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#ifndef IAICALLBACK_H
#define IAICALLBACK_H
#include <vector>
#include <deque>
#include "float3.h"
#include "Sim/Units/CommandAI/Command.h"
#include "Sim/Units/CommandAI/CommandQueue.h"
#include "Sim/Misc/GlobalConstants.h" // needed for MAX_UNITS
struct UnitDef;
struct FeatureDef;
struct WeaponDef;
class CCommandQueue;
// GetProperty() constants ------------ data type that buffer will be filled with:
#define AIVAL_UNITDEF 1 // const UnitDef*
#define AIVAL_CURRENT_FUEL 2 // float
#define AIVAL_STOCKPILED 3 // int
#define AIVAL_STOCKPILE_QUED 4 // int
#define AIVAL_UNIT_MAXSPEED 5 // float
// GetValue() constants
#define AIVAL_NUMDAMAGETYPES 1 // int
#define AIVAL_EXCEPTION_HANDLING 2 // bool
#define AIVAL_MAP_CHECKSUM 3 // unsinged int
#define AIVAL_DEBUG_MODE 4 // bool
#define AIVAL_GAME_MODE 5 // int
#define AIVAL_GAME_PAUSED 6 // bool
#define AIVAL_GAME_SPEED_FACTOR 7 // float
#define AIVAL_GUI_VIEW_RANGE 8 // float
#define AIVAL_GUI_SCREENX 9 // float
#define AIVAL_GUI_SCREENY 10 // float
#define AIVAL_GUI_CAMERA_DIR 11 // float3
#define AIVAL_GUI_CAMERA_POS 12 // float3
#define AIVAL_LOCATE_FILE_R 15 // char*
#define AIVAL_LOCATE_FILE_W 16 // char*
#define AIVAL_UNIT_LIMIT 17 // int
#define AIVAL_SCRIPT 18 // const char* - buffer for pointer to char
struct UnitResourceInfo
{
float metalUse;
float energyUse;
float metalMake;
float energyMake;
};
struct PointMarker
{
float3 pos;
const unsigned char* color;
// don't store this pointer anywhere, it may become
// invalid at any time after GetMapPoints()
const char* label;
};
struct LineMarker {
float3 pos;
float3 pos2;
const unsigned char* color;
};
// HandleCommand structs:
#define AIHCQuerySubVersionId 0
#define AIHCAddMapPointId 1
#define AIHCAddMapLineId 2
#define AIHCRemoveMapPointId 3
#define AIHCSendStartPosId 4
#define AIHCGetUnitDefByIdId 5
#define AIHCGetWeaponDefByIdId 6
#define AIHCGetFeatureDefByIdId 7
#define AIHCTraceRayId 8
#define AIHCPauseId 9
#define AIHCGetDataDirId 10
struct AIHCAddMapPoint ///< result of HandleCommand is 1 - ok supported
{
float3 pos; ///< on this position, only x and z matter
const char* label; ///< create this text on pos in my team color
};
struct AIHCAddMapLine ///< result of HandleCommand is 1 - ok supported
{
float3 posfrom; ///< draw line from this pos
float3 posto; ///< to this pos, again only x and z matter
};
struct AIHCRemoveMapPoint ///< result of HandleCommand is 1 - ok supported
{
float3 pos; ///< remove map points and lines near this point (100 distance)
};
struct AIHCSendStartPos ///< result of HandleCommand is 1 - ok supported
{
bool ready;
float3 pos;
};
struct AIHCGetUnitDefById ///< result of HandleCommand is 1 - ok supported
{
int unitDefId;
const UnitDef* ret;
};
struct AIHCGetWeaponDefById ///< result of HandleCommand is 1 - ok supported
{
int weaponDefId;
const WeaponDef* ret;
};
struct AIHCGetFeatureDefById ///< result of HandleCommand is 1 - ok supported
{
int featureDefId;
const FeatureDef* ret;
};
struct AIHCTraceRay
{
float3 rayPos;
float3 rayDir;
float rayLen;
int srcUID;
int hitUID;
int flags;
};
struct AIHCPause
{
bool enable;
const char* reason;
};
/**
* See Clb_DataDirs_allocatePath in rts/ExternalAI/Interface/SSkirmishAICallback.h
* ret_path has to be freed by the AI, if it is not NULL.
