//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_capture_point.h // Move to and try to capture the next point // Michael Booth, February 2009 #ifndef TF_BOT_CAPTURE_POINT_H #define TF_BOT_CAPTURE_POINT_H #include "Path/NextBotPathFollow.h" class CTFBotCapturePoint : public Action< CTFBot > { public: virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); 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 EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID ); virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID ); virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID ); virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? virtual const char *GetName( void ) const { return "CapturePoint"; }; private: PathFollower m_path; CountdownTimer m_repathTimer; }; #endif // TF_BOT_CAPTURE_POINT_H