glest-source/source/glest_game/ai/ai_interface.cpp
2018-02-01 13:39:41 -06:00

1651 lines
56 KiB
C++

//
// ai_interface.cpp:
//
// This file is part of ZetaGlest <https://github.com/ZetaGlest>
//
// Copyright (C) 2018 The ZetaGlest team
//
// ZetaGlest is a fork of MegaGlest <https://megaglest.org>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>
#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 "network_manager.h"
#include "platform_util.h"
#include "leak_dumper.h"
using namespace
Shared::Util;
using namespace
Shared::Graphics;
// =====================================================
// class AiInterface
// =====================================================
namespace
Glest
{
namespace
Game
{
// =====================================================
// class FactionThread
// =====================================================
AiInterfaceThread::AiInterfaceThread (AiInterface * aiIntf):
BaseThread ()
{
this->masterController = NULL;
this->
triggerIdMutex = new Mutex (CODE_AT_LINE);
this->
aiIntf = aiIntf;
uniqueID = "AiInterfaceThread";
}
AiInterfaceThread::~
AiInterfaceThread ()
{
delete
triggerIdMutex;
triggerIdMutex = NULL;
}
void
AiInterfaceThread::setQuitStatus (bool value)
{
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s] Line: %d value = %d\n",
__FILE__, __FUNCTION__, __LINE__, value);
BaseThread::setQuitStatus (value);
if (value == true)
{
signal (-1);
}
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s] Line: %d\n", __FILE__,
__FUNCTION__, __LINE__);
}
void
AiInterfaceThread::signal (int frameIndex)
{
if (frameIndex >= 0)
{
static string
mutexOwnerId =
string (__FILE__) + string ("_") + intToStr (__LINE__);
MutexSafeWrapper
safeMutex (triggerIdMutex, mutexOwnerId);
this->frameIndex.first = frameIndex;
this->frameIndex.second = false;
safeMutex.ReleaseLock ();
}
semTaskSignalled.signal ();
}
void
AiInterfaceThread::setTaskCompleted (int frameIndex)
{
if (frameIndex >= 0)
{
static string
mutexOwnerId =
string (__FILE__) + string ("_") + intToStr (__LINE__);
MutexSafeWrapper
safeMutex (triggerIdMutex, mutexOwnerId);
if (this->frameIndex.first == frameIndex)
{
this->frameIndex.second = true;
}
safeMutex.ReleaseLock ();
}
}
bool
AiInterfaceThread::canShutdown (bool deleteSelfIfShutdownDelayed)
{
bool
ret = (getExecutingTask () == false);
if (ret == false && deleteSelfIfShutdownDelayed == true)
{
setDeleteSelfOnExecutionDone (deleteSelfIfShutdownDelayed);
deleteSelfIfRequired ();
signalQuit ();
}
return ret;
}
bool
AiInterfaceThread::isSignalCompleted (int frameIndex)
{
if (getRunningStatus () == false)
{
return true;
}
static string
mutexOwnerId = string (__FILE__) + string ("_") + intToStr (__LINE__);
MutexSafeWrapper
safeMutex (triggerIdMutex, mutexOwnerId);
//bool result = (event != NULL ? event->eventCompleted : true);
bool
result = (this->frameIndex.first == frameIndex
&& this->frameIndex.second == true);
//if(SystemFlags::VERBOSE_MODE_ENABLED) printf("In [%s::%s Line: %d] worker thread this = %p, this->frameIndex.first = %d, this->frameIndex.second = %d\n",__FILE__,__FUNCTION__,__LINE__,this,this->frameIndex.first,this->frameIndex.second);
safeMutex.ReleaseLock ();
return result;
}
void
AiInterfaceThread::signalQuit ()
{
if (this->aiIntf != NULL)
{
MutexSafeWrapper
safeMutex (this->aiIntf->getMutex (),
string (__FILE__) + "_" + intToStr (__LINE__));
this->aiIntf = NULL;
}
BaseThread::signalQuit ();
}
void
AiInterfaceThread::execute ()
{
RunningStatusSafeWrapper
runningStatus (this);
try
{
//setRunningStatus(true);
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
if (SystemFlags::VERBOSE_MODE_ENABLED)
printf
("In [%s::%s Line: %d] ****************** STARTING worker thread this = %p\n",
__FILE__, __FUNCTION__, __LINE__, this);
//bool minorDebugPerformance = false;
Chrono
chrono;
//unsigned int idx = 0;
for (; this->aiIntf != NULL;)
{
if (getQuitStatus () == true)
{
if (SystemFlags::
getSystemSettingType (SystemFlags::debugSystem).enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__, __FUNCTION__, __LINE__);
break;
}
semTaskSignalled.waitTillSignalled ();
static string
masterSlaveOwnerId =
