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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Encapsulation of the current scenario/game state. Allows each bot imperfect knowledge.
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#include "cbase.h"
#include "KeyValues.h"
#include "cs_bot.h"
#include "cs_gamestate.h"
#include "cs_simple_hostage.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
CSGameState::CSGameState( CCSBot *owner ) { m_owner = owner; m_isRoundOver = false;
m_bombState = MOVING; m_lastSawBomber.Invalidate(); m_lastSawLooseBomb.Invalidate(); m_isPlantedBombPosKnown = false; m_plantedBombsite = UNKNOWN;
m_bombsiteCount = 0; m_bombsiteSearchIndex = 0;
for( int i=0; i<MAX_HOSTAGES; ++i ) { m_hostage[i].hostage = NULL; m_hostage[i].isValid = false; m_hostage[i].isAlive = false; m_hostage[i].isFree = true; m_hostage[i].knownPos = Vector( 0, 0, 0 ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Reset at round start */ void CSGameState::Reset( void ) { m_isRoundOver = false;
// bomb -----------------------------------------------------------------------
m_bombState = MOVING; m_lastSawBomber.Invalidate(); m_lastSawLooseBomb.Invalidate(); m_isPlantedBombPosKnown = false; m_plantedBombsite = UNKNOWN;
m_bombsiteCount = TheCSBots()->GetZoneCount();
int i; 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 TEAM_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 = RandomInt( i, m_bombsiteCount-1 ); m_bombsiteSearchOrder[i] = m_bombsiteSearchOrder[ rnd ]; m_bombsiteSearchOrder[ rnd ] = swap; }
m_bombsiteSearchIndex = 0;
// hostage ---------------------------------------------------------------------
InitializeHostageInfo(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Update game state based on events we have received */ void CSGameState::OnHostageRescuedAll( IGameEvent *event ) { m_allHostagesRescued = true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Update game state based on events we have received */ void CSGameState::OnRoundEnd( IGameEvent *event ) { m_isRoundOver = true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Update game state based on events we have received */ void CSGameState::OnRoundStart( IGameEvent *event ) { Reset(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Update game state based on events we have received */ void CSGameState::OnBombPlanted( IGameEvent *event ) { // change state - the event is announced to everyone
SetBombState( PLANTED );
CBasePlayer *plantingPlayer = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
// Terrorists always know where the bomb is
if (m_owner->GetTeamNumber() == TEAM_TERRORIST && plantingPlayer) { UpdatePlantedBomb( plantingPlayer->GetAbsOrigin() ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Update game state based on events we have received */ void CSGameState::OnBombDefused( IGameEvent *event ) { // change state - the event is announced to everyone
SetBombState( DEFUSED ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Update game state based on events we have received */ void CSGameState::OnBombExploded( IGameEvent *event ) { // change state - the event is announced to everyone
SetBombState( EXPLODED ); }
//--------------------------------------------------------------------------------------------------------------
/**
* True if round has been won or lost (but not yet reset) */ bool CSGameState::IsRoundOver( void ) 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( void ) const { return m_lastSawLooseBomb.GetElapsedTime(); }
//--------------------------------------------------------------------------------------------------------------
bool CSGameState::IsLooseBombLocationKnown( void ) 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( void ) const { return m_lastSawBomber.GetElapsedTime(); }
//--------------------------------------------------------------------------------------------------------------
bool CSGameState::IsPlantedBombLocationKnown( void ) const { if (m_bombState != PLANTED) return false;
return m_isPlantedBombPosKnown; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return the zone index of the planted bombsite, or UNKNOWN */ int CSGameState::GetPlantedBombsite( void ) 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( void ) const { if (m_bombState != PLANTED) return false;
Vector myOrigin = GetCentroid( m_owner ); const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( myOrigin );
if (zone) { return (m_plantedBombsite == zone->m_index); }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return the zone index of the next bombsite to search */ int CSGameState::GetNextBombsiteToSearch( void ) { if (m_bombsiteCount <= 0) return 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(); }
//--------------------------------------------------------------------------------------------------------------
/**
* 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( void ) const { 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; } }
return NULL; }
//--------------------------------------------------------------------------------------------------------------
/**
