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#include "CE323AI.h"
#include "CAI.h"
#include "CConfigParser.h"
#include "GameMap.hpp"
#include "CUnitTable.h"
#include "CEconomy.h"
#include "CWishList.h"
#include "CTaskHandler.h"
#include "CThreatMap.h"
#include "CPathfinder.h"
#include "CIntel.h"
#include "CMilitary.h"
#include "CDefenseMatrix.h"
#include "CUnit.h"
#include "CGroup.h"
#include "CScopedTimer.h"
#include "CRNG.h"
void CE323AI::InitAI(IGlobalAICallback* callback, int team) {
ai = new AIClasses();
ai->cb = callback->GetAICallback();
ai->cbc = callback->GetCheatInterface();
ai->team = team;
ai->logger = new CLogger(ai, CLogger::LOG_SCREEN | CLogger::LOG_FILE);
ai->cfgparser = new CConfigParser(ai);
ai->unittable = new CUnitTable(ai);
std::string configfile(ai->cb->GetModName());
configfile = configfile.substr(0, configfile.size()-4) + "-config.cfg";
ai->cfgparser->parseConfig(configfile);
if (!ai->cfgparser->isUsable()) {
ai->cb->SendTextMsg("No usable config file available for this Mod/Game.", 0);
const std::string confFileLine = "A template can be found at: " + configfile;
ai->cb->SendTextMsg(confFileLine.c_str(), 0);
ai->cb->SendTextMsg("Shutting Down ...", 0);
// we have to cleanup here, as ReleaseAI() will not be called
// in case of an error in InitAI().
delete ai->cfgparser;
delete ai->logger;
delete ai->unittable;
delete ai;
// this will kill this AI instance gracefully
throw 33;
}
ai->gamemap = new GameMap(ai);
ai->economy = new CEconomy(ai);
ai->wishlist = new CWishList(ai);
ai->tasks = new CTaskHandler(ai);
ai->threatmap = new CThreatMap(ai);
ai->pathfinder = new CPathfinder(ai);
ai->intel = new CIntel(ai);
ai->military = new CMilitary(ai);
ai->defensematrix = new CDefenseMatrix(ai);
/*
ai->uploader->AddString("aiversion", AI_VERSION_NR);
ai->uploader->AddString("ainame", AI_NAME);
ai->uploader->AddString("modname", ai->cb->GetModName());
ai->uploader->AddString("mapname", ai->cb->GetMapName());
*/
}
void CE323AI::ReleaseAI() {
LOG_II(CScopedTimer::profile())
delete ai->defensematrix;
delete ai->military;
delete ai->intel;
delete ai->pathfinder;
delete ai->threatmap;
delete ai->tasks;
delete ai->wishlist;
delete ai->economy;
delete ai->unittable;
delete ai->gamemap;
delete ai->cfgparser;
delete ai->logger;
delete ai;
}
/************************
* Unit related callins *
************************/
/* Called when units are spawned in a factory or when game starts */
void CE323AI::UnitCreated(int uid, int bid) {
CUnit *unit = ai->unittable->requestUnit(uid, bid);
LOG_II("CE323AI::UnitCreated " << (*unit) << " (bid=" << bid << ")")
if (unit->def->isCommander && !ai->economy->isInitialized()) {
ai->economy->init(*unit);
}
ai->economy->addUnitOnCreated(*unit);
if (bid < 0)
return; // unit was spawned from nowhere (e.g. commander)
unsigned int c = unit->type->cats;
if (c&MOBILE) {
CUnit *builder = ai->unittable->getUnit(bid);
// if builder is a mobile unit (like Consul in BA) then do not
// assign move command...