string (__FILE__) + string ("_") + intToStr (__LINE__);
MasterSlaveThreadControllerSafeWrapper
safeMasterController (masterController, 20000,
masterSlaveOwnerId);
if (getQuitStatus () == true)
{
if (SystemFlags::
getSystemSettingType (SystemFlags::debugSystem).enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__, __FUNCTION__, __LINE__);
break;
}
static string
mutexOwnerId =
string (__FILE__) + string ("_") + intToStr (__LINE__);
MutexSafeWrapper
safeMutex (triggerIdMutex, mutexOwnerId);
bool
executeTask = (frameIndex.first >= 0);
//if(SystemFlags::VERBOSE_MODE_ENABLED) printf("In [%s::%s Line: %d] frameIndex = %d this = %p executeTask = %d\n",__FILE__,__FUNCTION__,__LINE__,frameIndex.first, this, executeTask);
safeMutex.ReleaseLock ();
if (executeTask == true)
{
ExecutingTaskSafeWrapper
safeExecutingTaskMutex (this);
MutexSafeWrapper
safeMutex (this->aiIntf->getMutex (),
string (__FILE__) + "_" + intToStr (__LINE__));
this->aiIntf->update ();
safeMutex.ReleaseLock ();
setTaskCompleted (frameIndex.first);
}
if (getQuitStatus () == true)
{
if (SystemFlags::
getSystemSettingType (SystemFlags::debugSystem).enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__, __FUNCTION__, __LINE__);
break;
}
}
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
if (SystemFlags::VERBOSE_MODE_ENABLED)
printf
("In [%s::%s Line: %d] ****************** ENDING worker thread this = %p\n",
__FILE__, __FUNCTION__, __LINE__, this);
}
catch (const exception & ex)
{
//setRunningStatus(false);
SystemFlags::OutputDebug (SystemFlags::debugError,
"In [%s::%s Line: %d] Error [%s]\n",
__FILE__, __FUNCTION__, __LINE__,
ex.what ());
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
throw
megaglest_runtime_error (ex.what ());
}
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s] Line: %d\n", __FILE__,
__FUNCTION__, __LINE__);
}
AiInterface::AiInterface (Game & game, int factionIndex, int teamIndex,
int useStartLocation):
fp (NULL)
{
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
this->aiMutex = new Mutex (CODE_AT_LINE);
this->workerThread = NULL;
this->world = game.getWorld ();
this->commander = game.getCommander ();
this->console = game.getConsole ();
this->gameSettings = game.getGameSettings ();
this->factionIndex = factionIndex;
this->teamIndex = teamIndex;
timer = 0;
//init ai
ai.init (this, useStartLocation);
//config
logLevel = Config::getInstance ().getInt ("AiLog");
redir = Config::getInstance ().getBool ("AiRedir");
aiLogFile = getLogFilename ();
if (getGameReadWritePath (GameConstants::path_logs_CacheLookupKey) !=
"")
{
aiLogFile =
getGameReadWritePath (GameConstants::path_logs_CacheLookupKey) +
aiLogFile;
}
else
{
string
userData = Config::getInstance ().getString ("UserData_Root", "");
if (userData != "")
{
endPathWithSlash (userData);
}
aiLogFile = userData + aiLogFile;
}
//clear log file
if (logLevel > 0)
{
#ifdef WIN32
fp =
_wfopen (::Shared::Platform::utf8_decode (aiLogFile).c_str (),
L"wt");
#else
fp = fopen (aiLogFile.c_str (), "wt");
#endif
if (fp == NULL)
{
throw
megaglest_runtime_error ("Can't open file: [" + aiLogFile +
"]");
}
fprintf (fp,
"MegaGlest AI log file for Tech [%s] Faction [%s] #%d\n\n",
this->gameSettings->getTech ().c_str (),
this->world->getFaction (this->factionIndex)->getType ()->
getName ().c_str (), this->factionIndex);
}
if (Config::getInstance ().getBool ("EnableAIWorkerThreads", "true") ==
true)
{
if (workerThread != NULL)
{
workerThread->signalQuit ();
if (workerThread->shutdownAndWait () == true)
{
delete
workerThread;
}
workerThread = NULL;
}
static string
mutexOwnerId =
string (extractFileFromDirectoryPath (__FILE__).c_str ()) +
string ("_") + intToStr (__LINE__);
this->workerThread = new AiInterfaceThread (this);
this->workerThread->setUniqueID (mutexOwnerId);
this->workerThread->start ();
}
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
}
void
AiInterface::init ()
{
world = NULL;;
commander = NULL;;
console = NULL;;
gameSettings = NULL;;
timer = 0;
factionIndex = 0;
teamIndex = 0;
redir = false;
logLevel = 0;
fp = NULL;;
aiMutex = NULL;
workerThread = NULL;
}
AiInterface::~AiInterface ()
