//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_defend_point_block_capture.h // Move to and defend current point from capture // Michael Booth, February 2009 #ifndef TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H #define TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H class CTFBotDefendPointBlockCapture : 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 ShouldHurry( const INextBot *me ) const; // are we in a hurry? virtual QueryResultType ShouldRetreat( const INextBot *me ) const; virtual const char *GetName( void ) const { return "BlockCapture"; }; private: PathFollower m_path; CountdownTimer m_repathTimer; CTeamControlPoint *m_point; CTFNavArea *m_defenseArea; bool IsPointSafe( CTFBot *me ); }; #endif // TF_BOT_DEFEND_POINT_BLOCK_CAPTURE_H