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47 lines
1.3 KiB
47 lines
1.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_squad_attack.h |
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// Move and attack as a small, cohesive, group |
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// Michael Booth, October 2009 |
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#ifndef TF_BOT_SQUAD_ATTACK_H |
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#define TF_BOT_SQUAD_ATTACK_H |
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#ifdef TF_RAID_MODE |
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#include "Path/NextBotPathFollow.h" |
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#include "Path/NextBotChasePath.h" |
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//----------------------------------------------------------------------------- |
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class CTFBotSquadAttack : public Action< CTFBot > |
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{ |
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public: |
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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 ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); |
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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 "SquadPatrol"; }; |
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private: |
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CountdownTimer m_vocalizeTimer; |
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PathFollower m_path; |
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ChasePath m_chasePath; |
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CHandle< CTFPlayer > m_victim; |
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CountdownTimer m_victimConsiderTimer; |
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CTFBot *GetSquadLeader( CTFBot *me ) const; |
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}; |
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inline QueryResultType CTFBotSquadAttack::ShouldRetreat( const INextBot *me ) const |
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{ |
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return ANSWER_NO; |
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} |
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#endif // TF_RAID_MODE |
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#endif // TF_BOT_SQUAD_ATTACK_H
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