// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2008 Martiņo Figueroa // // You can redistribute this code and/or modify it under // the terms of the GNU General Public License as published // by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version // ============================================================== #include "ai_interface.h" #include "ai.h" #include "command_type.h" #include "faction.h" #include "unit.h" #include "unit_type.h" #include "object.h" #include "game.h" #include "config.h" #include "leak_dumper.h" using namespace Shared::Util; using namespace Shared::Graphics; // ===================================================== // class AiInterface // ===================================================== namespace Glest{ namespace Game{ AiInterface::AiInterface(Game &game, int factionIndex, int teamIndex){ this->world= game.getWorld(); this->commander= game.getCommander(); this->console= game.getConsole(); this->factionIndex= factionIndex; this->teamIndex= teamIndex; timer= 0; //init ai ai.init(this); //config logLevel= Config::getInstance().getInt("AiLog"); redir= Config::getInstance().getBool("AiRedir"); //clear log file if(logLevel>0){ FILE *f= fopen(getLogFilename().c_str(), "wt"); if(f==NULL){ throw runtime_error("Can't open file: "+getLogFilename()); } fprintf(f, "%s", "Glest AI log file\n\n"); fclose(f); } } // ==================== main ==================== void AiInterface::update(){ timer++; ai.update(); } // ==================== misc ==================== void AiInterface::printLog(int logLevel, const string &s){ if(this->logLevel>=logLevel){ string logString= "(" + intToStr(factionIndex) + ") " + s; //print log to file FILE *f= fopen(getLogFilename().c_str(), "at"); if(f==NULL){ throw runtime_error("Can't open file: "+getLogFilename()); } fprintf(f, "%s\n", logString.c_str()); fclose(f); //redirect to console if(redir) { console->addLine(logString); } } } // ==================== interaction ==================== CommandResult AiInterface::giveCommand(int unitIndex, CommandClass commandClass, const Vec2i &pos){ Command *c= new Command (world->getFaction(factionIndex)->getUnit(unitIndex)->getType()->getFirstCtOfClass(commandClass), pos); return world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(c); } CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos){ return world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(new Command(commandType, pos)); } CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, const UnitType *ut){ return world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(new Command(commandType, pos, ut, CardinalDir::NORTH)); } CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, Unit *u){ return world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(new Command(commandType, u)); } // ==================== get data ==================== int AiInterface::getMapMaxPlayers(){ return world->getMaxPlayers(); } Vec2i AiInterface::getHomeLocation(){ return world->getMap()->getStartLocation(world->getFaction(factionIndex)->getStartLocationIndex()); } Vec2i AiInterface::getStartLocation(int loactionIndex){ return world->getMap()->getStartLocation(loactionIndex); } int AiInterface::getFactionCount(){ return world->getFactionCount(); } int AiInterface::getMyUnitCount() const{ return world->getFaction(factionIndex)->getUnitCount(); } int AiInterface::getMyUpgradeCount() const{ return world->getFaction(factionIndex)->getUpgradeManager()->getUpgradeCount(); } int AiInterface::onSightUnitCount(){ int count=0; Map *map= world->getMap(); for(int i=0; igetFactionCount(); ++i){ for(int j=0; jgetFaction(i)->getUnitCount(); ++j){ SurfaceCell *sc= map->getSurfaceCell(Map::toSurfCoords(world->getFaction(i)->getUnit(j)->getPos())); if(sc->isVisible(teamIndex)){ count++; } } } return count; } const Resource *AiInterface::getResource(const ResourceType *rt){ return world->getFaction(factionIndex)->getResource(rt); } const Unit *AiInterface::getMyUnit(int unitIndex){ return world->getFaction(factionIndex)->getUnit(unitIndex); } const Unit *AiInterface::getOnSightUnit(int unitIndex){ int count=0; Map *map= world->getMap(); for(int i=0; igetFactionCount(); ++i){ for(int j=0; jgetFaction(i)->getUnitCount(); ++j){ Unit *u= world->getFaction(i)->getUnit(j); if(map->getSurfaceCell(Map::toSurfCoords(u->getPos()))->isVisible(teamIndex)){ if(count==unitIndex){ return u; } else{ count ++; } } } } return NULL; } const FactionType * AiInterface::getMyFactionType(){ return world->getFaction(factionIndex)->getType(); } const ControlType AiInterface::getControlType(){ return world->getFaction(factionIndex)->getControlType(); } const TechTree *AiInterface::getTechTree(){ return world->getTechTree(); } bool AiInterface::getNearestSightedResource(const ResourceType *rt, const Vec2i &pos, Vec2i &resultPos){ float tmpDist; float nearestDist= infinity; bool anyResource= false; const Map *map= world->getMap(); for(int i=0; igetW(); ++i){ for(int j=0; jgetH(); ++j){ Vec2i surfPos= Map::toSurfCoords(Vec2i(i, j)); //if explored cell if(map->getSurfaceCell(surfPos)->isExplored(teamIndex)){ Resource *r= map->getSurfaceCell(surfPos)->getResource(); //if resource cell if(r!=NULL && r->getType()==rt){ tmpDist= pos.dist(Vec2i(i, j)); if(tmpDistgetFaction(factionIndex)->isAlly(unit->getFaction()); } bool AiInterface::reqsOk(const RequirableType *rt){ return world->getFaction(factionIndex)->reqsOk(rt); } bool AiInterface::reqsOk(const CommandType *ct){ return world->getFaction(factionIndex)->reqsOk(ct); } bool AiInterface::checkCosts(const ProducibleType *pt){ return world->getFaction(factionIndex)->checkCosts(pt); } bool AiInterface::isFreeCells(const Vec2i &pos, int size, Field field){ return world->getMap()->isFreeCells(pos, size, field); } }}//end namespace