{
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d] deleting AI factionIndex = %d, teamIndex = %d\n",
__FILE__, __FUNCTION__, __LINE__,
this->factionIndex, this->teamIndex);
cacheUnitHarvestResourceLookup.clear ();
if (workerThread != NULL)
{
workerThread->signalQuit ();
sleep (0);
if (workerThread->canShutdown (true) == true &&
workerThread->shutdownAndWait () == true)
{
delete
workerThread;
}
workerThread = NULL;
}
if (fp)
{
fclose (fp);
fp = NULL;
}
delete
aiMutex;
aiMutex = NULL;
}
void
AiInterface::signalWorkerThread (int frameIndex)
{
if (workerThread != NULL)
{
workerThread->signal (frameIndex);
}
else
{
this->update ();
}
}
bool
AiInterface::isWorkerThreadSignalCompleted (int frameIndex)
{
if (workerThread != NULL)
{
return workerThread->isSignalCompleted (frameIndex);
}
return true;
}
// ==================== main ====================
void
AiInterface::update ()
{
timer++;
ai.update ();
}
// ==================== misc ====================
bool
AiInterface::isLogLevelEnabled (int level)
{
return (this->logLevel >= level);
}
void
AiInterface::printLog (int logLevel, const string & s)
{
if (isLogLevelEnabled (logLevel) == true)
{
string
logString = "(" + intToStr (factionIndex) + ") " + s;
MutexSafeWrapper
safeMutex (aiMutex, string (__FILE__) + "_" + intToStr (__LINE__));
//print log to file
if (fp != NULL)
{
fprintf (fp, "%s\n", logString.c_str ());
}
//redirect to console
if (redir)
{
console->addLine (logString);
}
}
}
// ==================== interaction ====================
Faction *
AiInterface::getMyFaction ()
{
return world->getFaction (factionIndex);
}
bool
AiInterface::executeCommandOverNetwork ()
{
bool
enableServerControlledAI =
gameSettings->getEnableServerControlledAI ();
bool
isNetworkGame = gameSettings->isNetworkGame ();
NetworkRole
role = NetworkManager::getInstance ().getNetworkRole ();
Faction *
faction = world->getFaction (factionIndex);
return faction->getCpuControl (enableServerControlledAI, isNetworkGame,
role);
}
std::pair < CommandResult,
string >
AiInterface::giveCommandSwitchTeamVote (const Faction * faction,
SwitchTeamVote * vote)
{
assert (this->gameSettings != NULL);
commander->trySwitchTeamVote (faction, vote);
return std::pair < CommandResult, string > (crSuccess, "");
}
std::pair < CommandResult,
string > AiInterface::giveCommand (int unitIndex,
CommandClass commandClass,
const Vec2i & pos)
{
assert (this->gameSettings != NULL);
std::pair < CommandResult, string > result (crFailUndefined, "");
if (executeCommandOverNetwork () == true)
{
const Unit *
unit = getMyUnit (unitIndex);
result =
commander->tryGiveCommand (unit,
unit->getType ()->
getFirstCtOfClass (commandClass), pos,
unit->getType (),
CardinalDir (CardinalDir::NORTH));
return result;
}
else
{
Command *
c =
new Command (world->getFaction (factionIndex)->
getUnit (unitIndex)->getType ()->
getFirstCtOfClass (commandClass), pos);
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
result =
world->getFaction (factionIndex)->getUnit (unitIndex)->
giveCommand (c);
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
return result;
}
}
std::pair < CommandResult,
string > AiInterface::giveCommand (const Unit * unit,
const CommandType * commandType,
const Vec2i & pos,
int unitGroupCommandId)
{
assert (this->gameSettings != NULL);
std::pair < CommandResult, string > result (crFailUndefined, "");
if (unit == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unit in AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const UnitType *
unitType = unit->getType ();
if (unitType == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unittype with unit id: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unit->getId (),
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
if (commandType == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] commandType == NULL, unit id: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unit->getId (),
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const CommandType *
ct = unit->getType ()->findCommandTypeById (commandType->getId ());
