ReGameDLL_CS/regamedll/dlls/bot/cs_gamestate.cpp
s1lentq c77486dadd Get rid of spec-crosshair from gameplay. (Useless)
Reworked hookchain's: SetClientUserInfoName, GiveNamedItem
Added hookchain's: DropShield, MakeVIP, MakeBomber, GetIntoGame, Disappear, Radio, StartObserver, OnSpawnEquip
Refactoring
2016-12-07 02:28:33 +07:00

659 lines
14 KiB
C++

#include "precompiled.h"
CSGameState::CSGameState(CCSBot *owner)
{
m_owner = owner;
m_isRoundOver = false;
m_bombState = MOVING;
m_lastSawBomber.Invalidate();
m_lastSawLooseBomb.Invalidate();
m_validateInterval.Invalidate();
m_isPlantedBombPosKnown = false;
m_plantedBombsite = UNKNOWN;
m_bombsiteCount = 0;
m_bombsiteSearchIndex = 0;
for (int i = 0; i < MAX_HOSTAGES; ++i)
{
HostageInfo *info = &m_hostage[i];
info->hostage = NULL;
info->knownPos = Vector(0, 0, 0);
info->isValid = false;
info->isAlive = false;
info->isFree = true;
}
}
// Reset at round start
void CSGameState::Reset()
{
int i;
m_isRoundOver = false;
// bomb
m_bombState = MOVING;
m_lastSawBomber.Invalidate();
m_lastSawLooseBomb.Invalidate();
m_bombsiteCount = TheCSBots()->GetZoneCount();
m_isPlantedBombPosKnown = false;
m_plantedBombsite = UNKNOWN;
for (i = 0; i < m_bombsiteCount; ++i)
{
m_isBombsiteClear[i] = false;
m_bombsiteSearchOrder[i] = i;
}
// shuffle the bombsite search order
// allows T's to plant at random site, and TEAM_CT's to search in a random order
// NOTE: VS6 std::random_shuffle() doesn't work well with an array of two elements (most maps)
for (i = 0; i < m_bombsiteCount; ++i)
{
int swap = m_bombsiteSearchOrder[i];
int rnd = RANDOM_LONG(i, m_bombsiteCount - 1);
m_bombsiteSearchOrder[i] = m_bombsiteSearchOrder[rnd];
m_bombsiteSearchOrder[rnd] = swap;
}
m_bombsiteSearchIndex = 0;
InitializeHostageInfo();
}
// Update game state based on events we have received
void CSGameState::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
{
switch (event)
{
case EVENT_BOMB_PLANTED:
{
// change state - the event is announced to everyone
SetBombState(PLANTED);
// Terrorists always know where the bomb is
if (m_owner->m_iTeam == TERRORIST && other)
{
UpdatePlantedBomb(&other->pev->origin);
}
break;
}
case EVENT_BOMB_DEFUSED:
SetBombState(DEFUSED);
break;
case EVENT_BOMB_EXPLODED:
SetBombState(EXPLODED);
break;
case EVENT_ALL_HOSTAGES_RESCUED:
m_allHostagesRescued = true;
break;
case EVENT_TERRORISTS_WIN:
case EVENT_CTS_WIN:
case EVENT_ROUND_DRAW:
m_isRoundOver = true;
break;
default:
break;
}
}
// True if round has been won or lost (but not yet reset)
bool CSGameState::IsRoundOver() const
{
return m_isRoundOver;
}
void CSGameState::SetBombState(BombState state)
{
// if state changed, reset "last seen" timestamps
if (m_bombState != state)
{
m_bombState = state;
}
}
void CSGameState::UpdateLooseBomb(const Vector *pos)
{
m_looseBombPos = *pos;
m_lastSawLooseBomb.Reset();
// we saw the loose bomb, update our state
SetBombState(LOOSE);
}
float CSGameState::TimeSinceLastSawLooseBomb() const
{
return m_lastSawLooseBomb.GetElapsedTime();
}
bool CSGameState::IsLooseBombLocationKnown() const
{
if (m_bombState != LOOSE)
return false;
return (m_lastSawLooseBomb.HasStarted()) ? true : false;
}
void CSGameState::UpdateBomber(const Vector *pos)
{
m_bomberPos = *pos;
m_lastSawBomber.Reset();
// we saw the bomber, update our state
SetBombState(MOVING);
}
float CSGameState::TimeSinceLastSawBomber() const
