Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#ifndef _GAME_STATE_H_
#define _GAME_STATE_H_
#include "bot_util.h"
class CHostage;
class CCSBot;
/**
* This class represents the game state as known by a particular bot
*/
class CSGameState
{
public:
CSGameState( CCSBot *owner );
void Reset( void );
// Event handling
void OnHostageRescuedAll( IGameEvent *event );
void OnRoundEnd( IGameEvent *event );
void OnRoundStart( IGameEvent *event );
void OnBombPlanted( IGameEvent *event );
void OnBombDefused( IGameEvent *event );
void OnBombExploded( IGameEvent *event );
bool IsRoundOver( void ) 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( void ) const { return (m_bombState == MOVING); }
bool IsBombLoose( void ) const { return (m_bombState == LOOSE); }
bool IsBombPlanted( void ) const { return (m_bombState == PLANTED); }
bool IsBombDefused( void ) const { return (m_bombState == DEFUSED); }
bool IsBombExploded( void ) const { return (m_bombState == EXPLODED); }
void UpdateLooseBomb( const Vector &pos ); ///< we see the loose bomb
float TimeSinceLastSawLooseBomb( void ) const; ///< how long has is been since we saw the loose bomb
bool IsLooseBombLocationKnown( void ) const; ///< do we know where the loose bomb is
void UpdateBomber( const Vector &pos ); ///< we see the bomber
float TimeSinceLastSawBomber( void ) const; ///< how long has is been since we saw the bomber
void UpdatePlantedBomb( const Vector &pos ); ///< we see the planted bomb
bool IsPlantedBombLocationKnown( void ) 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( void ) const; ///< return the zone index of the planted bombsite, or UNKNOWN
bool IsAtPlantedBombsite( void ) const; ///< return true if we are currently in the bombsite where the bomb is planted
int GetNextBombsiteToSearch( void ); ///< 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( void ) const; ///< return where we think the bomb is, or NULL if we don't know
// hostage rescue scenario ------------------------------------------------------------------------
CHostage *GetNearestFreeHostage( Vector *knowPos = NULL ) const; ///< return the closest free hostage, and where we think it is (knowPos)
const Vector *GetRandomFreeHostagePosition( void ) const;
bool AreAllHostagesBeingRescued( void ) const; ///< return true if there are no free hostages
bool AreAllHostagesGone( void ) const; ///< all hostages have been rescued or are dead
void AllHostagesGone( void ); ///< someone told us all the hostages are gone
bool HaveSomeHostagesBeenTaken( void ) const ///< return true if one or more hostages have been moved by the CT's
{
return m_haveSomeHostagesBeenTaken;
}
void HostageWasTaken( void ) ///< someone told us a CT is talking to a hostage
{
m_haveSomeHostagesBeenTaken = true;
}
CHostage *GetNearestVisibleFreeHostage( void ) const;
enum ValidateStatusType
{
NO_CHANGE = 0x00,
HOSTAGE_DIED = 0x01,
HOSTAGE_GONE = 0x02,
HOSTAGES_ALL_GONE = 0x04
};
unsigned char ValidateHostagePositions( void ); ///< 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( void ) const { 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[ CCSBotManager::MAX_ZONES ]; ///< corresponds to zone indices in CCSBotManager
int m_bombsiteSearchOrder[ CCSBotManager::MAX_ZONES ]; ///< 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
{
CHandle<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( void ) const; ///< return the closest live hostage
void InitializeHostageInfo( void ); ///< initialize our knowledge of the number and location of hostages
bool m_allHostagesRescued;
bool m_haveSomeHostagesBeenTaken; ///< true if a hostage has been moved by a CT (and we've seen it)
};
#endif // _GAME_STATE_