*/
struct AIHCGetDataDir ///< result of HandleCommand is 1 for if path fetched, 0 for fail
{
const char* relPath;
bool writeable;
bool create;
bool dir;
bool common;
char* ret_path;
};
/// Generalized callback interface, used by Global AIs
class IAICallback
{
public:
virtual void SendTextMsg(const char* text, int zone) = 0;
virtual void SetLastMsgPos(float3 pos) = 0;
virtual void AddNotification(float3 pos, float3 color, float alpha) = 0;
// give <mAmount> of metal and <eAmount> of energy to <receivingTeam>
// * the amounts are capped to the AI team's resource levels
// * does not check for alliance with <receivingTeam>
// * LuaRules might not allow resource transfers, AI's must verify the deduction
virtual bool SendResources(float mAmount, float eAmount, int receivingTeam) = 0;
// give units to <receivingTeam>, the return value represents how many
// actually were transferred (make sure this always matches the size of
// the vector you pass in, if not then some unitID's were filtered out)
// * does not check for alliance with <receivingTeam>
// * AI's should check each unit if it is still under control of their
// team after the transaction via UnitTaken() and UnitGiven(), since
// LuaRules might block part of it
virtual int SendUnits(const std::vector<int>& unitIds, int receivingTeamId) = 0;
/// checks if pos is within view of the current camera, using radius as a margin
virtual bool PosInCamera(float3 pos, float radius) = 0;
// get the current game time measured in frames (the
// simulation runs at 30 frames per second at normal
// speed)
virtual int GetCurrentFrame() = 0;
virtual int GetMyTeam() = 0;
virtual int GetMyAllyTeam() = 0;
virtual int GetPlayerTeam(int playerId) = 0;
virtual const char* GetTeamSide(int teamId) = 0;
// returns the size of the created area, this is initialized to all 0 if not previously created
// set something to !0 to tell other AI's that the area is already initialized when they try to
// create it (the exact internal format of the memory areas is up to the AI's to keep consistent)
virtual void* CreateSharedMemArea(char* name, int size) = 0;
// release your reference to a memory area
virtual void ReleasedSharedMemArea(char* name) = 0;
/// Creates a group and returns the id it was given, returns -1 on failure
virtual int CreateGroup() = 0;
/// Erases a specified group
virtual void EraseGroup(int groupId) = 0;
/**
* @brief Adds a unit to a specific group.
* If it was previously in a group, it is removed from that.
* Returns false if the group did not exist or did not accept the unit.