if (ct == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__, __FUNCTION__, __LINE__, unit->getId (),
unit->getFullName (false).c_str (),
unit->getDesc (false).c_str (),
unit->getFaction ()->getIndex ());
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem, "%s\n",
szBuf);
std::string worldLog = world->DumpWorldToLog ();
std::string sError =
"worldLog = " + worldLog + " " + string (szBuf);
throw
megaglest_runtime_error (sError);
}
if (executeCommandOverNetwork () == true)
{
result = commander->tryGiveCommand (unit, commandType, pos,
unit->getType (),
CardinalDir (CardinalDir::
NORTH), false,
NULL, unitGroupCommandId);
return result;
}
else
{
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
Faction *
faction = world->getFaction (unit->getFactionIndex ());
Unit *
unitToCommand = faction->findUnit (unit->getId ());
Command *
cmd = new Command (commandType, pos);
cmd->setUnitCommandGroupId (unitGroupCommandId);
result = unitToCommand->giveCommand (cmd);
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
return result;
}
}
std::pair < CommandResult,
string > AiInterface::giveCommand (int unitIndex,
const CommandType * commandType,
const Vec2i & pos,
int unitGroupCommandId)
{
assert (this->gameSettings != NULL);
std::pair < CommandResult, string > result (crFailUndefined, "");
const Unit *
unit = getMyUnit (unitIndex);
if (unit == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unitIndex,
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const UnitType *
unitType = unit->getType ();
if (unitType == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unitIndex,
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const CommandType *
ct = unit->getType ()->findCommandTypeById (commandType->getId ());
if (ct == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__, __FUNCTION__, __LINE__, unit->getId (),
unit->getFullName (false).c_str (),
unit->getDesc (false).c_str (),
unit->getFaction ()->getIndex ());
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem, "%s\n",
szBuf);
std::string worldLog = world->DumpWorldToLog ();
std::string sError =
"worldLog = " + worldLog + " " + string (szBuf);
throw
megaglest_runtime_error (sError);
}
if (executeCommandOverNetwork () == true)
{
const Unit *
unit = getMyUnit (unitIndex);
result =
commander->tryGiveCommand (unit, commandType, pos,
unit->getType (),
CardinalDir (CardinalDir::NORTH));
return result;
}
else
{
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
Command *
cmd = new Command (commandType, pos);
cmd->setUnitCommandGroupId (unitGroupCommandId);
result =
world->getFaction (factionIndex)->getUnit (unitIndex)->
giveCommand (cmd);
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
return result;
}
}
std::pair < CommandResult,
string > AiInterface::giveCommand (int unitIndex,
const CommandType * commandType,
const Vec2i & pos,
const UnitType * ut)
{
assert (this->gameSettings != NULL);
std::pair < CommandResult, string > result (crFailUndefined, "");
const Unit *
unit = getMyUnit (unitIndex);
if (unit == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unitIndex,
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const UnitType *
unitType = unit->getType ();
if (unitType == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unitIndex,
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const CommandType *
ct = unit->getType ()->findCommandTypeById (commandType->getId ());
if (ct == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__, __FUNCTION__, __LINE__, unit->getId (),
unit->getFullName (false).c_str (),
unit->getDesc (false).c_str (),
unit->getFaction ()->getIndex ());
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem, "%s\n",
szBuf);
std::string worldLog = world->DumpWorldToLog ();
std::string sError =
"worldLog = " + worldLog + " " + string (szBuf);
throw
megaglest_runtime_error (sError);
}
if (executeCommandOverNetwork () == true)
{
const Unit *
unit = getMyUnit (unitIndex);
result =
commander->tryGiveCommand (unit, commandType, pos, ut,
CardinalDir (CardinalDir::NORTH));
return result;
}
else
{
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
result =
world->getFaction (factionIndex)->getUnit (unitIndex)->
