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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_destroy_enemy_sentry.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/server/tf/bot/behavior/tf_bot_destroy_enemy_sentry.h')
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diff --git a/game/server/tf/bot/behavior/tf_bot_destroy_enemy_sentry.h b/game/server/tf/bot/behavior/tf_bot_destroy_enemy_sentry.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_destroy_enemy_sentry.h
+// Destroy an enemy sentry gun
+// Michael Booth, June 2010
+
+#ifndef TF_BOT_DESTROY_ENEMY_SENTRY_H
+#define TF_BOT_DESTROY_ENEMY_SENTRY_H
+
+#include "Path/NextBotChasePath.h"
+
+//---------------------------------------------------------------------------------
+class CTFBotDestroyEnemySentry : public Action< CTFBot >
+{
+public:
+ static bool IsPossible( CTFBot *me ); // return true if this Action has what it needs to perform right now
+
+ virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
+ virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
+
+ virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
+
+ virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
+ virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
+ virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
+
+ virtual const char *GetName( void ) const { return "DestroyEnemySentry"; };
+
+private:
+ PathFollower m_path;
+ CountdownTimer m_repathTimer;
+
+ bool m_canMove;
+
+#ifdef TF_CREEP_MODE
+ CountdownTimer m_creepTimer;
+#endif
+
+ Vector m_safeAttackSpot;
+ bool m_hasSafeAttackSpot;
+ void ComputeSafeAttackSpot( CTFBot *me );
+ void ComputeCornerAttackSpot( CTFBot *me );
+
+ bool m_isAttackingSentry;
+ bool m_wasUber;
+
+ ActionResult< CTFBot > EquipLongRangeWeapon( CTFBot *me );
+
+ CHandle< CObjectSentrygun > m_targetSentry;
+};
+
+
+//---------------------------------------------------------------------------------
+class CTFBotUberAttackEnemySentry : public Action< CTFBot >
+{
+public:
+ CTFBotUberAttackEnemySentry( CObjectSentrygun *sentryTarget );
+ virtual ~CTFBotUberAttackEnemySentry() { }
+
+ 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 QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
+ virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
+ virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
+
+ virtual const char *GetName( void ) const { return "UberAttackEnemySentry"; };
+
+private:
+ bool m_wasIgnoringEnemies;
+
+ PathFollower m_path;
+ CountdownTimer m_repathTimer;
+
+ CHandle< CObjectSentrygun > m_targetSentry;
+};
+
+
+#endif // TF_BOT_DESTROY_ENEMY_SENTRY_H