//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_seek_and_destroy.h // Roam the environment, attacking victims // Michael Booth, January 2010 #ifndef TF_BOT_SEEK_AND_DESTROY_H #define TF_BOT_SEEK_AND_DESTROY_H #include "Path/NextBotChasePath.h" // // Roam around the map attacking enemies // class CTFBotSeekAndDestroy : public Action< CTFBot > { public: CTFBotSeekAndDestroy( float duration = -1.0f ); virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); 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 QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? virtual EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID ); virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID ); virtual EventDesiredResult< CTFBot > OnTerritoryContested( CTFBot *me, int territoryID ); virtual const char *GetName( void ) const { return "SeekAndDestroy"; }; private: CTFNavArea *m_goalArea; CTFNavArea *ChooseGoalArea( CTFBot *me ); bool m_isPointLocked; PathFollower m_path; CountdownTimer m_repathTimer; void RecomputeSeekPath( CTFBot *me ); CountdownTimer m_giveUpTimer; }; #endif // TF_BOT_SEEK_AND_DESTROY_H