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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/bot/behavior/sniper/tf_bot_sniper_lurk.h
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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