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