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