*/
virtual bool AddUnitToGroup(int unitId, int groupId) = 0;
/// Removes a unit from its group
virtual bool RemoveUnitFromGroup(int unitId) = 0;
/// Returns the group a unit belongs to, -1 if none
virtual int GetUnitGroup(int unitId) = 0;
/// The commands that this group can understand, other commands will be ignored
virtual const std::vector<CommandDescription>* GetGroupCommands(int groupId) = 0;
virtual int GiveGroupOrder(int unitId, Command* c) = 0;
virtual int GiveOrder(int unitId, Command* c) = 0;
/// The commands that this unit can understand, other commands will be ignored
virtual const std::vector<CommandDescription>* GetUnitCommands(int unitId) = 0;
virtual const CCommandQueue* GetCurrentUnitCommands(int unitId) = 0;
// these functions always work on allied units, but for
// enemies only when you have LOS on them (so watch out
// when calling GetUnitDef)
/// integer telling something about the units main function, not implemented yet
virtual int GetUnitAiHint(int unitId) = 0;
virtual int GetUnitTeam(int unitId) = 0;
virtual int GetUnitAllyTeam(int unitId) = 0;
/// the unit's current health
virtual float GetUnitHealth(int unitId) = 0;
/// the unit's max health
virtual float GetUnitMaxHealth(int unitId) = 0;
/// the unit's max speed
virtual float GetUnitSpeed(int unitId) = 0;
/// sort of the measure of the units overall power
virtual float GetUnitPower(int unitId) = 0;
/// how experienced the unit is (0.0f-1.0f)
virtual float GetUnitExperience(int unitId) = 0;
/// the furthest any weapon of the unit can fire
virtual float GetUnitMaxRange(int unitId) = 0;
virtual bool IsUnitActivated (int unitId) = 0;
/// true if the unit is currently being built
virtual bool UnitBeingBuilt(int unitId) = 0;
/**
* Returns the unit's unitdef struct from which you can read all
* the statistics of the unit, do NOT try to change any values in it.
*/
virtual const UnitDef* GetUnitDef(int unitId) = 0;
virtual float3 GetUnitPos(int unitId) = 0;
/// returns the unit's build facing (0-3)
virtual int GetBuildingFacing(int unitId) = 0;
virtual bool IsUnitCloaked(int unitId) = 0;
virtual bool IsUnitParalyzed(int unitId) = 0;
virtual bool IsUnitNeutral(int unitId) = 0;
virtual bool GetUnitResourceInfo(int unitId, UnitResourceInfo* resourceInfo) = 0;
virtual const UnitDef* GetUnitDef(const char* unitName) = 0;
// the following functions allow the dll to use the built-in pathfinder
// * call InitPath and you get a pathid back
// * use this to call GetNextWaypoint to get subsequent waypoints, the waypoints are centered on 8*8 squares
// * note that the pathfinder calculates the waypoints as needed so don't retrieve them until they are needed
// * the waypoint's x and z coordinates are returned in x and z while y is used for error codes
// y >= 0: worked ok, y = -2: still thinking call again, y = -1: end of path reached or invalid path
virtual int InitPath(float3 start, float3 end, int pathType) = 0;
virtual float3 GetNextWaypoint(int pathId) = 0;
virtual void FreePath(int pathId) = 0;
// returns the approximate path cost between two points (note that
// it needs to calculate the complete path so somewhat expensive)
virtual float GetPathLength(float3 start, float3 end, int pathType) = 0;
// the following function return the units into arrays that must be allocated by the dll
// * 10000 is currently the max amount of units so that should be a safe size for the array
// * the return value indicates how many units were returned, the rest of the array is unchanged
// * all forms of GetEnemyUnits and GetFriendlyUnits filter out any neutrals, use the GetNeutral
// callbacks to retrieve them
/// returns all known (in LOS) enemy units
virtual int GetEnemyUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
/// returns all known enemy units within radius from pos
virtual int GetEnemyUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;
/// returns all enemy units in radar and los
virtual int GetEnemyUnitsInRadarAndLos(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
/// returns all friendly units
virtual int GetFriendlyUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
/// returns all friendly units within radius from pos
virtual int GetFriendlyUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;
/// returns all known (in LOS) neutral units
virtual int GetNeutralUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
/// returns all known neutral units within radius from pos
virtual int GetNeutralUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;
// the following functions are used to get information about the map
// * do NOT modify or delete any of the pointers returned
// * the maps are stored from top left and each data position is 8*8 in size
// * to get info about a position (x, y) look at location (int(y / 8)) * GetMapWidth() + (int(x / 8))
// * note that some of the type-maps are stored in a lower resolution than this
virtual int GetMapWidth() = 0;
virtual int GetMapHeight() = 0;
/**
* This is the height for the center of the squares.
* This differs slightly from the drawn map since
* that one uses the height at the corners.
