//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_wander.h // Wanderering/idle enemies for Squad Co-op mode // Michael Booth, October 2009 #ifndef TF_BOT_WANDER_H #define TF_BOT_WANDER_H #ifdef TF_RAID_MODE //----------------------------------------------------------------------------- class CTFBotWander : public Action< CTFBot > { public: CTFBotWander( void ); 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 > OnInjured( CTFBot *me, const CTakeDamageInfo &info ); virtual EventDesiredResult< CTFBot > OnOtherKilled( CTFBot *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ); virtual EventDesiredResult< CTFBot > OnCommandAttack( CTFBot *me, CBaseEntity *victim ); virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? virtual const char *GetName( void ) const { return "Wander"; }; private: CountdownTimer m_visionTimer; CountdownTimer m_vocalizeTimer; }; inline QueryResultType CTFBotWander::ShouldHurry( const INextBot *me ) const { return ANSWER_YES; } inline QueryResultType CTFBotWander::ShouldRetreat( const INextBot *me ) const { return ANSWER_NO; } #endif TF_RAID_MODE #endif // TF_BOT_WANDER_H