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_sniper_lurk.h
// Move into position and wait for victims
// Michael Booth, October 2009
#ifndef TF_BOT_SNIPER_LURK_H
#define TF_BOT_SNIPER_LURK_H
#include "Path/NextBotPathFollow.h"
class CTFBotHint;
class CTFBotSniperLurk : public Action< CTFBot >
{
public:
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
// Snipers choose their targets a bit differently
virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
const CBaseCombatCharacter *subject,
const CKnownEntity *threat1,
const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual const char *GetName( void ) const { return "SniperLurk"; };
private:
CountdownTimer m_boredTimer;
CountdownTimer m_repathTimer;
PathFollower m_path;
int m_failCount;
Vector m_homePosition; // where we want to snipe from
bool m_isHomePositionValid;
bool m_isAtHome;
bool FindNewHome( CTFBot *me );
CountdownTimer m_findHomeTimer;
bool m_isOpportunistic;
CUtlVector< CHandle< CTFBotHint > > m_hintVector;
CHandle< CTFBotHint > m_priorHint;
bool FindHint( CTFBot *me );
};
#endif // TF_BOT_SNIPER_LURK_H