mirror of
https://github.com/glest/glest-source.git
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1482 lines
43 KiB
C++
1482 lines
43 KiB
C++
//
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// ai_interface.cpp:
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//
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// This file is part of ZetaGlest <https://github.com/ZetaGlest>
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//
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// Copyright (C) 2018 The ZetaGlest team
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//
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// ZetaGlest is a fork of MegaGlest <https://megaglest.org>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>
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#include "ai_interface.h"
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#include "ai.h"
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#include "command_type.h"
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#include "faction.h"
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#include "unit.h"
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#include "unit_type.h"
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#include "object.h"
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#include "game.h"
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#include "config.h"
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#include "network_manager.h"
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#include "platform_util.h"
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#include "leak_dumper.h"
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using namespace
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Shared::Util;
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using namespace
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Shared::Graphics;
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// =====================================================
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// class AiInterface
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// =====================================================
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namespace
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Glest {
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namespace
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Game {
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// =====================================================
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// class FactionThread
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// =====================================================
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AiInterfaceThread::AiInterfaceThread(AiInterface * aiIntf) :
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BaseThread() {
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this->masterController = NULL;
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this->
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triggerIdMutex = new Mutex(CODE_AT_LINE);
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this->
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aiIntf = aiIntf;
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uniqueID = "AiInterfaceThread";
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}
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AiInterfaceThread::~
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AiInterfaceThread() {
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delete
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triggerIdMutex;
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triggerIdMutex = NULL;
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}
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void
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AiInterfaceThread::setQuitStatus(bool value) {
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s] Line: %d value = %d\n",
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__FILE__, __FUNCTION__, __LINE__, value);
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BaseThread::setQuitStatus(value);
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if (value == true) {
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signal(-1);
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}
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s] Line: %d\n", __FILE__,
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__FUNCTION__, __LINE__);
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}
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void
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AiInterfaceThread::signal(int frameIndex) {
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if (frameIndex >= 0) {
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static string
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mutexOwnerId =
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string(__FILE__) + string("_") + intToStr(__LINE__);
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MutexSafeWrapper
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safeMutex(triggerIdMutex, mutexOwnerId);
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this->frameIndex.first = frameIndex;
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this->frameIndex.second = false;
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safeMutex.ReleaseLock();
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}
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semTaskSignalled.signal();
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}
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void
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AiInterfaceThread::setTaskCompleted(int frameIndex) {
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if (frameIndex >= 0) {
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static string
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mutexOwnerId =
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string(__FILE__) + string("_") + intToStr(__LINE__);
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MutexSafeWrapper
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safeMutex(triggerIdMutex, mutexOwnerId);
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if (this->frameIndex.first == frameIndex) {
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this->frameIndex.second = true;
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}
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safeMutex.ReleaseLock();
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}
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}
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bool
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AiInterfaceThread::canShutdown(bool deleteSelfIfShutdownDelayed) {
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bool
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ret = (getExecutingTask() == false);
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if (ret == false && deleteSelfIfShutdownDelayed == true) {
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setDeleteSelfOnExecutionDone(deleteSelfIfShutdownDelayed);
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deleteSelfIfRequired();
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signalQuit();
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}
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return ret;
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}
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bool
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AiInterfaceThread::isSignalCompleted(int frameIndex) {
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if (getRunningStatus() == false) {
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return true;
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}
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static string
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mutexOwnerId = string(__FILE__) + string("_") + intToStr(__LINE__);
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MutexSafeWrapper
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safeMutex(triggerIdMutex, mutexOwnerId);
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//bool result = (event != NULL ? event->eventCompleted : true);
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bool
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result = (this->frameIndex.first == frameIndex
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&& this->frameIndex.second == true);
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//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);
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safeMutex.ReleaseLock();
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return result;
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}
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void
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AiInterfaceThread::signalQuit() {
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if (this->aiIntf != NULL) {
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MutexSafeWrapper
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safeMutex(this->aiIntf->getMutex(),
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string(__FILE__) + "_" + intToStr(__LINE__));
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this->aiIntf = NULL;
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}
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BaseThread::signalQuit();
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}
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void
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AiInterfaceThread::execute() {
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RunningStatusSafeWrapper
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runningStatus(this);
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try {
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//setRunningStatus(true);
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n", __FILE__,
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__FUNCTION__, __LINE__);
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if (SystemFlags::VERBOSE_MODE_ENABLED)
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printf
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("In [%s::%s Line: %d] ****************** STARTING worker thread this = %p\n",
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__FILE__, __FUNCTION__, __LINE__, this);
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//bool minorDebugPerformance = false;
