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/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpAIManager.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Terrain.h"
#include "lib/timer.h"
#include "lib/tex/tex.h"
#include "lib/allocators/shared_ptr.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Util.h"
#include "simulation2/components/ICmpAIInterface.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.h"
#include "simulation2/serialization/SerializeTemplates.h"
/**
* @file
* Player AI interface.
* AI is primarily scripted, and the CCmpAIManager component defined here
* takes care of managing all the scripts.
*
* To avoid slow AI scripts causing jerky rendering, they are run in a background
* thread (maintained by CAIWorker) so that it's okay if they take a whole simulation
* turn before returning their results (though preferably they shouldn't use nearly
* that much CPU).
*
* CCmpAIManager grabs the world state after each turn (making use of AIInterface.js
* and AIProxy.js to decide what data to include) then passes it to CAIWorker.
* The AI scripts will then run asynchronously and return a list of commands to execute.
* Any attempts to read the command list (including indirectly via serialization)
* will block until it's actually completed, so the rest of the engine should avoid
* reading it for as long as possible.
*
* JS values are passed between the game and AI threads using ScriptInterface::StructuredClone.
*
* TODO: actually the thread isn't implemented yet, because performance hasn't been
* sufficiently problematic to justify the complexity yet, but the CAIWorker interface
* is designed to hopefully support threading when we want it.
*/
/**
* Implements worker thread for CCmpAIManager.
*/
class CAIWorker
{
private:
class CAIPlayer
{
NONCOPYABLE(CAIPlayer);
public:
CAIPlayer(CAIWorker& worker, const std::wstring& aiName, player_id_t player,
const shared_ptr<ScriptRuntime>& runtime, boost::rand48& rng) :
m_Worker(worker), m_AIName(aiName), m_Player(player), m_ScriptInterface("Engine", "AI", runtime)
{
m_ScriptInterface.SetCallbackData(static_cast<void*> (this));
m_ScriptInterface.ReplaceNondeterministicFunctions(rng);
m_ScriptInterface.RegisterFunction<void, std::wstring, CAIPlayer::IncludeModule>("IncludeModule");
m_ScriptInterface.RegisterFunction<void, CScriptValRooted, CAIPlayer::PostCommand>("PostCommand");
m_ScriptInterface.RegisterFunction<void, std::wstring, std::vector<u32>, u32, u32, u32, CAIPlayer::DumpImage>("DumpImage");
}
~CAIPlayer()
{
// Clean up rooted objects before destroying their script context
m_Obj = CScriptValRooted();
m_Commands.clear();
}
static void IncludeModule(void* cbdata, std::wstring name)
{
CAIPlayer* self = static_cast<CAIPlayer*> (cbdata);
self->LoadScripts(name);
}
static void PostCommand(void* cbdata, CScriptValRooted cmd)
{
CAIPlayer* self = static_cast<CAIPlayer*> (cbdata);
self->m_Commands.push_back(self->m_ScriptInterface.WriteStructuredClone(cmd.get()));
}
/**
* Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights).
*/
static void DumpImage(void* UNUSED(cbdata), std::wstring name, std::vector<u32> data, u32 w, u32 h, u32 max)
{
// TODO: this is totally not threadsafe.
