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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_tactical_monitor.h
// Behavior layer that interrupts for ammo/health/retreat/etc
// Michael Booth, June 2009
#ifndef TF_BOT_TACTICAL_MONITOR_H
#define TF_BOT_TACTICAL_MONITOR_H
class CObjectTeleporter;
class CTFBotTacticalMonitor : public Action< CTFBot >
{
public:
virtual Action< CTFBot > *InitialContainedAction( CTFBot *me );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual EventDesiredResult< CTFBot > OnNavAreaChanged( CTFBot *me, CNavArea *newArea, CNavArea *oldArea );
virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
// @note Tom Bui: Currently used for the training stuff, but once we get that interface down, we will turn that
// into a proper API
virtual EventDesiredResult< CTFBot > OnCommandString( CTFBot *me, const char *command );
virtual const char *GetName( void ) const { return "TacticalMonitor"; }
private:
CountdownTimer m_maintainTimer;
CountdownTimer m_acknowledgeAttentionTimer;
CountdownTimer m_acknowledgeRetryTimer;
CountdownTimer m_attentionTimer;
CountdownTimer m_stickyBombCheckTimer;
void MonitorArmedStickyBombs( CTFBot *me );
bool ShouldOpportunisticallyTeleport( CTFBot *me ) const;
CObjectTeleporter *FindNearbyTeleporter( CTFBot *me );
CountdownTimer m_findTeleporterTimer;
void AvoidBumpingEnemies( CTFBot *me );
};
#endif // TF_BOT_TACTICAL_MONITOR_H
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