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_defend_point_block_capture.h
// Move to and defend current point from capture
// Michael Booth, February 2009
#ifndef TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H
#define TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H
class CTFBotDefendPointBlockCapture : 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 > OnTerritoryContested( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const;
virtual const char *GetName( void ) const { return "BlockCapture"; };
private:
PathFollower m_path;
CountdownTimer m_repathTimer;
CTeamControlPoint *m_point;
CTFNavArea *m_defenseArea;
bool IsPointSafe( CTFBot *me );
};
#endif // TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H