//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_defend_point.h // Move to and defend current point from capture // Michael Booth, February 2009 #ifndef TF_BOT_DEFEND_POINT_H #define TF_BOT_DEFEND_POINT_H #include "Path/NextBotPathFollow.h" #include "Path/NextBotChasePath.h" class CTFBotDefendPoint : 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 > 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 EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID ); virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID ); virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID ); virtual const char *GetName( void ) const { return "DefendPoint"; }; private: PathFollower m_path; // for moving to a defense position ChasePath m_chasePath; // for chasing enemies CountdownTimer m_repathTimer; CountdownTimer m_lookAroundTimer; CountdownTimer m_idleTimer; CTFNavArea *m_defenseArea; CTFNavArea *SelectAreaToDefendFrom( CTFBot *me ); bool IsPointThreatened( CTFBot *me ); bool WillBlockCapture( CTFBot *me ) const; bool m_isAllowedToRoam; }; #endif // TF_BOT_DEFEND_POINT_H