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Chrono
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chrono;
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//unsigned int idx = 0;
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for (; this->aiIntf != NULL;) {
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if (getQuitStatus() == true) {
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if (SystemFlags::
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getSystemSettingType(SystemFlags::debugSystem).enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n",
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__FILE__, __FUNCTION__, __LINE__);
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break;
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}
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semTaskSignalled.waitTillSignalled();
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static string
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masterSlaveOwnerId =
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string(__FILE__) + string("_") + intToStr(__LINE__);
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MasterSlaveThreadControllerSafeWrapper
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safeMasterController(masterController, 20000,
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masterSlaveOwnerId);
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if (getQuitStatus() == true) {
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if (SystemFlags::
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getSystemSettingType(SystemFlags::debugSystem).enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n",
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__FILE__, __FUNCTION__, __LINE__);
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break;
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}
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static string
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mutexOwnerId =
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string(__FILE__) + string("_") + intToStr(__LINE__);
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MutexSafeWrapper
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safeMutex(triggerIdMutex, mutexOwnerId);
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bool
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executeTask = (frameIndex.first >= 0);
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//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);
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safeMutex.ReleaseLock();
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if (executeTask == true) {
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ExecutingTaskSafeWrapper
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safeExecutingTaskMutex(this);
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MutexSafeWrapper
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safeMutex(this->aiIntf->getMutex(),
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string(__FILE__) + "_" + intToStr(__LINE__));
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this->aiIntf->update();
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safeMutex.ReleaseLock();
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setTaskCompleted(frameIndex.first);
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}
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if (getQuitStatus() == true) {
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if (SystemFlags::
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getSystemSettingType(SystemFlags::debugSystem).enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n",
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__FILE__, __FUNCTION__, __LINE__);
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break;
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}
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}
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n", __FILE__,
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__FUNCTION__, __LINE__);
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if (SystemFlags::VERBOSE_MODE_ENABLED)
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printf
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("In [%s::%s Line: %d] ****************** ENDING worker thread this = %p\n",
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__FILE__, __FUNCTION__, __LINE__, this);
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} catch (const exception & ex) {
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//setRunningStatus(false);
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SystemFlags::OutputDebug(SystemFlags::debugError,
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"In [%s::%s Line: %d] Error [%s]\n",
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__FILE__, __FUNCTION__, __LINE__,
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ex.what());
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n", __FILE__,
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__FUNCTION__, __LINE__);
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throw
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megaglest_runtime_error(ex.what());
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}
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s] Line: %d\n", __FILE__,
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__FUNCTION__, __LINE__);
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}
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AiInterface::AiInterface(Game & game, int factionIndex, int teamIndex,
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int useStartLocation) :
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fp(NULL) {
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n", __FILE__,
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__FUNCTION__, __LINE__);
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this->aiMutex = new Mutex(CODE_AT_LINE);
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this->workerThread = NULL;
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this->world = game.getWorld();
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this->commander = game.getCommander();
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this->console = game.getConsole();
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this->gameSettings = game.getGameSettings();
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this->factionIndex = factionIndex;
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this->teamIndex = teamIndex;
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timer = 0;
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//init ai
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ai.init(this, useStartLocation);
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//config
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logLevel = Config::getInstance().getInt("AiLog");
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redir = Config::getInstance().getBool("AiRedir");
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aiLogFile = getLogFilename();
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if (getGameReadWritePath(GameConstants::path_logs_CacheLookupKey) !=
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"") {
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aiLogFile =
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getGameReadWritePath(GameConstants::path_logs_CacheLookupKey) +
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aiLogFile;
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} else {
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string
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userData = Config::getInstance().getString("UserData_Root", "");
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if (userData != "") {
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endPathWithSlash(userData);
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}
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aiLogFile = userData + aiLogFile;
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}
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//clear log file
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if (logLevel > 0) {
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#ifdef WIN32
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fp =
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_wfopen(::Shared::Platform::utf8_decode(aiLogFile).c_str(),
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L"wt");
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#else
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fp = fopen(aiLogFile.c_str(), "wt");
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#endif
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if (fp == NULL) {
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throw
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megaglest_runtime_error("Can't open file: [" + aiLogFile +
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"]");
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}
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fprintf(fp,
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"ZetaGlest AI log file for Tech [%s] Faction [%s] #%d\n\n",
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this->gameSettings->getTech().c_str(),
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this->world->getFaction(this->factionIndex)->getType()->
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getName().c_str(), this->factionIndex);
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}
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if (Config::getInstance().getBool("EnableAIWorkerThreads", "true") ==
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true) {
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if (workerThread != NULL) {
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workerThread->signalQuit();
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if (workerThread->shutdownAndWait() == true) {
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delete
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workerThread;
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}
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workerThread = NULL;
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}
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static string
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mutexOwnerId =
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string(extractFileFromDirectoryPath(__FILE__).c_str()) +
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string("_") + intToStr(__LINE__);