if (builder->type->cats&STATIC) {
// NOTE: factories should be already rotated in proper direction to prevent
// units going outside the map
if (c&AIR)
unit->moveRandom(500.0f, true);
else if (c&BUILDER)
unit->moveForward(200.0f);
else
unit->moveForward(400.0f);
}
}
}
/* Called when units are finished in a factory and able to move */
void CE323AI::UnitFinished(int uid) {
CUnit *unit = ai->unittable->getUnit(uid);
ai->unittable->unitsAliveTime[uid] = 0;
ai->unittable->idle[uid] = true;
LOG_II("CE323AI::UnitFinished " << (*unit))
unsigned int c = unit->type->cats;
if (unit->builtBy >= 0)
ai->unittable->builders[unit->builtBy] = true;
/* Eco unit */
if (!(c&ATTACKER) || c&COMMANDER)
ai->economy->addUnitOnFinished(*unit);
/* Military unit */
else
ai->military->addUnit(*unit);
}
/* Called on a destroyed unit */
void CE323AI::UnitDestroyed(int uid, int attacker) {
CUnit *unit = ai->unittable->getUnit(uid);
LOG_II("CE323AI::UnitDestroyed " << (*unit))
unit->remove();
}
/* Called when unit is idle */
void CE323AI::UnitIdle(int uid) {
CUnit *unit = ai->unittable->getUnit(uid);
//LOG_II("CE323AI::UnitIdle " << (*unit))
if(ai->unittable->unitsUnderPlayerControl.find(uid) != ai->unittable->unitsUnderPlayerControl.end()) {
ai->unittable->unitsUnderPlayerControl.erase(uid);
assert(unit->group == NULL);
LOG_II("CE323AI::PlayerCommand no " << (*unit))
// re-assigning unit to appropriate group
UnitFinished(uid);
return;
}
ai->unittable->idle[uid] = true;
}
/* Called when unit is damaged */
void CE323AI::UnitDamaged(int damaged, int attacker, float damage, float3 dir) {
// TODO: introduce quick imrovement for builders to reclaim their attacker
// but next it should return to its current job, so we need to delay
// current task which is impossible while there is no task queue per unit
// group (curently we have a single task per group)
/*
if (!ai->cb->UnitBeingBuilt(damaged) && (rng.RandInt(9) % 2 || ai->unittable->idle[damaged])) {
CUnit* unit = ai->unittable->getUnit(damaged);
if ((unit->type->cats&(MOBILE|ATTACKER)) || (unit->type->cats&(MOBILE|BUILDER))) {
float3 epos = ai->cbc->GetUnitPos(attacker);
if (unit->group && unit->group->pos().distance2D(epos) < 300.0f) {
const ATask* task = ai->tasks->getTask(*unit->group);
if (!task || (task->t != ATTACK && task->t != FACTORY_BUILD)) {
if (task)
ai->tasks->removeTask(*unit->group);
ai->tasks->addAttackTask(attacker, *unit->group);
}
}
}
}
*/
}
/* Called on move fail e.g. can't reach point */
void CE323AI::UnitMoveFailed(int uid) {
//CUnit *unit = ai->unittable->getUnit(uid);
//unit->moveRandom(50.0f);
}
/***********************
* Enemy related callins *
***********************/
void CE323AI::EnemyEnterLOS(int enemy) {
}
void CE323AI::EnemyLeaveLOS(int enemy) {
}
void CE323AI::EnemyEnterRadar(int enemy) {
}
void CE323AI::EnemyLeaveRadar(int enemy) {
}
void CE323AI::EnemyDestroyed(int enemy, int attacker) {
}
void CE323AI::EnemyDamaged(int damaged, int attacker, float damage, float3 dir) {
}
/****************
* Misc callins *
****************/
void CE323AI::GotChatMsg(const char* msg, int player) {
}
int CE323AI::HandleEvent(int msg, const void* data) {
const ChangeTeamEvent* cte = (const ChangeTeamEvent*) data;
switch(msg) {
case AI_EVENT_UNITGIVEN:
/* Unit gained */
if ((cte->newteam) == ai->team) {
UnitCreated(cte->unit, -1);
UnitFinished(cte->unit);
CUnit *unit = ai->unittable->getUnit(cte->unit);
LOG_II("CE323AI::UnitGiven " << (*unit))
}
break;
case AI_EVENT_UNITCAPTURED:
/* Unit lost */
if ((cte->oldteam) == ai->team) {
UnitDestroyed(cte->unit, 0);
CUnit *unit = ai->unittable->getUnit(cte->unit);
LOG_II("CE323AI::UnitCaptured " << (*unit))
}
break;
case AI_EVENT_PLAYER_COMMAND:
