mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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146 lines
5.9 KiB
C++
146 lines
5.9 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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class CCSBot;
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// This class represents the game state as known by a particular bot
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class CSGameState
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{
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public:
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CSGameState() {};
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CSGameState(CCSBot *owner);
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void Reset();
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void OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); // Event handling
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bool IsRoundOver() const; // true if round has been won or lost (but not yet reset)
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// bomb defuse scenario
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enum BombState
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{
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MOVING, // being carried by a Terrorist
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LOOSE, // loose on the ground somewhere
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PLANTED, // planted and ticking
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DEFUSED, // the bomb has been defused
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EXPLODED, // the bomb has exploded
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};
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bool IsBombMoving() const { return (m_bombState == MOVING); }
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bool IsBombLoose() const { return (m_bombState == LOOSE); }
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bool IsBombPlanted() const { return (m_bombState == PLANTED); }
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bool IsBombDefused() const { return (m_bombState == DEFUSED); }
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bool IsBombExploded() const { return (m_bombState == EXPLODED); }
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void UpdateLooseBomb(const Vector *pos); // we see the loose bomb
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float TimeSinceLastSawLooseBomb() const; // how long has is been since we saw the loose bomb
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bool IsLooseBombLocationKnown() const; // do we know where the loose bomb is
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void UpdateBomber(const Vector *pos); // we see the bomber
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float TimeSinceLastSawBomber() const; // how long has is been since we saw the bomber
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void UpdatePlantedBomb(const Vector *pos); // we see the planted bomb
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bool IsPlantedBombLocationKnown() const; // do we know where the bomb was planted
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void MarkBombsiteAsPlanted(int zoneIndex); // mark bombsite as the location of the planted bomb
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enum { UNKNOWN = -1 };
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int GetPlantedBombsite() const; // return the zone index of the planted bombsite, or UNKNOWN
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bool IsAtPlantedBombsite() const; // return true if we are currently in the bombsite where the bomb is planted
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int GetNextBombsiteToSearch(); // return the zone index of the next bombsite to search
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bool IsBombsiteClear(int zoneIndex) const; // return true if given bombsite has been cleared
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void ClearBombsite(int zoneIndex); // mark bombsite as clear
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const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know
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// hostage rescue scenario
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CHostage *GetNearestFreeHostage(Vector *knowPos = nullptr) const; // return the closest free hostage, and where we think it is (knowPos)
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const Vector *GetRandomFreeHostagePosition();
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bool AreAllHostagesBeingRescued() const; // return true if there are no free hostages
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bool AreAllHostagesGone() const; // all hostages have been rescued or are dead
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void AllHostagesGone(); // someone told us all the hostages are gone
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bool HaveSomeHostagesBeenTaken() const { return m_haveSomeHostagesBeenTaken; } // return true if one or more hostages have been moved by the CT's
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void HostageWasTaken() { m_haveSomeHostagesBeenTaken = true; } // someone told us a CT is talking to a hostage
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CHostage *GetNearestVisibleFreeHostage() const;
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// hostage rescue scenario
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enum ValidateStatusType : uint8
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{
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NO_CHANGE = 0x00,
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HOSTAGE_DIED = 0x01,
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HOSTAGE_GONE = 0x02,
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HOSTAGES_ALL_GONE = 0x04
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};
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ValidateStatusType ValidateHostagePositions(); // update our knowledge with what we currently see - returns bitflag events
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private:
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CCSBot *m_owner; // who owns this gamestate
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bool m_isRoundOver; // true if round is over, but no yet reset
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// bomb defuse scenario
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void SetBombState(BombState state);
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BombState GetBombState() { return m_bombState; }
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BombState m_bombState; // what we think the bomb is doing
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IntervalTimer m_lastSawBomber;
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Vector m_bomberPos;
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IntervalTimer m_lastSawLooseBomb;
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Vector m_looseBombPos;
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bool m_isBombsiteClear[4]; // corresponds to zone indices in CCSBotManager
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int m_bombsiteSearchOrder[4]; // randomized order of bombsites to search
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int m_bombsiteCount;
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int m_bombsiteSearchIndex; // the next step in the search
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int m_plantedBombsite; // zone index of the bombsite where the planted bomb is
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bool m_isPlantedBombPosKnown; // if true, we know the exact location of the bomb
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Vector m_plantedBombPos;
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// hostage rescue scenario
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struct HostageInfo
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{
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CHostage *hostage;
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Vector knownPos;
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bool isValid;
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bool isAlive;
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bool isFree; // not being escorted by a CT
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}
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m_hostage[MAX_HOSTAGES];
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int m_hostageCount; // number of hostages left in map
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CountdownTimer m_validateInterval;
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CBaseEntity *GetNearestHostage() const; // return the closest live hostage
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void InitializeHostageInfo(); // initialize our knowledge of the number and location of hostages
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bool m_allHostagesRescued; // if true, so every hostages been is rescued
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bool m_haveSomeHostagesBeenTaken; // true if a hostage has been moved by a CT (and we've seen it)
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};
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