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

92 lines
2.3 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: blah blah blah
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_HEAL_OTHER_H
#define ASW_AI_BEHAVIOR_HEAL_OTHER_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_HealOtherBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_HealOtherBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_HealOtherBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_HEAL_OTHER; }
static const char *GetClassName() { return "behavior_heal_other"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Heal Other"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual bool CanSelectSchedule( );
virtual void GatherConditions( );
virtual void GatherConditionsNotActive( );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int SelectSchedule( );
CBaseEntity *GetCurrentHealTarget();
enum
{
SCHED_HEAL_OTHER_MOVE_TO_CANDIDATE = BaseClass::NEXT_SCHEDULE,
SCHED_HEAL_WAIT,
NEXT_SCHEDULE,
TASK_HEAL_OTHER_FIND_TARGET = BaseClass::NEXT_TASK,
TASK_HEAL_OTHER_MOVE_TO_TARGET,
TASK_HEAL_OTHER_DO_HEAL,
NEXT_TASK,
COND_HEAL_OTHER_NOT_HAS_TARGET = BaseClass::NEXT_CONDITION,
// COND_HEAL_OTHER_HAS_TARGET,
COND_HEAL_OTHER_HAS_FULL_HEALTH,
COND_HEAL_OTHER_TARGET_CHANGED,
COND_HEAL_OTHER_TARGET_IN_RANGE,
COND_HEAL_OTHER_NOT_TARGET_IN_RANGE,
NEXT_CONDITION,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
float m_flHealAmount;
protected:
virtual void GatherCommonConditions( );
private:
EHANDLE m_hHealTargetEnt; // the entity that the npc is trying to heal
float m_flHealDistance;
float m_flApproachDistance;
float m_flHealConsiderationDistance;
float m_flHealConsiderationDistanceSquared;
float m_flDeferUntil;
bool m_bIsHealing;
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_HEAL_OTHER_H