//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_spy_infiltrate.h // Move into position behind enemy lines and wait for victims // Michael Booth, June 2010 #ifndef TF_BOT_SPY_INFILTRATE_H #define TF_BOT_SPY_INFILTRATE_H #include "Path/NextBotPathFollow.h" class CTFBotSpyInfiltrate : public Action< CTFBot > { public: 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 EventDesiredResult< CTFBot > OnTerritoryCaptured( CTFBot *me, int territoryID ); virtual EventDesiredResult< CTFBot > OnTerritoryLost( CTFBot *me, int territoryID ); virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"? virtual const char *GetName( void ) const { return "SpyInfiltrate"; }; private: CountdownTimer m_repathTimer; PathFollower m_path; CTFNavArea *m_hideArea; bool FindHidingSpot( CTFBot *me ); CountdownTimer m_findHidingSpotTimer; CountdownTimer m_waitTimer; bool m_hasEnteredCombatZone; }; #endif // TF_BOT_SPY_INFILTRATE_H