//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_guard_area.h // Defend an area against intruders // Michael Booth, October 2009 #ifdef TF_RAID_MODE #ifndef TF_BOT_GUARD_AREA_H #define TF_BOT_GUARD_AREA_H #include "Path/NextBotChasePath.h" class CTFBotGuardArea : public Action< CTFBot > { public: virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); 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 ShouldRetreat( const INextBot *me ) const; // is it time to retreat? virtual EventDesiredResult< CTFBot > OnCommandApproach( CTFBot *me, const Vector &pos, float range ); virtual const char *GetName( void ) const { return "GuardArea"; }; private: ChasePath m_chasePath; PathFollower m_pathToPoint; PathFollower m_pathToVantageArea; CountdownTimer m_vocalizeTimer; CountdownTimer m_repathTimer; }; #endif // TF_RAID_MODE #endif // TF_BOT_GUARD_AREA_H