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#ifndef TF_BOT_MEDIC_HEAL_H |
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#define TF_BOT_MEDIC_HEAL_H |
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#include "Path/NextBotChasePath.h" |
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class CWeaponMedigun; |
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class CTFBotMedicHeal : public Action< CTFBot > |
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{ |
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public: |
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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 > OnMoveToSuccess( CTFBot *me, const Path *path ); |
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virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason ); |
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virtual EventDesiredResult< CTFBot > OnActorEmoted( CTFBot *me, CBaseCombatCharacter *emoter, int emote ); |
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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 *me, const CKnownEntity *them ) const; // should we attack "them"? |
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virtual QueryResultType ShouldRetreat( const INextBot *bot ) const; |
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virtual const char *GetName( void ) const { return "Heal"; }; |
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private: |
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ChasePath m_chasePath; |
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CTFPlayer *SelectPatient( CTFBot *me, CTFPlayer *current ); |
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CountdownTimer m_changePatientTimer; |
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CountdownTimer m_delayUberTimer; |
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CHandle< CTFPlayer > m_patient; |
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Vector m_patientAnchorPos; // a spot where the patient was, to track if they are moving |
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CountdownTimer m_isPatientRunningTimer; |
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bool IsPatientRunning( void ) const; |
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bool IsStable( CTFPlayer *patient ) const; // return true if the given patient is healthy and safe for now |
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CTFNavArea *FindCoverArea( CTFBot *me ); |
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CTFNavArea *m_coverArea; |
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CountdownTimer m_coverTimer; |
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PathFollower m_coverPath; |
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void ComputeFollowPosition( CTFBot *me ); |
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Vector m_followGoal; |
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bool IsVisibleToEnemy( CTFBot *me, const Vector &where ) const; |
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bool IsReadyToDeployUber( const CWeaponMedigun* pMedigun ) const; |
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bool IsGoodUberTarget( CTFPlayer *who ) const; |
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bool CanDeployUber( CTFBot *me, const CWeaponMedigun* pMedigun ) const; |
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}; |
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inline bool CTFBotMedicHeal::IsPatientRunning( void ) const |
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{ |
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return m_isPatientRunningTimer.IsElapsed() ? false : true; |
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} |
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#endif // TF_BOT_MEDIC_HEAL_H
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