//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_spy_sap.h // Sap nearby enemy buildings // Michael Booth, June 2010 #ifndef TF_BOT_SPY_SAP_H #define TF_BOT_SPY_SAP_H #include "Path/NextBotPathFollow.h" class CTFBotSpySap : public Action< CTFBot > { public: CTFBotSpySap( CBaseObject *sapTarget ); virtual ~CTFBotSpySap() { } virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction ); virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction ); virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me ); virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"? virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? virtual QueryResultType IsHindrance( const INextBot *me, CBaseEntity *blocker ) const; // use this to signal the enemy we are focusing on, so we dont avoid them virtual const char *GetName( void ) const { return "SpySap"; }; private: CHandle< CBaseObject > m_sapTarget; CountdownTimer m_repathTimer; PathFollower m_path; CBaseObject *GetNearestKnownSappableTarget( CTFBot *me ); bool AreAllDangerousSentriesSapped( CTFBot *me ) const; }; #endif // TF_BOT_SPY_SAP_H