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42 lines
1.3 KiB
42 lines
1.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_mob_rush.h |
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// A member of a rushing mob of melee attackers |
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// Michael Booth, October 2009 |
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#ifndef TF_BOT_MOB_RUSH_H |
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#define TF_BOT_MOB_RUSH_H |
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#ifdef TF_RAID_MODE |
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#include "Path/NextBotChasePath.h" |
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//----------------------------------------------------------------------------- |
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class CTFBotMobRush : public Action< CTFBot > |
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{ |
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public: |
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CTFBotMobRush( CTFPlayer *victim, float reactionTime = 0.0f ); |
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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 EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL ); |
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virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info ); |
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virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ); |
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virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me ); |
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QueryResultType ShouldRetreat( const INextBot *me ) const; |
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virtual const char *GetName( void ) const { return "MobRush"; }; |
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private: |
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CHandle< CTFPlayer > m_victim; |
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CountdownTimer m_reactionTimer; |
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CountdownTimer m_tauntTimer; |
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CountdownTimer m_vocalizeTimer; |
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ChasePath m_path; |
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}; |
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#endif // TF_RAID_MODE |
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#endif // TF_BOT_MOB_RUSH_H
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