* Use this one if you are unsure whether you need corners or centers.
* @see GetCornerHeightMap()
*/
virtual const float* GetHeightMap() = 0;
/**
* This is the height for the corners of the squares.
* This is the same like the drawn map.
* It is one unit wider and one higher then the centers height map.
* @see GetHeightMap()
*/
virtual const float* GetCornersHeightMap() = 0;
/// readmap->minHeight
virtual float GetMinHeight() = 0;
/// readmap->maxHeight
virtual float GetMaxHeight() = 0;
/**
* @brief the slope map
* The values are 1 minus the y-component of the (average) facenormal of the square.
*
* - do NOT modify or delete the height-map (native code relevant only)
* - index 0 is top left
* - each data position is 2*2 in size
* - the value for the full resolution position (x, z) is at index (x/2 * width + z/2)
* - the last value, bottom right, is at index (width/2 * height/2 - 1)
*/
virtual const float* GetSlopeMap() = 0;
/**
* A square with value zero means you don't have LOS coverage on it.
* This has the resolution returned by GetLosMapResolution().
*/
virtual const unsigned short* GetLosMap() = 0;
virtual int GetLosMapResolution() = 0;
/**
* A square with value zero means you don't have radar coverage on it,
* 1/8 the resolution of the standard map
*/
virtual const unsigned short* GetRadarMap() = 0;
/**
* A square with value zero means you don't have radar jamming coverage
* on it, 1/8 the resolution of the standard map.
*/
virtual const unsigned short* GetJammerMap() = 0;
/**
* This map shows the metal density on the map, half the resolution
* of the standard map
*/
virtual const unsigned char* GetMetalMap() = 0;
virtual const char* GetMapName() = 0;
virtual const char* GetModName() = 0;
/// Gets the elevation of the map at position (x, z)
virtual float GetElevation(float x, float z) = 0;
/// Returns what metal value 255 in the metal map is worth
virtual float GetMaxMetal() const = 0;
/// Returns extraction radius for metal extractors
virtual float GetExtractorRadius() const = 0;
virtual float GetMinWind() const = 0;
virtual float GetMaxWind() const = 0;
virtual float GetCurWind() const = 0;
virtual float GetTidalStrength() const = 0;
virtual float GetGravity() const = 0;
// linedrawer interface functions
// * these allow you to draw command-like lines and figures
// * use these only from within CGroupAI::DrawCommands()
virtual void LineDrawerStartPath(const float3& pos, const float* color) = 0;
virtual void LineDrawerFinishPath() = 0;
virtual void LineDrawerDrawLine(const float3& endPos, const float* color) = 0;
virtual void LineDrawerDrawLineAndIcon(int commandId, const float3& endPos, const float* color) = 0;
virtual void LineDrawerDrawIconAtLastPos(int commandId) = 0;
virtual void LineDrawerBreak(const float3& endPos, const float* color) = 0;
virtual void LineDrawerRestart() = 0;
virtual void LineDrawerRestartSameColor() = 0;
// the following functions allow the AI to draw figures in the world
// * each figure is part of a figureGroup
// * when creating figures use 0 as figureGroupId to get a new figureGroup, the return value is the new figureGroup
// * the lifeTime is how many frames a figure should live before being autoremoved, 0 means no removal
// * arrow != 0 means that the figure will get an arrow at the end
/// Creates a cubic Bezier spline figure (from pos1 to pos4 with control points pos2 and pos3)
virtual int CreateSplineFigure(float3 pos1, float3 pos2, float3 pos3, float3 pos4, float width, int arrow, int lifeTime, int figureGroupId) = 0;
virtual int CreateLineFigure(float3 pos1, float3 pos2, float width, int arrow, int lifeTime, int figureGroupId) = 0;
virtual void SetFigureColor(int figureGroupId, float red, float green, float blue, float alpha) = 0;
virtual void DeleteFigureGroup(int figureGroupId) = 0;
// this function allows you to draw units in the map
// * they only show up on the local player's screen
// * they will be drawn in the "standard pose" (as if before any COB scripts are run)
// * the rotation is in radians, team affects the color of the unit
virtual void DrawUnit(const char* unitName, float3 pos, float rotation, int lifeTime, int teamId, bool transparent, bool drawBorder, int facing = 0) = 0;
virtual bool CanBuildAt(const UnitDef* unitDef, float3 pos, int facing = 0) = 0;
/**
* Returns the closest position from a given position that a building can be built at.
