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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/tf_bot_behavior.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_behavior.h
+// Team Fortress NextBot behaviors
+// Michael Booth, February 2009
+
+#ifndef TF_BOT_BEHAVIOR_H
+#define TF_BOT_BEHAVIOR_H
+
+#include "Path/NextBotPathFollow.h"
+
+class CTFBotMainAction : public Action< CTFBot >
+{
+public:
+ virtual Action< CTFBot > *InitialContainedAction( CTFBot *me );
+
+ virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
+ virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
+
+ virtual EventDesiredResult< CTFBot > OnKilled( CTFBot *me, const CTakeDamageInfo &info );
+ virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
+ virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
+ virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
+
+ virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
+
+ virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const;
+ virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
+ virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
+
+ virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at
+ virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const;
+
+ 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 const char *GetName( void ) const { return "MainAction"; };
+
+private:
+ CountdownTimer m_reloadTimer;
+ mutable CountdownTimer m_aimAdjustTimer;
+ mutable float m_aimErrorRadius;
+ mutable float m_aimErrorAngle;
+
+ float m_yawRate;
+ float m_priorYaw;
+ IntervalTimer m_steadyTimer;
+
+ int m_nextDisguise;
+
+ bool m_isWaitingForFullReload;
+
+ void FireWeaponAtEnemy( CTFBot *me );
+
+ CHandle< CBaseEntity > m_lastTouch;
+ float m_lastTouchTime;
+
+ bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const;
+ const CKnownEntity *SelectCloserThreat( CTFBot *me, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const;
+ const CKnownEntity *GetHealerOfThreat( const CKnownEntity *threat ) const;
+
+ const CKnownEntity *SelectMoreDangerousThreatInternal( const INextBot *me,
+ const CBaseCombatCharacter *subject,
+ const CKnownEntity *threat1,
+ const CKnownEntity *threat2 ) const;
+
+
+ void Dodge( CTFBot *me );
+
+ IntervalTimer m_undergroundTimer;
+};
+
+
+
+#endif // TF_BOT_BEHAVIOR_H