//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_prepare_stickybomb_trap.h // Place stickybombs to create a deadly trap // Michael Booth, July 2010 #ifndef TF_BOT_PREPARE_STICKYBOMB_TRAP_H #define TF_BOT_PREPARE_STICKYBOMB_TRAP_H class CTFBotPrepareStickybombTrap : public Action< CTFBot > { public: CTFBotPrepareStickybombTrap( void ); virtual ~CTFBotPrepareStickybombTrap( ); static bool IsPossible( CTFBot *me ); // Return true if this Action has what it needs to perform right now 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 EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info ); virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"? virtual const char *GetName( void ) const { return "PrepareStickybombTrap"; }; struct BombTargetArea { CTFNavArea *m_area; int m_count; }; private: bool m_isFullReloadNeeded; CTFNavArea *m_myArea; CUtlVector< BombTargetArea > m_bombTargetAreaVector; void InitBombTargetAreas( CTFBot *me ); CountdownTimer m_launchWaitTimer; }; #endif // TF_BOT_PREPARE_STICKYBOMB_TRAP_H