ReGameDLL_CS/regamedll/dlls/bot/cs_gamestate.h
2019-09-23 04:09:58 +07:00

146 lines
5.9 KiB
C++

/*
*
* 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.
*
*/
#pragma once
class CCSBot;
// This class represents the game state as known by a particular bot
class CSGameState
{
public:
CSGameState() {};
CSGameState(CCSBot *owner);
void Reset();
void OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); // Event handling
bool IsRoundOver() const; // true if round has been won or lost (but not yet reset)
// bomb defuse scenario
enum BombState
{
MOVING, // being carried by a Terrorist
LOOSE, // loose on the ground somewhere
PLANTED, // planted and ticking
DEFUSED, // the bomb has been defused
EXPLODED, // the bomb has exploded
};
bool IsBombMoving() const { return (m_bombState == MOVING); }
bool IsBombLoose() const { return (m_bombState == LOOSE); }
bool IsBombPlanted() const { return (m_bombState == PLANTED); }
bool IsBombDefused() const { return (m_bombState == DEFUSED); }
bool IsBombExploded() const { return (m_bombState == EXPLODED); }
void UpdateLooseBomb(const Vector *pos); // we see the loose bomb
float TimeSinceLastSawLooseBomb() const; // how long has is been since we saw the loose bomb
bool IsLooseBombLocationKnown() const; // do we know where the loose bomb is
void UpdateBomber(const Vector *pos); // we see the bomber
float TimeSinceLastSawBomber() const; // how long has is been since we saw the bomber
void UpdatePlantedBomb(const Vector *pos); // we see the planted bomb
bool IsPlantedBombLocationKnown() const; // do we know where the bomb was planted
void MarkBombsiteAsPlanted(int zoneIndex); // mark bombsite as the location of the planted bomb
enum { UNKNOWN = -1 };
int GetPlantedBombsite() const; // return the zone index of the planted bombsite, or UNKNOWN
bool IsAtPlantedBombsite() const; // return true if we are currently in the bombsite where the bomb is planted
int GetNextBombsiteToSearch(); // return the zone index of the next bombsite to search
bool IsBombsiteClear(int zoneIndex) const; // return true if given bombsite has been cleared
void ClearBombsite(int zoneIndex); // mark bombsite as clear
const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know
// hostage rescue scenario
CHostage *GetNearestFreeHostage(Vector *knowPos = nullptr) const; // return the closest free hostage, and where we think it is (knowPos)
const Vector *GetRandomFreeHostagePosition();
bool AreAllHostagesBeingRescued() const; // return true if there are no free hostages
bool AreAllHostagesGone() const; // all hostages have been rescued or are dead
void AllHostagesGone(); // someone told us all the hostages are gone
bool HaveSomeHostagesBeenTaken() const { return m_haveSomeHostagesBeenTaken; } // return true if one or more hostages have been moved by the CT's
void HostageWasTaken() { m_haveSomeHostagesBeenTaken = true; } // someone told us a CT is talking to a hostage
CHostage *GetNearestVisibleFreeHostage() const;
// hostage rescue scenario
enum ValidateStatusType : uint8
{
NO_CHANGE = 0x00,
HOSTAGE_DIED = 0x01,
HOSTAGE_GONE = 0x02,
HOSTAGES_ALL_GONE = 0x04
};
ValidateStatusType ValidateHostagePositions(); // update our knowledge with what we currently see - returns bitflag events
private:
CCSBot *m_owner; // who owns this gamestate
bool m_isRoundOver; // true if round is over, but no yet reset
// bomb defuse scenario
void SetBombState(BombState state);
BombState GetBombState() { return m_bombState; }
BombState m_bombState; // what we think the bomb is doing
IntervalTimer m_lastSawBomber;
Vector m_bomberPos;
IntervalTimer m_lastSawLooseBomb;
Vector m_looseBombPos;
bool m_isBombsiteClear[4]; // corresponds to zone indices in CCSBotManager
int m_bombsiteSearchOrder[4]; // randomized order of bombsites to search
int m_bombsiteCount;
int m_bombsiteSearchIndex; // the next step in the search
int m_plantedBombsite; // zone index of the bombsite where the planted bomb is
bool m_isPlantedBombPosKnown; // if true, we know the exact location of the bomb
Vector m_plantedBombPos;
// hostage rescue scenario
struct HostageInfo
{
CHostage *hostage;
Vector knownPos;
bool isValid;
bool isAlive;
bool isFree; // not being escorted by a CT
}
m_hostage[MAX_HOSTAGES];
int m_hostageCount; // number of hostages left in map
CountdownTimer m_validateInterval;
CBaseEntity *GetNearestHostage() const; // return the closest live hostage
void InitializeHostageInfo(); // initialize our knowledge of the number and location of hostages
bool m_allHostagesRescued; // if true, so every hostages been is rescued
bool m_haveSomeHostagesBeenTaken; // true if a hostage has been moved by a CT (and we've seen it)
};