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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_seek_and_destroy.h
// Roam the environment, attacking victims
// Michael Booth, January 2010
#ifndef TF_BOT_SEEK_AND_DESTROY_H
#define TF_BOT_SEEK_AND_DESTROY_H
#include "Path/NextBotChasePath.h"
//
// Roam around the map attacking enemies
//
class CTFBotSeekAndDestroy : public Action< CTFBot >
{
public:
CTFBotSeekAndDestroy( float duration = -1.0f );
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 > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
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 EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID );
virtual EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID );
virtual const char *GetName( void ) const { return "SeekAndDestroy"; };
private:
CTFNavArea *m_goalArea;
CTFNavArea *ChooseGoalArea( CTFBot *me );
bool m_isPointLocked;
PathFollower m_path;
CountdownTimer m_repathTimer;
void RecomputeSeekPath( CTFBot *me );
CountdownTimer m_giveUpTimer;
};
#endif // TF_BOT_SEEK_AND_DESTROY_H
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