* We see the planted bomb at 'pos' */ void CSGameState::UpdatePlantedBomb( const Vector &pos ) { const CCSBotManager::Zone *zone = TheCSBots()->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 ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Someone told us where the bomb is planted */ void CSGameState::MarkBombsiteAsPlanted( int zoneIndex ) { m_plantedBombsite = zoneIndex; SetBombState( PLANTED ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Someone told us a bombsite is clear */ void CSGameState::ClearBombsite( int zoneIndex ) { if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount) m_isBombsiteClear[ zoneIndex ] = true; }
//--------------------------------------------------------------------------------------------------------------
bool CSGameState::IsBombsiteClear( int zoneIndex ) const { if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount) return m_isBombsiteClear[ zoneIndex ];
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Initialize our knowledge of the number and location of hostages */ void CSGameState::InitializeHostageInfo( void ) { m_hostageCount = 0; m_allHostagesRescued = false; m_haveSomeHostagesBeenTaken = false;
for( int i=0; i<g_Hostages.Count(); ++i ) { m_hostage[ m_hostageCount ].hostage = g_Hostages[i]; m_hostage[ m_hostageCount ].knownPos = g_Hostages[i]->GetAbsOrigin(); m_hostage[ m_hostageCount ].isValid = true; m_hostage[ m_hostageCount ].isAlive = true; m_hostage[ m_hostageCount ].isFree = true; ++m_hostageCount; } }
//--------------------------------------------------------------------------------------------------------------
/**
* 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. */ 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; Vector closePos( 0, 0, 0 ); float closeDistance = 9999999999.9f;
for( int i=0; i<m_hostageCount; ++i ) { CHostage *hostage = m_hostage[i].hostage; Vector hostagePos;
if (m_owner->GetTeamNumber() == TEAM_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 = m_hostage[i].hostage->GetAbsOrigin(); } 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 = TheNavMesh->GetNearestNavArea( hostagePos ); if (hostageArea) { ShortestPathCost cost; float travelDistance = NavAreaTravelDistance( startArea, hostageArea, cost );
if (travelDistance >= 0.0f && travelDistance < closeDistance) { closeDistance = travelDistance; closePos = hostagePos; close = hostage; } } }
// return where we think the hostage is
if (knowPos && close) *knowPos = closePos;
return close; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return the location of a "free" hostage, or NULL if we dont know of any */ const Vector *CSGameState::GetRandomFreeHostagePosition( void ) const { if (m_owner == NULL) return NULL;
static Vector freePos[ MAX_HOSTAGES ]; int freeCount = 0; for( int i=0; i<m_hostageCount; ++i ) { const HostageInfo *info = &m_hostage[i];
if (m_owner->GetTeamNumber() == TEAM_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->GetAbsOrigin(); } else { // use our memory of where we think the hostages are
if (info->isValid == false) continue;
freePos[ freeCount++ ] = info->knownPos; } }
if (freeCount) { return &freePos[ RandomInt( 0, freeCount-1 ) ]; }
return NULL; }
//--------------------------------------------------------------------------------------------------------------
/**
* 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) */ unsigned char CSGameState::ValidateHostagePositions( void ) { // 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
unsigned char 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
Vector pos = info->hostage->GetAbsOrigin() + Vector( 0, 0, HalfHumanHeight ); if (m_owner->IsVisible( pos, CHECK_FOV )) { if (info->hostage->IsAlive()) { // 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->GetAbsOrigin(); 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
pos = info->knownPos + Vector( 0, 0, HalfHumanHeight ); if (m_owner->IsVisible( pos, CHECK_FOV )) { // we can see where we thought the hostage was - verify it is still there and alive
if (!info->hostage->IsValid()) { // 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->GetAbsOrigin() - 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 status; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return the nearest visible free hostage * Since we can actually see any hostage we return, we know its actual position */ CHostage *CSGameState::GetNearestVisibleFreeHostage( void ) const { CHostage *close = NULL; float closeRangeSq = 999999999.9f; float rangeSq;
Vector pos; Vector myOrigin = GetCentroid( m_owner );
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->IsAlive()) continue;
// if this hostage is following someone, its not free
if (info->hostage->IsFollowingSomeone()) continue;
/// @todo Use travel distance here
pos = info->hostage->GetAbsOrigin(); rangeSq = (pos - myOrigin).LengthSqr();
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( void ) 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->GetTeamNumber() == TEAM_CT) { // CT's have perfect knowledge via their radar
if (info->hostage && 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( void ) 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->GetTeamNumber() == TEAM_CT) { // CT's have perfect knowledge via their radar
if (info->hostage && info->hostage->IsAlive()) return false; } else { if (info->isValid && info->isAlive) return false; } }
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Someone told us all the hostages are gone */ void CSGameState::AllHostagesGone( void ) { for( int i=0; i<m_hostageCount; ++i ) m_hostage[i].isValid = false; }
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