/*
*
*   This program is free software; you can redistribute it and/or modify it
*   under the terms of the GNU General Public License as published by the
*   Free Software Foundation; either version 2 of the License, or (at
*   your option) any later version.
*
*   This program is distributed in the hope that it will be useful, but
*   WITHOUT ANY WARRANTY; without even the implied warranty of
*   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
*   General Public License for more details.
*
*   You should have received a copy of the GNU General Public License
*   along with this program; if not, write to the Free Software Foundation,
*   Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*
*   In addition, as a special exception, the author gives permission to
*   link the code of this program with the Half-Life Game Engine ("HL
*   Engine") and Modified Game Libraries ("MODs") developed by Valve,
*   L.L.C ("Valve").  You must obey the GNU General Public License in all
*   respects for all of the code used other than the HL Engine and MODs
*   from Valve.  If you modify this file, you may extend this exception
*   to your version of the file, but you are not obligated to do so.  If
*   you do not wish to do so, delete this exception statement from your
*   version.
*
*/

#include "precompiled.h"

// Face the entity and "use" it
// NOTE: This state assumes we are standing in range of the entity to be used, with no obstructions.
void UseEntityState::OnEnter(CCSBot *me)
{
	;
}

void UseEntityState::OnUpdate(CCSBot *me)
{
	// in the very rare situation where two or more bots "used" a hostage at the same time,
	// one bot will fail and needs to time out of this state
	const float useTimeout = 5.0f;
	if (me->GetStateTimestamp() - gpGlobals->time > useTimeout)
	{
		me->Idle();
		return;
	}

	// look at the entity
	Vector pos = m_entity->pev->origin + Vector(0, 0, HumanHeight * 0.5f);
	me->SetLookAt("Use entity", &pos, PRIORITY_HIGH);

	// if we are looking at the entity, "use" it and exit
	if (me->IsLookingAtPosition(&pos))
	{
		if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES
			&& me->m_iTeam == CT
			&& me->GetTask() == CCSBot::COLLECT_HOSTAGES)
		{
			// we are collecting a hostage, assume we were successful - the update check will correct us if we weren't
			me->IncreaseHostageEscortCount();
		}

		me->UseEnvironment();
		me->Idle();
	}
}

void UseEntityState::OnExit(CCSBot *me)
{
	me->ClearLookAt();
	me->ResetStuckMonitor();
}