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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_sniper_attack.h
// Attack a threat as a Sniper
// Michael Booth, February 2009
#ifndef TF_BOT_SNIPER_ATTACK_H
#define TF_BOT_SNIPER_ATTACK_H
#include "Path/NextBotChasePath.h"
class CTFBotSniperAttack : 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 );
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 );
virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at
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 "SniperAttack"; };
private:
CountdownTimer m_lingerTimer;
bool IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const;
};
#endif // TF_BOT_SNIPER_ATTACK_H
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