//========= Copyright Valve Corporation, All rights reserved. ============// // NextBotKnownEntity.h // Encapsulation of being aware of an entity // Author: Michael Booth, June 2009 #ifndef NEXT_BOT_KNOWN_ENTITY_H #define NEXT_BOT_KNOWN_ENTITY_H //---------------------------------------------------------------------------- /** * A "known entity" is an entity that we have seen or heard at some point * and which may or may not be immediately visible to us right now but which * we remember the last place we encountered it, and when. * * TODO: Enhance interface to allow for sets of areas where an unseen entity * could potentially be, knowing his last position and his rate of movement. */ class CKnownEntity { public: // constructing assumes we currently know about this entity CKnownEntity( CBaseEntity *who ) { m_who = who; m_whenLastSeen = -1.0f; m_whenLastBecameVisible = -1.0f; m_isVisible = false; m_whenBecameKnown = gpGlobals->curtime; m_hasLastKnownPositionBeenSeen = false; UpdatePosition(); } virtual ~CKnownEntity() { } virtual void Destroy( void ) { m_who = NULL; m_isVisible = false; } virtual void UpdatePosition( void ) // could be seen or heard, but now the entity's position is known { if ( m_who.Get() ) { m_lastKnownPostion = m_who->GetAbsOrigin(); m_lastKnownArea = m_who->MyCombatCharacterPointer() ? m_who->MyCombatCharacterPointer()->GetLastKnownArea() : NULL; m_whenLastKnown = gpGlobals->curtime; } } virtual CBaseEntity *GetEntity( void ) const { return m_who; } virtual const Vector &GetLastKnownPosition( void ) const { return m_lastKnownPostion; } // Have we had a clear view of the last known position of this entity? // This encapsulates the idea of "I just saw a guy right over *there* a few seconds ago, but I don't know where he is now" virtual bool HasLastKnownPositionBeenSeen( void ) const { return m_hasLastKnownPositionBeenSeen; } virtual void MarkLastKnownPositionAsSeen( void ) { m_hasLastKnownPositionBeenSeen = true; } virtual const CNavArea *GetLastKnownArea( void ) const { return m_lastKnownArea; } virtual float GetTimeSinceLastKnown( void ) const { return gpGlobals->curtime - m_whenLastKnown; } virtual float GetTimeSinceBecameKnown( void ) const { return gpGlobals->curtime - m_whenBecameKnown; } virtual void UpdateVisibilityStatus( bool visible ) { if ( visible ) { if ( !m_isVisible ) { // just became visible m_whenLastBecameVisible = gpGlobals->curtime; } m_whenLastSeen = gpGlobals->curtime; } m_isVisible = visible; } virtual bool IsVisibleInFOVNow( void ) const // return true if this entity is currently visible and in my field of view { return m_isVisible; } virtual bool IsVisibleRecently( void ) const // return true if this entity is visible or was very recently visible { if ( m_isVisible ) return true; if ( WasEverVisible() && GetTimeSinceLastSeen() < 3.0f ) return true; return false; } virtual float GetTimeSinceBecameVisible( void ) const { return gpGlobals->curtime - m_whenLastBecameVisible; } virtual float GetTimeWhenBecameVisible( void ) const { return m_whenLastBecameVisible; } virtual float GetTimeSinceLastSeen( void ) const { return gpGlobals->curtime - m_whenLastSeen; } virtual bool WasEverVisible( void ) const { return m_whenLastSeen > 0.0f; } // has our knowledge of this entity become obsolete? virtual bool IsObsolete( void ) const { return GetEntity() == NULL || !m_who->IsAlive() || GetTimeSinceLastKnown() > 10.0f; } virtual bool operator==( const CKnownEntity &other ) const { if ( GetEntity() == NULL || other.GetEntity() == NULL ) return false; return ( GetEntity() == other.GetEntity() ); } virtual bool Is( CBaseEntity *who ) const { if ( GetEntity() == NULL || who == NULL ) return false; return ( GetEntity() == who ); } private: CHandle< CBaseEntity > m_who; Vector m_lastKnownPostion; bool m_hasLastKnownPositionBeenSeen; CNavArea *m_lastKnownArea; float m_whenLastSeen; float m_whenLastBecameVisible; float m_whenLastKnown; // last seen or heard, confirming its existance float m_whenBecameKnown; bool m_isVisible; // flagged by IVision update as visible or not }; #endif // NEXT_BOT_KNOWN_ENTITY_H