Counter Strike : Global Offensive Source Code
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// 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 IsVisible( void ) const // return true if this entity is currently visible
{
return m_isVisible;
}
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() );
}
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