* @param minDist the distance in squares that the building must keep to other buildings,
* to make it easier to keep free paths through a base
*/
virtual float3 ClosestBuildSite(const UnitDef* unitdef, float3 pos, float searchRadius, int minDist, int facing = 0) = 0;
/// For certain future callback extensions
virtual bool GetProperty(int unitId, int propertyId, void* dst) = 0;
virtual bool GetValue(int valueId, void* dst) = 0;
virtual int HandleCommand(int commandId, void* data) = 0;
/// Return -1 when the file does not exist
virtual int GetFileSize(const char* filename) = 0;
/// Returns false when file does not exist or the buffer is too small
virtual bool ReadFile(const char* filename, void* buffer, int bufferLen) = 0;
// added by alik
virtual int GetSelectedUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
virtual float3 GetMousePos() = 0;
/**
* Returns all points drawn with this AIs team color,
* and additionally the ones drawn with allied team colors,
* if <code>includeAllies</code> is true.
*/
virtual int GetMapPoints(PointMarker* pm, int pm_sizeMax, bool includeAllies) = 0;
/**
* Returns all lines drawn with this AIs team color,
* and additionally the ones drawn with allied team colors,
* if <code>includeAllies</code> is true.
*/
virtual int GetMapLines(LineMarker* lm, int lm_sizeMax, bool includeAllies) = 0;
virtual float GetMetal() = 0; // current metal level for team
virtual float GetMetalIncome() = 0; // current metal income for team
virtual float GetMetalUsage() = 0; // current metal usage for team
virtual float GetMetalStorage() = 0; // curent metal storage capacity for team
virtual float GetEnergy() = 0; // current energy level for team
virtual float GetEnergyIncome() = 0; // current energy income for team
virtual float GetEnergyUsage() = 0; // current energy usage for team
virtual float GetEnergyStorage() = 0; // curent energy storage capacity for team
virtual int GetFeatures(int *featureIds, int max) = 0;
virtual int GetFeatures(int *featureIds, int max, const float3& pos, float radius) = 0;
virtual const FeatureDef* GetFeatureDef(int featureId) = 0;
virtual float GetFeatureHealth(int featureId) = 0;
virtual float GetFeatureReclaimLeft(int featureId) = 0;
virtual float3 GetFeaturePos(int featureId) = 0;
virtual int GetNumUnitDefs() = 0;
virtual void GetUnitDefList(const UnitDef** list) = 0;
virtual float GetUnitDefHeight(int unitDefId) = 0; // forces loading of the unit model
virtual float GetUnitDefRadius(int unitDefId) = 0; // forces loading of the unit model
virtual const WeaponDef* GetWeapon(const char* weaponName) = 0;
virtual const float3* GetStartPos() = 0;
// NOTES:
// 1. 'data' can be setup to NULL to skip passing in a string
// 2. if inSize is less than 0, the data size is calculated using strlen()
// 3. the return data is subject to lua garbage collection,
// copy it if you wish to continue using it
virtual const char* CallLuaRules(const char* data, int inSize = -1, int* outSize = NULL) = 0;
// use virtual instead of pure virtual,
// because pure virtual is not well supported
// among different OSs and compilers,
// and pure virtual has no advantage
// if we have other pure virtual functions
// in the class
virtual ~IAICallback() {}
};
#endif /* IAICALLBACK_H */
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