giveCommand (new
Command (commandType, pos, ut,
CardinalDir (CardinalDir::NORTH)));
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
return result;
}
}
std::pair < CommandResult,
string > AiInterface::giveCommand (int unitIndex,
const CommandType * commandType,
Unit * u)
{
assert (this->gameSettings != NULL);
assert (this->commander != NULL);
std::pair < CommandResult, string > result (crFailUndefined, "");
const Unit *
unit = getMyUnit (unitIndex);
if (unit == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unitIndex,
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const UnitType *
unitType = unit->getType ();
if (unitType == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of synch.",
__FILE__, __FUNCTION__, __LINE__, unitIndex,
factionIndex);
throw
megaglest_runtime_error (szBuf);
}
const CommandType *
ct =
(commandType !=
NULL ? unit->getType ()->findCommandTypeById (commandType->
getId ()) : NULL);
if (ct == NULL)
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__, __FUNCTION__, __LINE__, unit->getId (),
unit->getFullName (false).c_str (),
unit->getDesc (false).c_str (),
unit->getFaction ()->getIndex ());
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem, "%s\n",
szBuf);
std::string worldLog = world->DumpWorldToLog ();
std::string sError =
"worldLog = " + worldLog + " " + string (szBuf);
throw
megaglest_runtime_error (sError);
}
if (executeCommandOverNetwork () == true)
{
Unit *
targetUnit = u;
const Unit *
unit = getMyUnit (unitIndex);
result =
commander->tryGiveCommand (unit, commandType, Vec2i (0),
unit->getType (),
CardinalDir (CardinalDir::NORTH),
false, targetUnit);
return result;
}
else
{
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
result =
world->getFaction (factionIndex)->getUnit (unitIndex)->
giveCommand (new Command (commandType, u));
if (SystemFlags::getSystemSettingType (SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug (SystemFlags::debugSystem,
"In [%s::%s Line: %d]\n", __FILE__,
__FUNCTION__, __LINE__);
return result;
}
}
// ==================== 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; i<world->getFactionCount(); ++i) {
// for(int j=0; j<world->getFaction(i)->getUnitCount(); ++j) {
// Unit *unit = world->getFaction(i)->getUnit(j);
// SurfaceCell *sc= map->getSurfaceCell(Map::toSurfCoords(unit->getPos()));
// bool cannotSeeUnit = (unit->getType()->hasCellMap() == true &&
// unit->getType()->getAllowEmptyCellMap() == true &&
// unit->getType()->hasEmptyCellMap() == true);
// if(sc->isVisible(teamIndex) && cannotSeeUnit == false) {
// count++;
// }
// }
// }
// return count;
//}
const Resource *
AiInterface::getResource (const ResourceType * rt)
{
return world->getFaction (factionIndex)->getResource (rt);
}
Unit *
AiInterface::getMyUnitPtr (int unitIndex)
{
if (unitIndex < 0
|| unitIndex >= world->getFaction (factionIndex)->getUnitCount ())
{
char
szBuf[8096] = "";
snprintf (szBuf, 8096,
"In [%s::%s Line: %d] unitIndex >= world->getFaction(factionIndex)->getUnitCount(), unitIndex = %d, world->getFaction(factionIndex)->getUnitCount() = %d",
__FILE__, __FUNCTION__, __LINE__, unitIndex,
world->getFaction (factionIndex)->getUnitCount ());
throw
megaglest_runtime_error (szBuf);
}
return world->getFaction (factionIndex)->getUnit (unitIndex);
}
const Unit *
AiInterface::getMyUnit (int unitIndex)
{
return getMyUnitPtr (unitIndex);
}
//const Unit *AiInterface::getOnSightUnit(int unitIndex) {
//
// int count=0;
// Map *map= world->getMap();
//
// for(int i=0; i<world->getFactionCount(); ++i) {
// for(int j=0; j<world->getFaction(i)->getUnitCount(); ++j) {
// Unit * unit= world->getFaction(i)->getUnit(j);
// SurfaceCell *sc= map->getSurfaceCell(Map::toSurfCoords(unit->getPos()));
// bool cannotSeeUnit = (unit->getType()->hasCellMap() == true &&
// unit->getType()->getAllowEmptyCellMap() == true &&
// unit->getType()->hasEmptyCellMap() == true);
//
// if(sc->isVisible(teamIndex) && cannotSeeUnit == false) {
// if(count==unitIndex) {
// return unit;
// }
// 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::isResourceInRegion (const Vec2i & pos,