/* Player incoming command */
const PlayerCommandEvent* pce = (const PlayerCommandEvent*) data;
bool importantCommand = false;
if(pce->command.id < 0)
importantCommand = true;
else
switch(pce->command.id)
{
case CMD_MOVE:
case CMD_PATROL:
case CMD_FIGHT:
case CMD_ATTACK:
case CMD_AREA_ATTACK:
case CMD_GUARD:
case CMD_REPAIR:
case CMD_LOAD_UNITS:
case CMD_UNLOAD_UNITS:
case CMD_UNLOAD_UNIT:
case CMD_RECLAIM:
case CMD_DGUN:
case CMD_RESTORE:
case CMD_RESURRECT:
case CMD_CAPTURE:
importantCommand = true;
break;
}
if(importantCommand && !pce->units.empty()) {
for(int i = 0; i < pce->units.size(); i++) {
if(ai->unittable->unitsUnderPlayerControl.find(pce->units[i]) == ai->unittable->unitsUnderPlayerControl.end()) {
// we have to remove unit from a group, but not
// to emulate unit death
CUnit* unit = ai->unittable->getUnit(pce->units[i]);
if(unit->group) {
// remove unit from group so it will not receive
// AI commands anymore
unit->unreg(*unit->group); // this prevent a crash when unit destroyed in player mode
unit->group->remove(*unit);
}
// NOTE: i think the following two lines have almost
// no sense cause current AI design does not deal
// with units not assigned to any group
unit->micro(false);
ai->unittable->idle[unit->key] = false; // because player controls it
ai->unittable->unitsUnderPlayerControl[unit->key] = unit;
LOG_II("CE323AI::PlayerCommand " << (*unit))
}
}
}
break;
}
return 0;
}
/* Update AI per logical frame = 1/30 sec on gamespeed 1.0 */
void CE323AI::Update() {
// NOTE: if AI is attached at game start Update() is called since 1st game frame.
// By current time all player commanders are already spawned and that's good because
// we calculate number of enemies in CIntel::init()
const int frame = ai->cb->GetCurrentFrame();
if (frame < 0)
return; // some shit happened with engine? (stolen from AAI)
// NOTE: AI can be attached in mid-game state with /aicontrol command
int localFrame;
if (attachedAtFrame < 0) {
attachedAtFrame = frame - 1;
}
localFrame = frame - attachedAtFrame;
if(localFrame == 1)
ai->intel->init();
if(!ai->economy->isInitialized())
return;
// anyway show AI is loaded even if it is not playing actually...
if (localFrame == (800 + (ai->team*200))) {
LOG_SS("*** " << AI_VERSION << " ***");
LOG_SS("*** " << AI_CREDITS << " ***");
LOG_SS("*** " << AI_NOTES << " ***");
}
/* Make sure we shift the multiplexer for each instance of E323AI */
int aiframe = localFrame + ai->team;
// Make sure we start playing since "eco-incomes" update
if(!isRunning) {
isRunning = aiframe % MULTIPLEXER == 0;
}
if(!isRunning)
return;
/* Rotate through the different update events to distribute computations */
switch(aiframe % MULTIPLEXER) {
case 0: { /* update incomes */
PROFILE(eco-incomes)
ai->economy->updateIncomes();
}
break;
case 1: { /* update threatmap */
PROFILE(threatmap)
ai->threatmap->update(localFrame);
}
break;
case 2: { /* update the path itself of a group */
PROFILE(pf-grouppath)
ai->pathfinder->updatePaths();
}
break;
case 3: { /* update the groups following a path */
PROFILE(pf-followers)
ai->pathfinder->updateFollowers();
}
break;
case 4: { /* update enemy intel */
PROFILE(intel)
ai->intel->update(localFrame);
}
break;
case 5: { /* update defense matrix */
PROFILE(defensematrix)
ai->defensematrix->update();
}
case 6: { /* update military */
PROFILE(military)
ai->military->update(localFrame);
}
break;
case 7: { /* update economy */
PROFILE(eco-update)
ai->economy->update(localFrame);
}
break;
case 8: { /* update taskhandler */
PROFILE(tasks)
ai->tasks->update();
}
case 9: { /* update unit table */
PROFILE(unittable)
ai->unittable->update();
}
break;
}
}
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