//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_get_ammo.h // Pick up any nearby ammo // Michael Booth, May 2009 #ifndef TF_BOT_GET_AMMO_H #define TF_BOT_GET_AMMO_H #include "tf_powerup.h" class CTFBotGetAmmo : public Action< CTFBot > { public: CTFBotGetAmmo( void ); static bool IsPossible( CTFBot *me ); // return true if this Action has what it needs to perform right now virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL ); 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 ShouldHurry( const INextBot *me ) const; // are we in a hurry? virtual const char *GetName( void ) const { return "GetAmmo"; }; private: PathFollower m_path; CHandle< CBaseEntity > m_ammo; bool m_isGoalDispenser; }; #endif // TF_BOT_GET_AMMO_H