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. ============//
// Michael Booth, September 2012
#ifndef TF_BOT_MVM_ENGINEER_IDLE_H
#define TF_BOT_MVM_ENGINEER_IDLE_H
#include "Path/NextBotPathFollow.h"
class CBaseTFBotHintEntity;
class CTFBotHintSentrygun;
class CTFBotHintTeleporterExit;
class CTFBotHintEngineerNest;
class CTFBotMvMEngineerIdle : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const;
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual const char *GetName( void ) const { return "MvMEngineerIdle"; };
private:
PathFollower m_path;
CountdownTimer m_repathTimer;
CountdownTimer m_sentryInjuredTimer;
CountdownTimer m_sentryRebuildTimer;
CountdownTimer m_teleporterRebuildTimer;
CountdownTimer m_findHintTimer;
CountdownTimer m_reevaluateNestTimer;
int m_nTeleportedCount;
bool m_bTeleportedToHint;
CHandle< CTFBotHintTeleporterExit > m_teleporterHint;
CHandle< CTFBotHintSentrygun > m_sentryHint;
CHandle< CTFBotHintEngineerNest > m_nestHint;
void TakeOverStaleNest( CBaseTFBotHintEntity* pHint, CTFBot *me );
bool ShouldAdvanceNestSpot( CTFBot *me );
void TryToDetonateStaleNest();
bool m_bTriedToDetonateStaleNest;
};
class CTFBotMvMEngineerHintFinder
{
public:
static bool FindHint( bool bShouldCheckForBlockingObjects, bool bAllowOutOfRangeNest, CHandle< CTFBotHintEngineerNest >* pFoundNest = NULL );
};
#endif // TF_BOT_MVM_ENGINEER_IDLE_H