{
return m_lastSawBomber.GetElapsedTime();
}
bool CSGameState::IsPlantedBombLocationKnown() const
{
if (m_bombState != PLANTED)
return false;
return m_isPlantedBombPosKnown;
}
// Return the zone index of the planted bombsite, or UNKNOWN
int CSGameState::GetPlantedBombsite() const
{
if (m_bombState != PLANTED)
return UNKNOWN;
return m_plantedBombsite;
}
// Return true if we are currently in the bombsite where the bomb is planted
bool CSGameState::IsAtPlantedBombsite() const
{
if (m_bombState != PLANTED)
return false;
const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(&m_owner->pev->origin);
if (zone != NULL)
{
return (m_plantedBombsite == zone->m_index);
}
return false;
}
// Return the zone index of the next bombsite to search
int CSGameState::GetNextBombsiteToSearch()
{
if (m_bombsiteCount <= 0)
return 0;
int i;
// return next non-cleared bombsite index
for (i = m_bombsiteSearchIndex; i < m_bombsiteCount; ++i)
{
int z = m_bombsiteSearchOrder[i];
if (!m_isBombsiteClear[z])
{
m_bombsiteSearchIndex = i;
return z;
}
}
// all the bombsites are clear, someone must have been mistaken - start search over
for (i = 0; i < m_bombsiteCount; ++i)
{
m_isBombsiteClear[i] = false;
}
m_bombsiteSearchIndex = 0;
return GetNextBombsiteToSearch();
}
// Returns position of bomb in its various states (moving, loose, planted),
// or NULL if we don't know where the bomb is
const Vector *CSGameState::GetBombPosition() const
{
switch (m_bombState)
{
case MOVING:
{
if (!m_lastSawBomber.HasStarted())
return NULL;
return &m_bomberPos;
}
case LOOSE:
{
if (IsLooseBombLocationKnown())
return &m_looseBombPos;
return NULL;
}
case PLANTED:
{
if (IsPlantedBombLocationKnown())
return &m_plantedBombPos;
return NULL;
}
}
return NULL;
}
// We see the planted bomb at 'pos'
void CSGameState::UpdatePlantedBomb(const Vector *pos)
{
const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone(pos);
if (zone == NULL)
{
CONSOLE_ECHO("ERROR: Bomb planted outside of a zone!\n");
m_plantedBombsite = UNKNOWN;
}
else
{
m_plantedBombsite = zone->m_index;
}
m_plantedBombPos = *pos;
m_isPlantedBombPosKnown = true;
SetBombState(PLANTED);
}
// Someone told us where the bomb is planted
void CSGameState::MarkBombsiteAsPlanted(int zoneIndex)
{
m_plantedBombsite = zoneIndex;
SetBombState(PLANTED);
}
// Someone told us a bombsite is clear
void CSGameState::ClearBombsite(int zoneIndex)
{
if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount)
m_isBombsiteClear[zoneIndex] = true;
}
bool CSGameState::IsBombsiteClear(int zoneIndex) const
{
if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount)
return m_isBombsiteClear[zoneIndex];
return false;
}
void CSGameState::InitializeHostageInfo()
{
m_hostageCount = 0;
m_allHostagesRescued = false;
m_haveSomeHostagesBeenTaken = false;
CBaseEntity *hostage = NULL;
while ((hostage = UTIL_FindEntityByClassname(hostage, "hostage_entity")))
{
if (m_hostageCount >= MAX_HOSTAGES)
break;
if (!hostage->IsAlive())
continue;
m_hostage[m_hostageCount].hostage = static_cast<CHostage *>(hostage);
m_hostage[m_hostageCount].knownPos = hostage->pev->origin;
m_hostage[m_hostageCount].isValid = true;
m_hostage[m_hostageCount].isAlive = true;
m_hostage[m_hostageCount].isFree = true;
++m_hostageCount;
}
}
// Return the closest free and live hostage
// If we are a CT this information is perfect.