VfsPath filename = L"screenshots/aidump/" + name;
if (data.size() != w*h)
{
debug_warn(L"DumpImage: data size doesn't match w*h");
return;
}
if (max == 0)
{
debug_warn(L"DumpImage: max must not be 0");
return;
}
const size_t bpp = 8;
int flags = TEX_BOTTOM_UP|TEX_GREY;
const size_t img_size = w * h * bpp/8;
const size_t hdr_size = tex_hdr_size(filename);
shared_ptr<u8> buf;
AllocateAligned(buf, hdr_size+img_size, maxSectorSize);
Tex t;
if (tex_wrap(w, h, bpp, flags, buf, hdr_size, &t) < 0)
return;
u8* img = buf.get() + hdr_size;
for (size_t i = 0; i < data.size(); ++i)
img[i] = (u8)((data[i] * 255) / max);
tex_write(&t, filename);
tex_free(&t);
}
bool LoadScripts(const std::wstring& moduleName)
{
// Ignore modules that are already loaded
if (m_LoadedModules.find(moduleName) != m_LoadedModules.end())
return true;
// Mark this as loaded, to prevent it recursively loading itself
m_LoadedModules.insert(moduleName);
// Load and execute *.js
VfsPaths pathnames;
vfs::GetPathnames(g_VFS, L"simulation/ai/" + moduleName + L"/", L"*.js", pathnames);
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
{
if (!m_ScriptInterface.LoadGlobalScriptFile(*it))
{
LOGERROR(L"Failed to load script %ls", it->string().c_str());
return false;
}
}
return true;
}
bool Initialise(bool callConstructor)
{
if (!LoadScripts(m_AIName))
return false;
OsPath path = L"simulation/ai/" + m_AIName + L"/data.json";
CScriptValRooted metadata = m_Worker.LoadMetadata(path);
if (metadata.uninitialised())
{
LOGERROR(L"Failed to create AI player: can't find %ls", path.string().c_str());
return false;
}
// Get the constructor name from the metadata
std::string constructor;
if (!m_ScriptInterface.GetProperty(metadata.get(), "constructor", constructor))
{
LOGERROR(L"Failed to create AI player: %ls: missing 'constructor'", path.string().c_str());
return false;
}
// Get the constructor function from the loaded scripts
CScriptVal ctor;
if (!m_ScriptInterface.GetProperty(m_ScriptInterface.GetGlobalObject(), constructor.c_str(), ctor)
|| ctor.undefined())
{
LOGERROR(L"Failed to create AI player: %ls: can't find constructor '%hs'", path.string().c_str(), constructor.c_str());
return false;
}
CScriptVal obj;
if (callConstructor)
{
// Set up the data to pass as the constructor argument
CScriptVal settings;
m_ScriptInterface.Eval(L"({})", settings);
m_ScriptInterface.SetProperty(settings.get(), "player", m_Player, false);
ENSURE(m_Worker.m_HasLoadedEntityTemplates);
m_ScriptInterface.SetProperty(settings.get(), "templates", m_Worker.m_EntityTemplates, false);
obj = m_ScriptInterface.CallConstructor(ctor.get(), settings.get());
}
else
{
// For deserialization, we want to create the object with the correct prototype
// but don't want to actually run the constructor again
// XXX: actually we don't currently use this path for deserialization - maybe delete it?
obj = m_ScriptInterface.NewObjectFromConstructor(ctor.get());
}
if (obj.undefined())
{
LOGERROR(L"Failed to create AI player: %ls: error calling constructor '%hs'", path.string().c_str(), constructor.c_str());
return false;
}
m_Obj = CScriptValRooted(m_ScriptInterface.GetContext(), obj);
return true;
}
void Run(CScriptVal state)
{
m_Commands.clear();
m_ScriptInterface.CallFunctionVoid(m_Obj.get(), "HandleMessage", state);
}
CAIWorker& m_Worker;
std::wstring m_AIName;
player_id_t m_Player;
ScriptInterface m_ScriptInterface;
CScriptValRooted m_Obj;
std::vector<shared_ptr<ScriptInterface::StructuredClone> > m_Commands;
std::set<std::wstring> m_LoadedModules;
};
public:
struct SCommandSets
{
player_id_t player;
std::vector<shared_ptr<ScriptInterface::StructuredClone> > commands;
};
CAIWorker() :
m_ScriptRuntime(ScriptInterface::CreateRuntime()),
m_ScriptInterface("Engine", "AI", m_ScriptRuntime),
m_TurnNum(0),
m_CommandsComputed(true),
m_HasLoadedEntityTemplates(false)
{
m_ScriptInterface.SetCallbackData(static_cast<void*> (this));
// TODO: ought to seed the RNG (in a network-synchronised way) before we use it
m_ScriptInterface.ReplaceNondeterministicFunctions(m_RNG);