const ResourceType * rt,
Vec2i & resourcePos, int range) const
{
const Map *
map = world->getMap ();
int
xi = 1;
int
xj = 1;
if (rand () % 2 == 1)
{
xi = -1;
}
if (rand () % 2 == 1)
{
xj = -1;
}
for (int i = -range; i <= range; ++i)
{
for (int j = -range; j <= range; ++j)
{
int
ii = xi * i;
int
jj = xj * j;
if (map->isInside (pos.x + ii, pos.y + jj))
{
Resource *
r =
map->getSurfaceCell (map->
toSurfCoords (Vec2i
(pos.x + ii,
pos.y +
jj)))->getResource ();
if (r != NULL)
{
if (r->getType () == rt)
{
resourcePos = pos + Vec2i (ii, jj);
return true;
}
}
}
}
}
return false;
}
//returns if there is a resource next to a unit, in "resourcePos" is stored the relative position of the resource
bool
AiInterface::isResourceNear (const Vec2i & pos, const ResourceType * rt,
Vec2i & resourcePos, Faction * faction,
bool fallbackToPeersHarvestingSameResource)
const
{
const Map *
map = world->getMap ();
int
size = 1;
for (int i = -1; i <= size; ++i)
{
for (int j = -1; j <= size; ++j)
{
if (map->isInside (pos.x + i, pos.y + j))
{
Resource *
r =
map->getSurfaceCell (map->
toSurfCoords (Vec2i
(pos.x + i,
pos.y +
j)))->getResource ();
if (r != NULL)
{
if (r->getType () == rt)
{
resourcePos = pos + Vec2i (i, j);
return
true;
}
}
}
}
}
if (fallbackToPeersHarvestingSameResource == true && faction != NULL)
{
// Look for another unit that is currently harvesting the same resource
// type right now
// Check the faction cache for a known position where we can harvest
// this resource type
Vec2i
result = faction->getClosestResourceTypeTargetFromCache (pos, rt);
if (result.x >= 0)
{
resourcePos = result;
if (pos.dist (resourcePos) <= size)
{
return true;
}
}
}
return false;
}
bool
AiInterface::getNearestSightedResource (const ResourceType * rt,
const Vec2i & pos,
Vec2i & resultPos,
bool usableResourceTypeOnly)
{
Faction *
faction = world->getFaction (factionIndex);
//float tmpDist=0;
float
nearestDist = infinity;
bool
anyResource = false;
resultPos.x = -1;
resultPos.y = -1;
bool
canUseResourceType = (usableResourceTypeOnly == false);
if (usableResourceTypeOnly == true)
{
// can any unit harvest this resource yet?
std::map < const ResourceType *, int >::iterator
iterFind = cacheUnitHarvestResourceLookup.find (rt);
if (iterFind != cacheUnitHarvestResourceLookup.end () &&
faction->findUnit (iterFind->second) != NULL)
{
canUseResourceType = true;
}
else
{
int
unitCount = getMyUnitCount ();
for (int i = 0; i < unitCount; ++i)
{
const Unit *
unit = getMyUnit (i);
const HarvestCommandType *
hct =
unit->getType ()->getFirstHarvestCommand (rt,
unit->
getFaction ());
if (hct != NULL)
{
canUseResourceType = true;
cacheUnitHarvestResourceLookup[rt] = unit->getId ();
break;
}
}
}
}
if (canUseResourceType == true)
{
bool
isResourceClose =
isResourceNear (pos, rt, resultPos, faction, true);
// Found a resource
if (isResourceClose == true || resultPos.x >= 0)
{
anyResource = true;
}
else
{
const Map *
map = world->getMap ();
for (int i = 0; i < map->getW (); ++i)
{
for (int j = 0; j < map->getH (); ++j)
{
Vec2i
resPos = Vec2i (i, j);
Vec2i
surfPos = Map::toSurfCoords (resPos);
SurfaceCell *
sc = map->getSurfaceCell (surfPos);
//if explored cell
if (sc != NULL && sc->isExplored (teamIndex))
{
Resource *
r = sc->getResource ();
//if resource cell
if (r != NULL)
{
if (r->getType () == rt)
{
float
tmpDist = pos.dist (resPos);
if (tmpDist < nearestDist)
{
anyResource = true;
nearestDist = tmpDist;
resultPos = resPos;
}
}
}
}
}
}
}
}
return anyResource;
}
bool
AiInterface::isAlly (const Unit * unit) const
{
return
world->
getFaction (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,
const CommandType * ct)
{
return world->getFaction (factionIndex)->checkCosts (pt, ct);
}
bool
AiInterface::isFreeCells (const Vec2i & pos, int size, Field field)
{
return world->getMap ()->isFreeCells (pos, size, field);
}
void
AiInterface::removeEnemyWarningPositionFromList (Vec2i & checkPos)
{
for (int i = (int)enemyWarningPositionList.size () - 1; i >= 0; --i)
{
Vec2i & pos = enemyWarningPositionList[i];
if (checkPos == pos)
{
enemyWarningPositionList.erase (enemyWarningPositionList.
