Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Deal intelligently with an enemy that we're afraid of
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BEHAVIOR_FEAR_H
#define AI_BEHAVIOR_FEAR_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_behavior.h"
class CAI_FearBehavior : public CAI_SimpleBehavior { DECLARE_CLASS( CAI_FearBehavior, CAI_SimpleBehavior );
public: CAI_FearBehavior(); void Precache( void ); virtual const char *GetName() { return "Fear"; }
virtual bool CanSelectSchedule(); void GatherConditions(); virtual void BeginScheduleSelection(); virtual void EndScheduleSelection();
void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask );
//void BuildScheduleTestBits();
//int TranslateSchedule( int scheduleType );
//void OnStartSchedule( int scheduleType );
//void InitializeBehavior();
bool EnemyDislikesMe(); void MarkAsUnsafe(); bool IsInASafePlace(); void SpoilSafePlace(); void ReleaseAllHints();
CAI_Hint *FindFearWithdrawalDest(); void BuildScheduleTestBits(); int TranslateSchedule( int scheduleType );
enum { SCHED_FEAR_MOVE_TO_SAFE_PLACE = BaseClass::NEXT_SCHEDULE, SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY, SCHED_FEAR_STAY_IN_SAFE_PLACE, NEXT_SCHEDULE,
TASK_FEAR_GET_PATH_TO_SAFETY_HINT = BaseClass::NEXT_TASK, TASK_FEAR_WAIT_FOR_SAFETY, TASK_FEAR_IN_SAFE_PLACE, NEXT_TASK,
COND_FEAR_ENEMY_CLOSE = BaseClass::NEXT_CONDITION, // within 30 feet
COND_FEAR_ENEMY_TOO_CLOSE, // within 5 feet
COND_FEAR_SEPARATED_FROM_PLAYER, NEXT_CONDITION, };
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
public:
private: virtual int SelectSchedule();
float m_flTimeToSafety; float m_flTimePlayerLastVisible; float m_flDeferUntil;
CAI_MoveMonitor m_SafePlaceMoveMonitor; CHandle<CAI_Hint> m_hSafePlaceHint; CHandle<CAI_Hint> m_hMovingToHint;
DECLARE_DATADESC(); };
#endif // AI_BEHAVIOR_FEAR_H
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