//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_move_to_vantage_point.h // Move to a position where at least one enemy is visible // Michael Booth, November 2009 #ifndef TF_BOT_MOVE_TO_VANTAGE_POINT_H #define TF_BOT_MOVE_TO_VANTAGE_POINT_H #include "Path/NextBotChasePath.h" class CTFBotMoveToVantagePoint : public Action< CTFBot > { public: CTFBotMoveToVantagePoint( float maxTravelDistance = 2000.0f ); virtual ~CTFBotMoveToVantagePoint() { } 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 const char *GetName( void ) const { return "MoveToVantagePoint"; }; private: float m_maxTravelDistance; PathFollower m_path; CountdownTimer m_repathTimer; CTFNavArea *m_vantageArea; }; #endif // TF_BOT_MOVE_TO_VANTAGE_POINT_H