mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
212 lines
5.6 KiB
C++
212 lines
5.6 KiB
C++
// NextBotManager.h
|
|
// Author: Michael Booth, May 2006
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
|
|
#ifndef _NEXT_BOT_MANAGER_H_
|
|
#define _NEXT_BOT_MANAGER_H_
|
|
|
|
#include "NextBotInterface.h"
|
|
|
|
class CTerrorPlayer;
|
|
|
|
//----------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* The NextBotManager manager
|
|
*/
|
|
class NextBotManager
|
|
{
|
|
public:
|
|
NextBotManager( void );
|
|
virtual ~NextBotManager();
|
|
|
|
void Reset( void ); // reset to initial state
|
|
virtual void Update( void );
|
|
|
|
bool ShouldUpdate( INextBot *bot );
|
|
void NotifyBeginUpdate( INextBot *bot );
|
|
void NotifyEndUpdate( INextBot *bot );
|
|
|
|
int GetNextBotCount( void ) const; // How many nextbots are alive right now?
|
|
|
|
|
|
/**
|
|
* Populate given vector with all bots in the system
|
|
*/
|
|
void CollectAllBots( CUtlVector< INextBot * > *botVector );
|
|
|
|
|
|
/**
|
|
* DEPRECATED: Use CollectAllBots().
|
|
* Execute functor for each NextBot in the system.
|
|
* If a functor returns false, stop iteration early
|
|
* and return false.
|
|
*/
|
|
template < typename Functor >
|
|
bool ForEachBot( Functor &func )
|
|
{
|
|
for( int i=m_botList.Head(); i != m_botList.InvalidIndex(); i = m_botList.Next( i ) )
|
|
{
|
|
if ( !func( m_botList[i] ) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* DEPRECATED: Use CollectAllBots().
|
|
* Execute functor for each NextBot in the system as
|
|
* a CBaseCombatCharacter.
|
|
* If a functor returns false, stop iteration early
|
|
* and return false.
|
|
*/
|
|
template < typename Functor >
|
|
bool ForEachCombatCharacter( Functor &func )
|
|
{
|
|
for( int i=m_botList.Head(); i != m_botList.InvalidIndex(); i = m_botList.Next( i ) )
|
|
{
|
|
if ( !func( m_botList[i]->GetEntity() ) )
|
|
{
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Return closest bot to given point that passes the given filter
|
|
*/
|
|
template < typename Filter >
|
|
INextBot *GetClosestBot( const Vector &pos, Filter &filter )
|
|
{
|
|
INextBot *close = NULL;
|
|
float closeRangeSq = FLT_MAX;
|
|
|
|
for( int i=m_botList.Head(); i != m_botList.InvalidIndex(); i = m_botList.Next( i ) )
|
|
{
|
|
float rangeSq = ( m_botList[i]->GetEntity()->GetAbsOrigin() - pos ).LengthSqr();
|
|
if ( rangeSq < closeRangeSq && filter( m_botList[i] ) )
|
|
{
|
|
closeRangeSq = rangeSq;
|
|
close = m_botList[i];
|
|
}
|
|
}
|
|
|
|
return close;
|
|
}
|
|
|
|
/**
|
|
* Event propagators
|
|
*/
|
|
virtual void OnMapLoaded( void ); // when the server has changed maps
|
|
virtual void OnRoundRestart( void ); // when the scenario restarts
|
|
virtual void OnBeginChangeLevel( void ); // when the server is about to change maps
|
|
virtual void OnKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info ); // when an actor is killed
|
|
virtual void OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys ); // when an entity emits a sound
|
|
virtual void OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ); // when an Actor speaks a concept
|
|
virtual void OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ); // when someone fires a weapon
|
|
|
|
/**
|
|
* Debugging
|
|
*/
|
|
bool IsDebugging( unsigned int type ) const; // return true if debugging system is on for the given type(s)
|
|
void SetDebugTypes( NextBotDebugType type ); // start displaying debug info of the given type(s)
|
|
|
|
void DebugFilterAdd( int index ); // add given entindex to the debug filter
|
|
void DebugFilterAdd( const char *name ); // add given name to the debug filter
|
|
void DebugFilterRemove( int index ); // remove given entindex from the debug filter
|
|
void DebugFilterRemove( const char *name ); // remove given name from the debug filter
|
|
void DebugFilterClear( void ); // clear the debug filter (remove all entries)
|
|
bool IsDebugFilterMatch( const INextBot *bot ) const; // return true if the given bot matches the debug filter
|
|
|
|
void Select( INextBot *bot ); // mark bot as selected for further operations
|
|
void DeselectAll( void );
|
|
INextBot *GetSelected( void ) const;
|
|
|
|
INextBot *GetBotUnderCrosshair( CBasePlayer *picker ); // Get the bot under the given player's crosshair
|
|
|
|
//
|
|
// Put these in a derived class
|
|
//
|
|
void OnSurvivorVomitedUpon( CTerrorPlayer *victim ); // when a Survivor has been hit by Boomer Vomit
|
|
|
|
static void SetInstance( NextBotManager *pInstance ) { sInstance = pInstance; };
|
|
static NextBotManager* GetInstance() { return sInstance; }
|
|
|
|
protected:
|
|
static NextBotManager* sInstance;
|
|
|
|
friend class INextBot;
|
|
|
|
int Register( INextBot *bot );
|
|
void UnRegister( INextBot *bot );
|
|
|
|
CUtlLinkedList< INextBot * > m_botList; // list of all active NextBots
|
|
|
|
int m_iUpdateTickrate;
|
|
double m_CurUpdateStartTime;
|
|
double m_SumFrameTime;
|
|
|
|
unsigned int m_debugType; // debug flags
|
|
|
|
struct DebugFilter
|
|
{
|
|
int index; // entindex
|
|
enum { MAX_DEBUG_NAME_SIZE = 128 };
|
|
char name[ MAX_DEBUG_NAME_SIZE ];
|
|
};
|
|
CUtlVector< DebugFilter > m_debugFilterList;
|
|
|
|
INextBot *m_selectedBot; // selected bot for further debug operations
|
|
};
|
|
|
|
inline int NextBotManager::GetNextBotCount( void ) const
|
|
{
|
|
return m_botList.Count();
|
|
}
|
|
|
|
inline bool NextBotManager::IsDebugging( unsigned int type ) const
|
|
{
|
|
if ( type & m_debugType )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
inline void NextBotManager::SetDebugTypes( NextBotDebugType type )
|
|
{
|
|
m_debugType = (unsigned int)type;
|
|
}
|
|
|
|
|
|
inline void NextBotManager::Select( INextBot *bot )
|
|
{
|
|
m_selectedBot = bot;
|
|
}
|
|
|
|
inline void NextBotManager::DeselectAll( void )
|
|
{
|
|
m_selectedBot = NULL;
|
|
}
|
|
|
|
inline INextBot *NextBotManager::GetSelected( void ) const
|
|
{
|
|
return m_selectedBot;
|
|
}
|
|
|
|
|
|
|
|
// singleton accessor
|
|
extern NextBotManager &TheNextBots( void );
|
|
|
|
|
|
#endif // _NEXT_BOT_MANAGER_H_
|
|
|