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_vision.h
// Team Fortress NextBot vision interface
// Michael Booth, May 2009
#ifndef TF_BOT_VISION_H
#define TF_BOT_VISION_H
#include "NextBotVisionInterface.h"
//----------------------------------------------------------------------------
class CTFBotVision : public IVision
{
public:
CTFBotVision( INextBot *bot ) : IVision( bot )
{
}
virtual ~CTFBotVision() { }
virtual void Update( void ); // update internal state
/**
* Populate "potentiallyVisible" with the set of all entities we could potentially see.
* Entities in this set will be tested for visibility/recognition in IVision::Update()
*/
virtual void CollectPotentiallyVisibleEntities( CUtlVector< CBaseEntity * > *potentiallyVisible );
virtual bool IsIgnored( CBaseEntity *subject ) const; // return true to completely ignore this entity (may not be in sight when this is called)
virtual bool IsVisibleEntityNoticed( CBaseEntity *subject ) const; // return true if we 'notice' the subject, even though we have LOS to it
virtual float GetMaxVisionRange( void ) const; // return maximum distance vision can reach
virtual float GetMinRecognizeTime( void ) const; // return VISUAL reaction time
private:
CUtlVector< CHandle< CBaseCombatCharacter > > m_potentiallyVisibleNPCVector;
CountdownTimer m_potentiallyVisibleUpdateTimer;
void UpdatePotentiallyVisibleNPCVector( void );
CountdownTimer m_scanTimer;
};
#endif // TF_BOT_VISION_H