begin () + i);
break;
}
}
}
const Unit *
AiInterface::getFirstOnSightEnemyUnit (Vec2i & pos, Field & field,
int radius)
{
Map *
map = world->getMap ();
const int
CHECK_RADIUS = 12;
const int
WARNING_ENEMY_COUNT = 6;
for (int i = 0; i < world->getFactionCount (); ++i)
{
for (int j = 0; j < world->getFaction (i)->getUnitCount (); ++j)
{
Unit *
unit = world->getFaction (i)->getUnit (j);
SurfaceCell *
sc =
map->getSurfaceCell (Map::toSurfCoords (unit->getPos ()));
bool
cannotSeeUnit = (unit->getType ()->hasCellMap () == true &&
unit->getType ()->getAllowEmptyCellMap () ==
true
&& unit->getType ()->hasEmptyCellMap () ==
true);
if (sc->isVisible (teamIndex) && cannotSeeUnit == false &&
isAlly (unit) == false && unit->isAlive () == true)
{
pos = unit->getPos ();
field = unit->getCurrField ();
if (pos.dist (getHomeLocation ()) < radius)
{
printLog (2,
"Being attacked at pos " + intToStr (pos.x) +
"," + intToStr (pos.y) + "\n");
// Now check if there are more than x enemies in sight and if
// so make note of the position
int
foundEnemies = 0;
std::map < int,
bool >
foundEnemyList;
for (int aiX = pos.x - CHECK_RADIUS;
aiX < pos.x + CHECK_RADIUS; ++aiX)
{
for (int aiY = pos.y - CHECK_RADIUS;
aiY < pos.y + CHECK_RADIUS; ++aiY)
{
Vec2i
checkPos (aiX, aiY);
if (map->isInside (checkPos)
&& map->isInsideSurface (map->
toSurfCoords
(checkPos)))
{
Cell *
cAI = map->getCell (checkPos);
SurfaceCell *
scAI =
map->
getSurfaceCell (Map::
toSurfCoords (checkPos));
if (scAI != NULL && cAI != NULL
&& cAI->getUnit (field) != NULL
&& sc->isVisible (teamIndex))
{
const Unit *
checkUnit = cAI->getUnit (field);
if (foundEnemyList.
find (checkUnit->getId ()) ==
foundEnemyList.end ())
{
bool
cannotSeeUnitAI =
(checkUnit->getType ()->
hasCellMap () == true
&& checkUnit->getType ()->
getAllowEmptyCellMap () == true
&& checkUnit->getType ()->
hasEmptyCellMap () == true);
if (cannotSeeUnitAI == false
&& isAlly (checkUnit) == false
&& checkUnit->isAlive () ==
true)
{
foundEnemies++;
foundEnemyList[checkUnit->
getId ()] = true;
}
}
}
}
}
}
if (foundEnemies >= WARNING_ENEMY_COUNT)
{
if (std::
find (enemyWarningPositionList.begin (),
enemyWarningPositionList.end (),
pos) == enemyWarningPositionList.end ())
{
enemyWarningPositionList.push_back (pos);
}
}
return unit;
}
}
}
}
return NULL;
}
Map *
AiInterface::getMap ()
{
Map *
map = world->getMap ();
return map;
}
bool
AiInterface::factionUsesResourceType (const FactionType * factionType,
const ResourceType * rt)
{
bool
factionUsesResourceType = factionType->factionUsesResourceType (rt);
return factionUsesResourceType;
}
void
AiInterface::saveGame (XmlNode * rootNode) const
{
std::map <
string,
string >
mapTagReplacements;
XmlNode *
aiInterfaceNode = rootNode->addChild ("AiInterface");
// World *world;
// Commander *commander;
// Console *console;
// GameSettings *gameSettings;
//
// Ai ai;
ai.