// Otherwise, this is based on our individual memory of the game state.
// If NULL is returned, we don't think there are any hostages left, or we dont know where they are.
// NOTE: a T can remember a hostage who has died. knowPos will be filled in, but NULL will be
// returned, since CHostages get deleted when they die.
CHostage *CSGameState::GetNearestFreeHostage(Vector *knowPos) const
{
if (m_owner == NULL)
return NULL;
CNavArea *startArea = m_owner->GetLastKnownArea();
if (startArea == NULL)
return NULL;
CHostage *close = NULL;
const Vector *closePos = NULL;
float closeDistance = 9999999999.9f;
for (int i = 0; i < m_hostageCount; ++i)
{
CHostage *hostage = m_hostage[i].hostage;
const Vector *hostagePos = NULL;
if (m_owner->m_iTeam == CT)
{
// we know exactly where the hostages are, and if they are alive
if (!m_hostage[i].hostage || !m_hostage[i].hostage->IsAlive())
continue;
if (m_hostage[i].hostage->IsFollowingSomeone())
continue;
hostagePos = &hostage->pev->origin;
}
else
{
// use our memory of where we think the hostages are
if (m_hostage[i].isValid == false)
continue;
hostagePos = &m_hostage[i].knownPos;
}
CNavArea *hostageArea = TheNavAreaGrid.GetNearestNavArea(hostagePos);
if (hostageArea != NULL)
{
ShortestPathCost pc;
float travelDistance = NavAreaTravelDistance(startArea, hostageArea, pc);
if (travelDistance >= 0.0f && travelDistance < closeDistance)
{
closePos = hostagePos;
closeDistance = travelDistance;
close = hostage;
}
}
}
// return where we think the hostage is
if (knowPos != NULL && closePos != NULL)
{
knowPos = const_cast<Vector *>(closePos);
}
return close;
}
// Return the location of a "free" hostage, or NULL if we dont know of any
const Vector *CSGameState::GetRandomFreeHostagePosition()
{
// TODO: use static?
const Vector *freePos[MAX_HOSTAGES];
int freeCount = 0;
if (m_owner == NULL)
return NULL;
for (int i = 0; i < m_hostageCount; ++i)
{
const HostageInfo *info = &m_hostage[i];
const Vector *hostagePos = NULL;
if (m_owner->m_iTeam == CT)
{
// we know exactly where the hostages are, and if they are alive
if (!info->hostage || !info->hostage->IsAlive())
continue;
// escorted hostages are not "free"
if (info->hostage->IsFollowingSomeone())
continue;
freePos[ freeCount++ ] = &info->hostage->pev->origin;
}
else
{
// use our memory of where we think the hostages are
if (info->isValid == false)
continue;
freePos[ freeCount++ ] = &info->knownPos;
}
}
if (freeCount)
{
return freePos[RANDOM_LONG(0, freeCount - 1)];
}
return NULL;
}
// If we can see any of the positions where we think a hostage is, validate it
// Return status of any changes (a hostage died or was moved)
CSGameState::ValidateStatusType CSGameState::ValidateHostagePositions()
{
// limit how often we validate
if (!m_validateInterval.IsElapsed())
return NO_CHANGE;
const float validateInterval = 0.5f;
m_validateInterval.Start(validateInterval);
// check the status of hostages
ValidateStatusType status = NO_CHANGE;
int i;
int startValidCount = 0;
for (i = 0; i < m_hostageCount; ++i)
{
if (m_hostage[i].isValid)
++startValidCount;
}
for (i = 0; i < m_hostageCount; ++i)
{
HostageInfo *info = &m_hostage[i];
if (!info->hostage)
continue;
// if we can see a hostage, update our knowledge of it
if (m_owner->IsVisible(&info->hostage->pev->origin, CHECK_FOV))
{
if (info->hostage->IsAlive())
{
// live hostage
// if hostage is being escorted by a CT, we don't "see" it, we see the CT
if (info->hostage->IsFollowingSomeone())
{
info->isValid = false;
}
else
{
info->knownPos = info->hostage->pev->origin;
info->isValid = true;
}
}
else
{
// dead hostage
