nav: various fixes to movement code
refactor: move some things into new game state class
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6604145481
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29 changed files with 805 additions and 745 deletions
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@ -24,32 +24,19 @@ public:
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using UniqueBot = UniquePtr <Bot>;
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private:
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float m_timeRoundStart {}; // time round has started
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float m_timeRoundEnd {}; // time round ended
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float m_timeRoundMid {}; // middle point timestamp of a round
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float m_difficultyBalanceTime {}; // time to balance difficulties ?
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float m_autoKillCheckTime {}; // time to kill all the bots ?
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float m_maintainTime {}; // time to maintain bot creation
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float m_quotaMaintainTime {}; // time to maintain bot quota
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float m_grenadeUpdateTime {}; // time to update active grenades
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float m_entityUpdateTime {}; // time to update interesting entities
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float m_plantSearchUpdateTime {}; // time to update for searching planted bomb
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float m_lastChatTime {}; // global chat time timestamp
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float m_timeBombPlanted {}; // time the bomb were planted
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int m_lastWinner {}; // the team who won previous round
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int m_lastDifficulty {}; // last bots difficulty
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int m_bombSayStatus {}; // some bot is issued whine about bomb
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int m_numPreviousPlayers {}; // number of players in game im previous player check
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bool m_bombPlanted {}; // is bomb planted ?
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bool m_botsCanPause {}; // bots can do a little pause ?
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bool m_roundOver {}; // well, round is over>
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bool m_resetHud {}; // reset HUD is called for some one
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Array <edict_t *> m_activeGrenades {}; // holds currently active grenades on the map
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Array <edict_t *> m_interestingEntities {}; // holds currently interesting entities on the map
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Deque <String> m_saveBotNames {}; // bots names that persist upon changelevel
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Deque <BotRequest> m_addRequests {}; // bot creation tab
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@ -81,10 +68,9 @@ public:
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int getAliveHumansCount ();
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int getPlayerPriority (edict_t *ent);
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float getConnectTime (StringRef name, float original);
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float getConnectionTimes (StringRef name, float original);
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float getAverageTeamKPD (bool calcForBots);
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void setBombPlanted (bool isPlanted);
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void frame ();
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void createKillerEntity ();
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void destroyKillerEntity ();
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@ -113,8 +99,6 @@ public:
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void reset ();
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void initFilters ();
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void resetFilters ();
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void updateActiveGrenade ();
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void updateInterestingEntities ();
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void captureChatRadio (StringRef cmd, StringRef arg, edict_t *ent);
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void notifyBombDefuse ();
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void execGameEntity (edict_t *ent);
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@ -130,27 +114,10 @@ public:
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bool kickRandom (bool decQuota = true, Team fromTeam = Team::Unassigned);
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bool balancedKickRandom (bool decQuota);
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bool hasCustomCSDMSpawnEntities ();
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bool isLineBlockedBySmoke (const Vector &from, const Vector &to);
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bool isFrameSkipDisabled ();
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public:
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const Array <edict_t *> &getActiveGrenades () {
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return m_activeGrenades;
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}
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const Array <edict_t *> &getInterestingEntities () {
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return m_interestingEntities;
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}
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bool hasActiveGrenades () const {
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return !m_activeGrenades.empty ();
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}
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bool hasInterestingEntities () const {
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return !m_interestingEntities.empty ();
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}
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bool checkTeamEco (int team) const {
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bool getTeamEconomics (int team) const {
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return m_teamData[team].positiveEco;
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}
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@ -171,30 +138,6 @@ public:
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addbot ("", -1, -1, -1, -1, manual);
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}
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bool isBombPlanted () const {
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return m_bombPlanted;
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}
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float getTimeBombPlanted () const {
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return m_timeBombPlanted;
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}
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float getRoundStartTime () const {
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return m_timeRoundStart;
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}
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float getRoundMidTime () const {
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return m_timeRoundMid;
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}
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float getRoundEndTime () const {
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return m_timeRoundEnd;
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}
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bool isRoundOver () const {
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return m_roundOver;
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}
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bool canPause () const {
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return m_botsCanPause;
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}
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@ -236,10 +179,6 @@ public:
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m_teamData[team].lastRadioSlot = radio;
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}
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void setResetHUD (bool resetHud) {
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m_resetHud = resetHud;
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}
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int getLastRadio (const int team) const {
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return m_teamData[team].lastRadioSlot;
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}
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