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76 lines
2.9 KiB
76 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_behavior.h |
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// Team Fortress NextBot behaviors |
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// Michael Booth, February 2009 |
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#ifndef TF_BOT_BEHAVIOR_H |
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#define TF_BOT_BEHAVIOR_H |
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#include "Path/NextBotPathFollow.h" |
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class CTFBotMainAction : public Action< CTFBot > |
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{ |
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public: |
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virtual Action< CTFBot > *InitialContainedAction( CTFBot *me ); |
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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 > OnKilled( CTFBot *me, const CTakeDamageInfo &info ); |
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virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info ); |
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virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL ); |
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virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me ); |
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virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ); |
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virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; |
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? |
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? |
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virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at |
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; |
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virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me, |
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const CBaseCombatCharacter *subject, |
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const CKnownEntity *threat1, |
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const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion |
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virtual const char *GetName( void ) const { return "MainAction"; }; |
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private: |
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CountdownTimer m_reloadTimer; |
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mutable CountdownTimer m_aimAdjustTimer; |
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mutable float m_aimErrorRadius; |
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mutable float m_aimErrorAngle; |
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float m_yawRate; |
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float m_priorYaw; |
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IntervalTimer m_steadyTimer; |
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int m_nextDisguise; |
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bool m_isWaitingForFullReload; |
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void FireWeaponAtEnemy( CTFBot *me ); |
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CHandle< CBaseEntity > m_lastTouch; |
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float m_lastTouchTime; |
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bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const; |
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const CKnownEntity *SelectCloserThreat( CTFBot *me, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const; |
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const CKnownEntity *GetHealerOfThreat( const CKnownEntity *threat ) const; |
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const CKnownEntity *SelectMoreDangerousThreatInternal( const INextBot *me, |
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const CBaseCombatCharacter *subject, |
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const CKnownEntity *threat1, |
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const CKnownEntity *threat2 ) const; |
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void Dodge( CTFBot *me ); |
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IntervalTimer m_undergroundTimer; |
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}; |
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#endif // TF_BOT_BEHAVIOR_H
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