saveGame (aiInterfaceNode);
// int timer;
aiInterfaceNode->
addAttribute ("timer", intToStr (timer), mapTagReplacements);
// int factionIndex;
aiInterfaceNode->
addAttribute ("factionIndex", intToStr (factionIndex),
mapTagReplacements);
// int teamIndex;
aiInterfaceNode->
addAttribute ("teamIndex", intToStr (teamIndex), mapTagReplacements);
// //config
// bool redir;
aiInterfaceNode->
addAttribute ("redir", intToStr (redir), mapTagReplacements);
// int logLevel;
aiInterfaceNode->
addAttribute ("logLevel", intToStr (logLevel), mapTagReplacements);
// std::map<const ResourceType *,int> cacheUnitHarvestResourceLookup;
for (std::map < const ResourceType *, int >::const_iterator iterMap =
cacheUnitHarvestResourceLookup.begin ();
iterMap != cacheUnitHarvestResourceLookup.end (); ++iterMap)
{
XmlNode *
cacheUnitHarvestResourceLookupNode =
aiInterfaceNode->addChild ("cacheUnitHarvestResourceLookup");
cacheUnitHarvestResourceLookupNode->
addAttribute ("key", iterMap->first->getName (),
mapTagReplacements);
cacheUnitHarvestResourceLookupNode->
addAttribute ("value", intToStr (iterMap->second),
mapTagReplacements);
}
}
// AiInterface::AiInterface(Game &game, int factionIndex, int teamIndex, int useStartLocation) {
void
AiInterface::loadGame (const XmlNode * rootNode, Faction * faction)
{
XmlNode *
aiInterfaceNode = NULL;
vector < XmlNode * >aiInterfaceNodeList =
rootNode->getChildList ("AiInterface");
for (unsigned int i = 0; i < aiInterfaceNodeList.size (); ++i)
{
XmlNode *
node = aiInterfaceNodeList[i];
if (node->getAttribute ("factionIndex")->getIntValue () ==
faction->getIndex ())
{
aiInterfaceNode = node;
break;
}
}
if (aiInterfaceNode != NULL)
{
factionIndex =
aiInterfaceNode->getAttribute ("factionIndex")->getIntValue ();
teamIndex =
aiInterfaceNode->getAttribute ("teamIndex")->getIntValue ();
ai.loadGame (aiInterfaceNode, faction);
//firstTime = timeflowNode->getAttribute("firstTime")->getFloatValue();
timer = aiInterfaceNode->getAttribute ("timer")->getIntValue ();
// int factionIndex;
//factionIndex = aiInterfaceNode->getAttribute("factionIndex")->getIntValue();
// int teamIndex;
//teamIndex = aiInterfaceNode->getAttribute("teamIndex")->getIntValue();
// //config
// bool redir;
redir =
aiInterfaceNode->getAttribute ("redir")->getIntValue () != 0;
// int logLevel;
logLevel =
aiInterfaceNode->getAttribute ("logLevel")->getIntValue ();
// std::map<const ResourceType *,int> cacheUnitHarvestResourceLookup;
// for(std::map<const ResourceType *,int>::const_iterator iterMap = cacheUnitHarvestResourceLookup.begin();
// iterMap != cacheUnitHarvestResourceLookup.end(); ++iterMap) {
// XmlNode *cacheUnitHarvestResourceLookupNode = aiInterfaceNode->addChild("cacheUnitHarvestResourceLookup");
//
// cacheUnitHarvestResourceLookupNode->addAttribute("key",iterMap->first->getName(), mapTagReplacements);
// cacheUnitHarvestResourceLookupNode->addAttribute("value",intToStr(iterMap->second), mapTagReplacements);
// }
}
}
}
} //end namespace