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_generator.h
// Entity to spawn a collection of TFBots
// Michael Booth, September 2009
#ifndef TF_BOT_GENERATOR_H
#define TF_BOT_GENERATOR_H
#include "bot/tf_bot.h"
class CTFBotGenerator : public CPointEntity
{
public:
DECLARE_CLASS( CTFBotGenerator, CPointEntity );
DECLARE_DATADESC();
CTFBotGenerator( void );
virtual ~CTFBotGenerator() { }
virtual void Activate();
void GeneratorThink( void );
void SpawnBot( void );
// Input.
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputSetSuppressFire( inputdata_t &inputdata );
void InputSetDisableDodge( inputdata_t &inputdata );
void InputSetDifficulty( inputdata_t &inputdata );
void InputCommandGotoActionPoint( inputdata_t &inputdata );
void InputSetAttentionFocus( inputdata_t &inputdata );
void InputClearAttentionFocus( inputdata_t &inputdata );
void InputSpawnBot( inputdata_t &inputdata );
void InputRemoveBots( inputdata_t &inputdata );
// Output
void OnBotKilled( CTFBot *pBot );
private:
bool m_bBotChoosesClass;
bool m_bSuppressFire;
bool m_bDisableDodge;
bool m_bUseTeamSpawnpoint;
bool m_bRetainBuildings;
bool m_bExpended;
int m_iOnDeathAction;
int m_spawnCount;
int m_spawnCountRemaining;
int m_maxActiveCount;
float m_spawnInterval;
string_t m_className;
string_t m_teamName;
string_t m_actionPointName;
string_t m_initialCommand;
CHandle< CBaseEntity > m_moveGoal;
int m_difficulty;
bool m_bSpawnOnlyWhenTriggered;
bool m_bEnabled;
COutputEvent m_onSpawned;
COutputEvent m_onExpended;
COutputEvent m_onBotKilled;
CUtlVector< CHandle< CTFBot > > m_spawnedBotVector;
};
//---------------------------------------------------------------
//
// Bot generator may have one of these as an argument, which
// means "tell the bot I created to move here and do what this node says".
// Things like "stay here", "move to <next task point>", "face towards <X>", "shoot at <Y>", etc
//
class CTFBotActionPoint : public CPointEntity
{
DECLARE_CLASS( CTFBotActionPoint, CPointEntity );
public:
DECLARE_DATADESC();
CTFBotActionPoint( void );
virtual ~CTFBotActionPoint() { }
virtual void Activate();
bool IsWithinRange( CBaseEntity *entity );
void ReachedActionPoint( CTFBot* pBot );
CHandle< CBaseEntity > m_moveGoal;
// reflected
float m_stayTime;
float m_desiredDistance;
string_t m_nextActionPointName;
string_t m_command;
COutputEvent m_onReachedActionPoint;
};
#endif // TF_BOT_GENERATOR_H