You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
695 lines
14 KiB
695 lines
14 KiB
#include "bot_common.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; |
|
#if 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; |
|
} |
|
#endif |
|
} |
|
|
|
// Reset at round start |
|
|
|
void CSGameState::Reset() |
|
{ |
|
int i; |
|
CCSBotManager *ctrl = TheCSBots(); |
|
|
|
m_isRoundOver = false; |
|
|
|
// bomb |
|
m_bombState = MOVING; |
|
m_lastSawBomber.Invalidate(); |
|
m_lastSawLooseBomb.Invalidate(); |
|
#if 0 |
|
m_bombsiteCount = ctrl->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 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(); |
|
#endif |
|
} |
|
|
|
// Update game state based on events we have received |
|
|
|
void CSGameState::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) |
|
{ |
|
#if 0 |
|
switch (event) |
|
{ |
|
case EVENT_BOMB_PLANTED: |
|
SetBombState(PLANTED); |
|
if (m_owner->m_iTeam == TERRORIST && other != NULL) |
|
{ |
|
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; |
|
} |
|
#endif |
|
} |
|
|
|
// 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 false;//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 0 |
|
if (m_bombState != PLANTED) |
|
return false; |
|
|
|
CCSBotManager *ctrl = TheCSBots(); |
|
const CCSBotManager::Zone *zone = ctrl->GetClosestZone(&m_owner->pev->origin); |
|
|
|
if (zone != NULL) |
|
{ |
|
return (m_plantedBombsite == zone->m_index); |
|
} |
|
#endif |
|
return false; |
|
} |
|
|
|
// Return the zone index of the next bombsite to search |
|
|
|
int CSGameState::GetNextBombsiteToSearch() |
|
{ |
|
// if (m_bombsiteCount <= 0) |
|
return 0; |
|
#if 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(); |
|
#endif |
|
} |
|
|
|
// 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 |
|
{ |
|
#if 0 |
|
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; |
|
} |
|
} |
|
#endif |
|
return NULL; |
|
} |
|
|
|
// We see the planted bomb at 'pos' |
|
|
|
void CSGameState::UpdatePlantedBomb(const Vector *pos) |
|
{ |
|
#if 0 |
|
CCSBotManager *ctrl = TheCSBots(); |
|
const CCSBotManager::Zone *zone = ctrl->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); |
|
#endif |
|
} |
|
|
|
// Someone told us where the bomb is planted |
|
|
|
void CSGameState::MarkBombsiteAsPlanted(int zoneIndex) |
|
{ |
|
#if 0 |
|
m_plantedBombsite = zoneIndex; |
|
SetBombState(PLANTED); |
|
#endif |
|
} |
|
|
|
// Someone told us a bombsite is clear |
|
|
|
void CSGameState::ClearBombsite(int zoneIndex) |
|
{ |
|
#if 0 |
|
if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount) |
|
m_isBombsiteClear[zoneIndex] = true; |
|
#endif |
|
} |
|
|
|
bool CSGameState::IsBombsiteClear(int zoneIndex) const |
|
{ |
|
#if 0 |
|
if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount) |
|
return m_isBombsiteClear[zoneIndex]; |
|
#endif |
|
return false; |
|
} |
|
#if 0 |
|
void CSGameState::InitializeHostageInfo() |
|
{ |
|
m_hostageCount = 0; |
|
m_allHostagesRescued = 0; |
|
m_haveSomeHostagesBeenTaken = 0; |
|
|
|
CBaseEntity *hostage = NULL; |
|
while ((hostage = UTIL_FindEntityByClassname(hostage, "hostage_entity")) != NULL) |
|
{ |
|
if (m_hostageCount >= MAX_HOSTAGES) |
|
break; |
|
|
|
if (hostage->pev->takedamage != DAMAGE_YES) |
|
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; |
|
} |
|
} |
|
#endif |
|
// 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. |
|
#if 0 |
|
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->IsValid()) |
|
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; |
|
} |
|
|
|
#endif |
|
|
|
// Return the location of a "free" hostage, or NULL if we dont know of any |
|
#if 0 |
|
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; |
|
} |
|
#endif |
|
// 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) |
|
#if 0 |
|
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 |
|
int 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->pev->takedamage == DAMAGE_YES) |
|
{ |
|
// 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->pev->takedamage != DAMAGE_YES) |
|
{ |
|
// 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 (ValidateStatusType) 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->pev->takedamage != DAMAGE_YES) |
|
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 != NULL && info->hostage->IsValid()) |
|
{ |
|
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())// == DAMAGE_YES) |
|
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; |
|
} |
|
#endif
|