}
~CAIWorker()
{
// Clear rooted script values before destructing the script interface
m_EntityTemplates = CScriptValRooted();
m_PlayerMetadata.clear();
m_Players.clear();
m_GameState.reset();
m_PassabilityMapVal = CScriptValRooted();
m_TerritoryMapVal = CScriptValRooted();
}
bool AddPlayer(const std::wstring& aiName, player_id_t player, bool callConstructor)
{
shared_ptr<CAIPlayer> ai(new CAIPlayer(*this, aiName, player, m_ScriptRuntime, m_RNG));
if (!ai->Initialise(callConstructor))
return false;
m_Players.push_back(ai);
return true;
}
void StartComputation(const shared_ptr<ScriptInterface::StructuredClone>& gameState, const Grid<u16>& passabilityMap, const Grid<u8>& territoryMap, bool territoryMapDirty)
{
ENSURE(m_CommandsComputed);
m_GameState = gameState;
if (passabilityMap.m_DirtyID != m_PassabilityMap.m_DirtyID)
{
m_PassabilityMap = passabilityMap;
JSContext* cx = m_ScriptInterface.GetContext();
m_PassabilityMapVal = CScriptValRooted(cx, ScriptInterface::ToJSVal(cx, m_PassabilityMap));
}
if (territoryMapDirty)
{
m_TerritoryMap = territoryMap;
JSContext* cx = m_ScriptInterface.GetContext();
m_TerritoryMapVal = CScriptValRooted(cx, ScriptInterface::ToJSVal(cx, m_TerritoryMap));
}
m_CommandsComputed = false;
}
void WaitToFinishComputation()
{
if (!m_CommandsComputed)
{
PerformComputation();
m_CommandsComputed = true;
}
}
void GetCommands(std::vector<SCommandSets>& commands)
{
WaitToFinishComputation();
commands.clear();
commands.resize(m_Players.size());
for (size_t i = 0; i < m_Players.size(); ++i)
{
commands[i].player = m_Players[i]->m_Player;
commands[i].commands = m_Players[i]->m_Commands;
}
}
void LoadEntityTemplates(const std::vector<std::pair<std::string, const CParamNode*> >& templates)
{
m_HasLoadedEntityTemplates = true;
m_ScriptInterface.Eval("({})", m_EntityTemplates);
for (size_t i = 0; i < templates.size(); ++i)
{
jsval val = templates[i].second->ToJSVal(m_ScriptInterface.GetContext(), false);
m_ScriptInterface.SetProperty(m_EntityTemplates.get(), templates[i].first.c_str(), CScriptVal(val), true);
}
// Since the template data is shared between AI players, freeze it
// to stop any of them changing it and confusing the other players
m_ScriptInterface.FreezeObject(m_EntityTemplates.get(), true);
}
void Serialize(std::ostream& stream, bool isDebug)
{
WaitToFinishComputation();
if (isDebug)
{
CDebugSerializer serializer(m_ScriptInterface, stream);
serializer.Indent(4);
SerializeState(serializer);
}
else
{
CStdSerializer serializer(m_ScriptInterface, stream);
SerializeState(serializer);
}
}
void SerializeState(ISerializer& serializer)
{
std::stringstream rngStream;
rngStream << m_RNG;
serializer.StringASCII("rng", rngStream.str(), 0, 32);
serializer.NumberU32_Unbounded("turn", m_TurnNum);
serializer.NumberU32_Unbounded("num ais", (u32)m_Players.size());
for (size_t i = 0; i < m_Players.size(); ++i)
{
serializer.String("name", m_Players[i]->m_AIName, 1, 256);
serializer.NumberI32_Unbounded("player", m_Players[i]->m_Player);
serializer.NumberU32_Unbounded("num commands", (u32)m_Players[i]->m_Commands.size());
for (size_t j = 0; j < m_Players[i]->m_Commands.size(); ++j)
{
CScriptVal val = m_ScriptInterface.ReadStructuredClone(m_Players[i]->m_Commands[j]);
serializer.ScriptVal("command", val);
}
CScriptVal scriptData;
if (!m_ScriptInterface.CallFunction(m_Players[i]->m_Obj.get(), "Serialize", scriptData))
LOGERROR(L"AI script Serialize call failed");
serializer.ScriptVal("data", scriptData);
}
}
void Deserialize(std::istream& stream)
{
ENSURE(m_CommandsComputed); // deserializing while we're still actively computing would be bad
CStdDeserializer deserializer(m_ScriptInterface, stream);
m_PlayerMetadata.clear();
m_Players.clear();
std::string rngString;
std::stringstream rngStream;
deserializer.StringASCII("rng", rngString, 0, 32);
rngStream << rngString;
rngStream >> m_RNG;
deserializer.NumberU32_Unbounded("turn", m_TurnNum);
uint32_t numAis;
deserializer.NumberU32_Unbounded("num ais", numAis);
for (size_t i = 0; i < numAis; ++i)
{
