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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
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