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37 lines
1.6 KiB
37 lines
1.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// tf_bot_sniper_attack.h |
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// Attack a threat as a Sniper |
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// Michael Booth, February 2009 |
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#ifndef TF_BOT_SNIPER_ATTACK_H |
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#define TF_BOT_SNIPER_ATTACK_H |
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#include "Path/NextBotChasePath.h" |
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class CTFBotSniperAttack : public Action< CTFBot > |
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{ |
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public: |
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static bool IsPossible( CTFBot *me ); // return true if this Action has what it needs to perform right now |
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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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void OnEnd( CTFBot *me, Action< CTFBot > *nextAction ); |
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virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction ); |
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virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); |
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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 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 "SniperAttack"; }; |
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private: |
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CountdownTimer m_lingerTimer; |
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bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const; |
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}; |
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#endif // TF_BOT_SNIPER_ATTACK_H
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