std::wstring name;
player_id_t player;
deserializer.String("name", name, 1, 256);
deserializer.NumberI32_Unbounded("player", player);
if (!AddPlayer(name, player, true))
throw PSERROR_Deserialize_ScriptError();
uint32_t numCommands;
deserializer.NumberU32_Unbounded("num commands", numCommands);
m_Players.back()->m_Commands.reserve(numCommands);
for (size_t j = 0; j < numCommands; ++j)
{
CScriptVal val;
deserializer.ScriptVal("command", val);
m_Players.back()->m_Commands.push_back(m_ScriptInterface.WriteStructuredClone(val.get()));
}
CScriptVal scriptData;
deserializer.ScriptVal("data", scriptData);
if (!m_ScriptInterface.CallFunctionVoid(m_Players.back()->m_Obj.get(), "Deserialize", scriptData))
LOGERROR(L"AI script Deserialize call failed");
}
}
private:
CScriptValRooted LoadMetadata(const VfsPath& path)
{
if (m_PlayerMetadata.find(path) == m_PlayerMetadata.end())
{
// Load and cache the AI player metadata
m_PlayerMetadata[path] = m_ScriptInterface.ReadJSONFile(path);
}
return m_PlayerMetadata[path];
}
void PerformComputation()
{
// Deserialize the game state, to pass to the AI's HandleMessage
CScriptVal state;
{
PROFILE3("AI compute read state");
state = m_ScriptInterface.ReadStructuredClone(m_GameState);
m_ScriptInterface.SetProperty(state.get(), "passabilityMap", m_PassabilityMapVal, true);
m_ScriptInterface.SetProperty(state.get(), "territoryMap", m_TerritoryMapVal, true);
}
// It would be nice to do
// m_ScriptInterface.FreezeObject(state.get(), true);
// to prevent AI scripts accidentally modifying the state and
// affecting other AI scripts they share it with. But the performance
// cost is far too high, so we won't do that.
for (size_t i = 0; i < m_Players.size(); ++i)
{
PROFILE3("AI script");
PROFILE2_ATTR("player: %d", m_Players[i]->m_Player);
PROFILE2_ATTR("script: %ls", m_Players[i]->m_AIName.c_str());
m_Players[i]->Run(state);
}
// Run the GC every so often.
// (This isn't particularly necessary, but it makes profiling clearer
// since it avoids random GC delays while running other scripts)
if (m_TurnNum++ % 25 == 0)
{
PROFILE3("AI compute GC");
m_ScriptInterface.MaybeGC();
}
}
shared_ptr<ScriptRuntime> m_ScriptRuntime;
ScriptInterface m_ScriptInterface;
boost::rand48 m_RNG;
u32 m_TurnNum;
CScriptValRooted m_EntityTemplates;
bool m_HasLoadedEntityTemplates;
std::map<VfsPath, CScriptValRooted> m_PlayerMetadata;
std::vector<shared_ptr<CAIPlayer> > m_Players; // use shared_ptr just to avoid copying
shared_ptr<ScriptInterface::StructuredClone> m_GameState;
Grid<u16> m_PassabilityMap;
CScriptValRooted m_PassabilityMapVal;
Grid<u8> m_TerritoryMap;
CScriptValRooted m_TerritoryMapVal;
bool m_CommandsComputed;
};
/**
* Implementation of ICmpAIManager.
*/
class CCmpAIManager : public ICmpAIManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_ProgressiveLoad);
}
DEFAULT_COMPONENT_ALLOCATOR(AIManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_TerritoriesDirtyID = 0;
StartLoadEntityTemplates();
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
// Because the AI worker uses its own ScriptInterface, we can't use the
// ISerializer (which was initialised with the simulation ScriptInterface)
// directly. So we'll just grab the ISerializer's stream and write to it
// with an independent serializer.
m_Worker.Serialize(serialize.GetStream(), serialize.IsDebug());
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
ForceLoadEntityTemplates();
m_Worker.Deserialize(deserialize.GetStream());
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_ProgressiveLoad:
{
const CMessageProgressiveLoad& msgData = static_cast<const CMessageProgressiveLoad&> (msg);
*msgData.total += (int)m_TemplateNames.size();
if (*msgData.progressed)
break;
if (ContinueLoadEntityTemplates())
*msgData.progressed = true;
*msgData.progress += (int)m_TemplateLoadedIdx;
break;
}
}
}
virtual void AddPlayer(std::wstring id, player_id_t player)
{
m_Worker.AddPlayer(id, player, true);
// AI players can cheat and see through FoW/SoD, since that greatly simplifies
// their implementation.
