//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: blah blah blah // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef ASW_AI_BEHAVIOR_SLEEP_H #define ASW_AI_BEHAVIOR_SLEEP_H #ifdef _WIN32 #pragma once #endif #include "asw_ai_behavior.h" class CAI_ASW_SleepBehavior : public CAI_ASW_Behavior { DECLARE_CLASS( CAI_ASW_SleepBehavior, CAI_ASW_Behavior ); public: CAI_ASW_SleepBehavior( ); virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_SLEEP; } static const char *GetClassName() { return "behavior_sleep"; } virtual const char *GetClassNameV() { return GetClassName(); } virtual const char *GetName() { return "Sleep"; } virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual void Precache( void ); virtual void Init( ); virtual bool CanSelectSchedule( ); virtual void GatherConditions( ); virtual void GatherConditionsNotActive( ); virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm ); virtual void StartTask( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask ); virtual int SelectSchedule( ); void ClearBurrowPoint( const Vector &origin ); void Unburrow( void ); enum { SCHED_SLEEP_SNORING = BaseClass::NEXT_SCHEDULE, SCHED_SLEEP_UNBURROW, NEXT_SCHEDULE, TASK_SLEEP_WAIT_UNTIL_AWAKENED = BaseClass::NEXT_TASK, TASK_SLEEP_UNBURROW, NEXT_TASK, }; DEFINE_CUSTOM_SCHEDULE_PROVIDER; protected: virtual void GatherCommonConditions( ); private: bool m_bAwakened; DECLARE_DATADESC(); }; #endif // ASW_AI_BEHAVIOR_SLEEP_H