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Copy pathPatrolBAIState.h
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54 lines (48 loc) · 1.43 KB
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/*
* Copyright 2010 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom 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 3 of the License, or
* (at your option) any later version.
*
* OpenXcom 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 OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OPENXCOM_PATROLBAISTATE_H
#define OPENXCOM_PATROLBAISTATE_H
#include "BattleAIState.h"
namespace OpenXcom
{
class SavedBattleGame;
class BattleUnit;
class BattlescapeState;
class Node;
/**
* This is the intial AI state of units, walking around and looking for intruders.
*/
class PatrolBAIState : public BattleAIState
{
protected:
Node *_fromNode, *_toNode;
public:
/// Creates a new BattleAIState linked to the game and a certain unit.
PatrolBAIState(SavedBattleGame *game, BattleUnit *unit, Node *node);
/// Cleans up the BattleAIState.
~PatrolBAIState();
/// Enters the state.
void enter();
/// Exits the state.
void exit();
/// Runs state functionality every AI cycle.
void think(BattleAction *action);
};
}
#endif