// (TODO: maybe cleverer AIs should be able to optionally retain FoW/SoD)
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSimContext(), SYSTEM_ENTITY);
if (cmpRangeManager)
cmpRangeManager->SetLosRevealAll(player, true);
}
virtual void StartComputation()
{
PROFILE("AI setup");
ForceLoadEntityTemplates();
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
CmpPtr<ICmpAIInterface> cmpAIInterface(GetSimContext(), SYSTEM_ENTITY);
ENSURE(cmpAIInterface);
// Get the game state from AIInterface
CScriptVal state = cmpAIInterface->GetRepresentation();
// Get the passability data
Grid<u16> dummyGrid;
const Grid<u16>* passabilityMap = &dummyGrid;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
if (cmpPathfinder)
passabilityMap = &cmpPathfinder->GetPassabilityGrid();
// Get the territory data
// Since getting the territory grid can trigger a recalculation, we check NeedUpdate first
bool territoryMapDirty = false;
Grid<u8> dummyGrid2;
const Grid<u8>* territoryMap = &dummyGrid2;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSimContext(), SYSTEM_ENTITY);
if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID))
{
territoryMap = &cmpTerritoryManager->GetTerritoryGrid();
territoryMapDirty = true;
}
LoadPathfinderClasses(state);
m_Worker.StartComputation(scriptInterface.WriteStructuredClone(state.get()), *passabilityMap, *territoryMap, territoryMapDirty);
}
virtual void PushCommands()
{
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
std::vector<CAIWorker::SCommandSets> commands;
m_Worker.GetCommands(commands);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(GetSimContext(), SYSTEM_ENTITY);
if (!cmpCommandQueue)
return;
for (size_t i = 0; i < commands.size(); ++i)
{
for (size_t j = 0; j < commands[i].commands.size(); ++j)
{
cmpCommandQueue->PushLocalCommand(commands[i].player,
scriptInterface.ReadStructuredClone(commands[i].commands[j]));
}
}
}
private:
std::vector<std::string> m_TemplateNames;
size_t m_TemplateLoadedIdx;
std::vector<std::pair<std::string, const CParamNode*> > m_Templates;
size_t m_TerritoriesDirtyID;
void StartLoadEntityTemplates()
{
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSimContext(), SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
m_TemplateNames = cmpTemplateManager->FindAllTemplates(false);
m_TemplateLoadedIdx = 0;
m_Templates.reserve(m_TemplateNames.size());
}
// Tries to load the next entity template. Returns true if we did some work.
bool ContinueLoadEntityTemplates()
{
if (m_TemplateLoadedIdx >= m_TemplateNames.size())
return false;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSimContext(), SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
const CParamNode* node = cmpTemplateManager->GetTemplateWithoutValidation(m_TemplateNames[m_TemplateLoadedIdx]);
if (node)
m_Templates.push_back(std::make_pair(m_TemplateNames[m_TemplateLoadedIdx], node));
m_TemplateLoadedIdx++;
// If this was the last template, send the data to the worker
if (m_TemplateLoadedIdx == m_TemplateNames.size())
m_Worker.LoadEntityTemplates(m_Templates);
return true;
}
void ForceLoadEntityTemplates()
{
while (ContinueLoadEntityTemplates())
{
}
}
void LoadPathfinderClasses(CScriptVal state)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
if (!cmpPathfinder)
return;
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
CScriptVal classesVal;
scriptInterface.Eval("({ pathfinderObstruction: 1, foundationObstruction: 2 })", classesVal);
std::map<std::string, ICmpPathfinder::pass_class_t> classes = cmpPathfinder->GetPassabilityClasses();
for (std::map<std::string, ICmpPathfinder::pass_class_t>::iterator it = classes.begin(); it != classes.end(); ++it)
scriptInterface.SetProperty(classesVal.get(), it->first.c_str(), it->second, true);
scriptInterface.SetProperty(state.get(), "passabilityClasses", classesVal, true);
}
CAIWorker m_Worker;
};
REGISTER_COMPONENT_TYPE(AIManager)
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