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this->workerThread = new AiInterfaceThread(this);
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this->workerThread->setUniqueID(mutexOwnerId);
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this->workerThread->start();
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}
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n", __FILE__,
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__FUNCTION__, __LINE__);
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}
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void
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AiInterface::init() {
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world = NULL;;
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commander = NULL;;
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console = NULL;;
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gameSettings = NULL;;
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timer = 0;
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factionIndex = 0;
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teamIndex = 0;
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redir = false;
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logLevel = 0;
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fp = NULL;;
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aiMutex = NULL;
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workerThread = NULL;
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}
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AiInterface::~AiInterface() {
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d] deleting AI factionIndex = %d, teamIndex = %d\n",
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__FILE__, __FUNCTION__, __LINE__,
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this->factionIndex, this->teamIndex);
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cacheUnitHarvestResourceLookup.clear();
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if (workerThread != NULL) {
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workerThread->signalQuit();
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sleep(0);
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if (workerThread->canShutdown(true) == true &&
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workerThread->shutdownAndWait() == true) {
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delete
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workerThread;
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}
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workerThread = NULL;
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}
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if (fp) {
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fclose(fp);
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fp = NULL;
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}
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delete
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aiMutex;
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aiMutex = NULL;
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}
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void
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AiInterface::signalWorkerThread(int frameIndex) {
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if (workerThread != NULL) {
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workerThread->signal(frameIndex);
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} else {
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this->update();
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}
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}
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bool
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AiInterface::isWorkerThreadSignalCompleted(int frameIndex) {
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if (workerThread != NULL) {
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return workerThread->isSignalCompleted(frameIndex);
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}
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return true;
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}
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// ==================== main ====================
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void
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AiInterface::update() {
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timer++;
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ai.update();
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}
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// ==================== misc ====================
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bool
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AiInterface::isLogLevelEnabled(int level) {
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return (this->logLevel >= level);
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}
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void
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AiInterface::printLog(int logLevel, const string & s) {
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if (isLogLevelEnabled(logLevel) == true) {
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string
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logString = "(" + intToStr(factionIndex) + ") " + s;
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MutexSafeWrapper
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safeMutex(aiMutex, string(__FILE__) + "_" + intToStr(__LINE__));
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//print log to file
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if (fp != NULL) {
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fprintf(fp, "%s\n", logString.c_str());
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}
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//redirect to console
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if (redir) {
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console->addLine(logString);
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}
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}
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}
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// ==================== interaction ====================
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Faction *
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AiInterface::getMyFaction() {
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return world->getFaction(factionIndex);
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}
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bool
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AiInterface::executeCommandOverNetwork() {
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bool
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enableServerControlledAI =
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gameSettings->getEnableServerControlledAI();
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bool
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isNetworkGame = gameSettings->isNetworkGame();
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NetworkRole
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role = NetworkManager::getInstance().getNetworkRole();
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Faction *
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faction = world->getFaction(factionIndex);
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return faction->getCpuControl(enableServerControlledAI, isNetworkGame,
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role);
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}
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std::pair < CommandResult,
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string >
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AiInterface::giveCommandSwitchTeamVote(const Faction * faction,
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SwitchTeamVote * vote) {
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assert(this->gameSettings != NULL);
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commander->trySwitchTeamVote(faction, vote);
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return std::pair < CommandResult, string >(crSuccess, "");
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}
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std::pair < CommandResult,
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string > AiInterface::giveCommand(int unitIndex,
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CommandClass commandClass,
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const Vec2i & pos) {
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assert(this->gameSettings != NULL);
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std::pair < CommandResult, string > result(crFailUndefined, "");
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if (executeCommandOverNetwork() == true) {
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const Unit *
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unit = getMyUnit(unitIndex);
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result =
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commander->tryGiveCommand(unit,
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unit->getType()->
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getFirstCtOfClass(commandClass), pos,
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unit->getType(),
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CardinalDir(CardinalDir::NORTH));
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return result;
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} else {
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Command *
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c =
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new Command(world->getFaction(factionIndex)->
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getUnit(unitIndex)->getType()->
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getFirstCtOfClass(commandClass), pos);
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n", __FILE__,
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__FUNCTION__, __LINE__);
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result =
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world->getFaction(factionIndex)->getUnit(unitIndex)->
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giveCommand(c);
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if (SystemFlags::getSystemSettingType(SystemFlags::debugSystem).