// if we thought it was alive, this is news to us
if (info->isAlive)
status |= HOSTAGE_DIED;
info->isAlive = false;
info->isValid = false;
}
continue;
}
// if we dont know where this hostage is, nothing to validate
if (!info->isValid)
continue;
// can't directly see this hostage
// check line of sight to where we think this hostage is, to see if we noticed that is has moved
if (m_owner->IsVisible(&info->knownPos, CHECK_FOV))
{
// we can see where we thought the hostage was - verify it is still there and alive
if (!info->hostage->IsAlive())
{
// since we have line of sight to an invalid hostage, it must be dead
// discovered that hostage has been killed
status |= HOSTAGE_DIED;
info->isAlive = false;
info->isValid = false;
continue;
}
if (info->hostage->IsFollowingSomeone())
{
// discovered the hostage has been taken
status |= HOSTAGE_GONE;
info->isValid = false;
continue;
}
const float tolerance = 50.0f;
if ((info->hostage->pev->origin - info->knownPos).IsLengthGreaterThan(tolerance))
{
// discovered that hostage has been moved
status |= HOSTAGE_GONE;
info->isValid = false;
continue;
}
}
}
int endValidCount = 0;
for (i = 0; i < m_hostageCount; ++i)
{
if (m_hostage[i].isValid)
++endValidCount;
}
if (endValidCount == 0 && startValidCount > 0)
{
// we discovered all the hostages are gone
status &= ~HOSTAGE_GONE;
status |= HOSTAGES_ALL_GONE;
}
return status;
}
// Return the nearest visible free hostage
// Since we can actually see any hostage we return, we know its actual position
CHostage *CSGameState::GetNearestVisibleFreeHostage() const
{
CHostage *close = NULL;
float closeRangeSq = 999999999.9f;
float rangeSq;
Vector pos;
for (int i = 0; i < m_hostageCount; ++i)
{
const HostageInfo *info = &m_hostage[i];
if (!info->hostage)
continue;
// if the hostage is dead or rescued, its not free
if (!info->hostage->IsAlive())
continue;
// if this hostage is following someone, its not free
if (info->hostage->IsFollowingSomeone())
continue;
// TODO: Use travel distance here
pos = info->hostage->pev->origin + Vector(0, 0, HumanHeight * 0.75f);
rangeSq = (pos - m_owner->pev->origin).LengthSquared();
if (rangeSq < closeRangeSq)
{
if (!m_owner->IsVisible(&pos))
continue;
close = info->hostage;
closeRangeSq = rangeSq;
}
}
return close;
}
// Return true if there are no free hostages
bool CSGameState::AreAllHostagesBeingRescued() const
{
// if the hostages have all been rescued, they are not being rescued any longer
if (m_allHostagesRescued)
return false;
bool isAllDead = true;
for (int i = 0; i < m_hostageCount; ++i)
{
const HostageInfo *info = &m_hostage[i];
if (m_owner->m_iTeam == CT)
{
// CT's have perfect knowledge via their radar
if (info->hostage && info->hostage->IsAlive())
{
if (!info->hostage->IsFollowingSomeone())
return false;
isAllDead = false;
}
}
else
{
if (info->isValid && info->isAlive)
return false;
if (info->isAlive)
isAllDead = false;
}
}
// if all of the remaining hostages are dead, they arent being rescued
if (isAllDead)
return false;
return true;
}
// All hostages have been rescued or are dead
bool CSGameState::AreAllHostagesGone() const
{
if (m_allHostagesRescued)
return true;
// do we know that all the hostages are dead
for (int i = 0; i < m_hostageCount; ++i)
{
const HostageInfo *info = &m_hostage[i];
if (m_owner->m_iTeam == CT)
{
// CT's have perfect knowledge via their radar
if (info->hostage->IsAlive())
return false;
}
else
{
if (info->isValid && info->isAlive)
return false;
}
}
return true;
}
// Someone told us all the hostages are gone
void CSGameState::AllHostagesGone()
{
for (int i = 0; i < m_hostageCount; ++i)
m_hostage[i].isValid = false;
}