source-engine/game/server/swarm/asw_ai_behavior_shield.h
2023-10-03 17:23:56 +03:00

95 lines
2.4 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: blah blah blah
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_SHIELD_H
#define ASW_AI_BEHAVIOR_SHIELD_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_ShieldBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_ShieldBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_ShieldBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_SHIELD; }
static const char *GetClassName() { return "behavior_shield"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Shield"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual void Init( );
virtual bool CanSelectSchedule( );
virtual void GatherConditions( );
virtual void GatherConditionsNotActive( );
virtual void BeginScheduleSelection( );
virtual void EndScheduleSelection( );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int SelectSchedule( );
virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
// virtual bool GetBehaviorParam( BehaviorParam_t eParam, bool &bResult );
enum
{
SCHED_SHIELD_PREPARE = BaseClass::NEXT_SCHEDULE,
SCHED_SHIELD_MAINTAIN,
SCHED_SHIELD_LOWER,
NEXT_SCHEDULE,
TASK_SHIELD_RAISE = BaseClass::NEXT_TASK,
TASK_SHIELD_MAINTAIN,
TASK_SHIELD_MAINTAIN_FLIP,
TASK_SHIELD_LOWER,
NEXT_TASK,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
private:
float m_flDistance;
float m_flMaxFrozenTime;
float m_flSFrozenDownTime;
CUtlSymbol m_FrozenParm;
float m_flFrozenTimeReductionMultiplier;
float m_flFrozenTimeExpansionMultiplier;
bool m_bShieldLowering;
bool m_bBeganFrozen;
float m_flStartFrozenTime;
float m_flEndFrozenTime;
float m_flStartDownTime;
bool m_bReachedFrozenLimit;
Activity m_TurningGesture;
EHANDLE m_Freezer;
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_SHIELD_H