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enabled)
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SystemFlags::OutputDebug(SystemFlags::debugSystem,
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"In [%s::%s Line: %d]\n", __FILE__,
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__FUNCTION__, __LINE__);
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return result;
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}
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}
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std::pair < CommandResult,
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string > AiInterface::giveCommand(const Unit * unit,
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const CommandType * commandType,
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const Vec2i & pos,
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int unitGroupCommandId) {
|
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assert(this->gameSettings != NULL);
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|
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std::pair < CommandResult, string > result(crFailUndefined, "");
|
|
if (unit == NULL) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unit in AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
Command* currentCommand = unit->getCurrCommand();
|
|
if (currentCommand != NULL && currentCommand->getCommandType()->commandTypeClass == CommandClass::ccUpgrade && commandType->commandTypeClass != CommandClass::ccAttack)
|
|
return result;
|
|
const UnitType *
|
|
unitType = unit->getType();
|
|
if (unitType == NULL) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unittype with unit id: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unit->getId(), factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
if (commandType == NULL) {
|
|
printf("In [%s::%s Line: %d] commandType == NULL, unit id: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unit->getId(),
|
|
factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
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 sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unit->getId(),
|
|
unit->getFullName(false).c_str(),
|
|
unit->getDesc(false).c_str(),
|
|
unit->getFaction()->getIndex());
|
|
printf("%s", szBuf);
|
|
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);*/
|
|
return result;
|
|
}
|
|
|
|
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) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unitIndex,
|
|
factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
Command* currentCommand = unit->getCurrCommand();
|
|
if (currentCommand != NULL && currentCommand->getCommandType()->commandTypeClass == CommandClass::ccUpgrade && commandType->commandTypeClass != CommandClass::ccAttack)
|
|
return result;
|
|
const UnitType *
|
|
unitType = unit->getType();
|
|
if (unitType == NULL) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unitIndex,
|
|
factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
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());
|
|
printf("%s", szBuf);
|
|
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);*/
|
|
return result;
|
|
}
|
|
|
|
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) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unitIndex,
|
|
factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
Command* currentCommand = unit->getCurrCommand();
|
|
if (currentCommand != NULL && currentCommand->getCommandType()->commandTypeClass == CommandClass::ccUpgrade && commandType->commandTypeClass != CommandClass::ccAttack)
|
|
return result;
|
|
const UnitType *
|
|
unitType = unit->getType();
|
|
if (unitType == NULL) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unitIndex,
|
|
factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
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());
|
|
printf("%s", szBuf);
|
|
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);*/
|
|
return result;
|
|
}
|
|
|
|
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, "");
|
|
|
|
if (commandType == NULL)
|
|
return result;
|
|
const Unit *
|
|
unit = getMyUnit(unitIndex);
|
|
if (unit == NULL) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unitIndex,
|
|
factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
Command* currentCommand = unit->getCurrCommand();
|
|
if (currentCommand != NULL && currentCommand->getCommandType()->commandTypeClass == CommandClass::ccUpgrade && commandType->commandTypeClass != CommandClass::ccAttack)
|
|
return result;
|
|
const UnitType *
|
|
unitType = unit->getType();
|
|
if (unitType == NULL) {
|
|
printf("In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of sync.\n",
|
|
__FILE__, __FUNCTION__, __LINE__, unitIndex,
|
|
factionIndex);
|
|
/*throw
|
|
megaglest_runtime_error(szBuf);*/
|
|
return result;
|
|
}
|
|
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());
|
|
printf("%s", szBuf);
|
|
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);*/
|
|
return result;
|
|
}
|
|
|
|
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
|