/* * * 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" // Move to the bomb on the floor and pick it up void FetchBombState::OnEnter(CCSBot *me) { me->DestroyPath(); } // Move to the bomb on the floor and pick it up void FetchBombState::OnUpdate(CCSBot *me) { if (me->IsCarryingBomb()) { me->PrintIfWatched("I picked up the bomb\n"); me->Idle(); return; } CBaseEntity *pBomb = TheCSBots()->GetLooseBomb(); if (pBomb) { if (!me->HasPath()) { // build a path to the bomb if (me->ComputePath(TheNavAreaGrid.GetNavArea(&pBomb->pev->origin), &pBomb->pev->origin, SAFEST_ROUTE) == false) { me->PrintIfWatched("Fetch bomb pathfind failed\n"); // go Hunt instead of Idle to prevent continuous re-pathing to inaccessible bomb me->Hunt(); //return; } } } else { // someone picked up the bomb me->PrintIfWatched("Bomb not loose\n"); me->Idle(); return; } // look around me->UpdateLookAround(); if (me->UpdatePathMovement() != CCSBot::PROGRESSING) me->Idle(); }