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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_spy_hide.h
// Move to a hiding spot
// Michael Booth, September 2011
#ifndef TF_BOT_SPY_HIDE
#define TF_BOT_SPY_HIDE
#include "Path/NextBotPathFollow.h"
class CTFBotSpyHide : public Action< CTFBot >
{
public:
CTFBotSpyHide( CTFPlayer *victim = NULL );
virtual ~CTFBotSpyHide() { }
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 EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual const char *GetName( void ) const { return "SpyHide"; };
private:
CHandle< CTFPlayer > m_initialVictim;
HidingSpot *m_hidingSpot;
bool FindHidingSpot( CTFBot *me );
CountdownTimer m_findTimer;
PathFollower m_path;
CountdownTimer m_repathTimer;
bool m_isAtGoal;
float m_incursionThreshold;
CountdownTimer m_talkTimer;
};
#endif // TF_BOT_SPY_HIDE
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