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/*
Copyright (c) 2008 Robin Vobruba <hoijui.quaero@gmail.com>
This program is free software {} you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation {} either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY {} without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SkirmishAIWrapper.h"
#include "System/StdAfx.h"
#include "System/Platform/errorhandler.h"
#include "System/FileSystem/FileSystem.h"
#include "System/FileSystem/FileSystemHandler.h"
#include "System/LogOutput.h"
#include "System/mmgr.h"
#include "System/Util.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "ExternalAI/IGlobalAI.h"
#include "ExternalAI/SkirmishAI.h"
#include "ExternalAI/GlobalAICallback.h"
#include "ExternalAI/EngineOutHandler.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "ExternalAI/SkirmishAILibraryInfo.h"
#include "ExternalAI/SkirmishAIData.h"
#include "ExternalAI/SSkirmishAICallbackImpl.h"
#include "ExternalAI/IAILibraryManager.h"
#include "ExternalAI/Interface/AISEvents.h"
#include "ExternalAI/Interface/AISCommands.h"
#include "ExternalAI/Interface/SSkirmishAILibrary.h"
#include <sstream>
#include <iostream>
#include <fstream>
CR_BIND_DERIVED(CSkirmishAIWrapper, CObject, )
CR_REG_METADATA(CSkirmishAIWrapper, (
CR_MEMBER(skirmishAIId),
CR_MEMBER(teamId),
CR_MEMBER(cheatEvents),
CR_MEMBER(key),
CR_SERIALIZER(Serialize),
CR_POSTLOAD(PostLoad)
));
/// used only by creg
CSkirmishAIWrapper::CSkirmishAIWrapper():
skirmishAIId((size_t) -1),
teamId(-1),
cheatEvents(false),
ai(NULL),
initialized(false),
released(false),
c_callback(NULL) {}
CSkirmishAIWrapper::CSkirmishAIWrapper(const size_t skirmishAIId):
skirmishAIId(skirmishAIId),
cheatEvents(false),
ai(NULL),
initialized(false),
released(false),
c_callback(NULL)
{
const SkirmishAIData* aiData = skirmishAIHandler.GetSkirmishAI(skirmishAIId);
teamId = aiData->team;
SkirmishAIKey keyTmp(aiData->shortName, aiData->version);
key = aiLibManager->ResolveSkirmishAIKey(keyTmp);
CreateCallback();
}
void CSkirmishAIWrapper::CreateCallback() {
if (c_callback == NULL) {
callback = new CGlobalAICallback(this);
c_callback = skirmishAiCallback_getInstanceFor(teamId, callback);
}
}
void CSkirmishAIWrapper::PreDestroy() {
callback->noMessages = true;
}
CSkirmishAIWrapper::~CSkirmishAIWrapper() {
if (ai) {
if (initialized && !released) {
Release();
}
delete ai;
ai = NULL;
skirmishAiCallback_release(teamId);
c_callback = NULL;
delete callback;
callback = NULL;
}
}
void CSkirmishAIWrapper::Serialize(creg::ISerializer* s) {
}
void CSkirmishAIWrapper::PostLoad() {
//CreateCallback();
LoadSkirmishAI(true);
}
bool CSkirmishAIWrapper::LoadSkirmishAI(bool postLoad) {
ai = new CSkirmishAI(teamId, key, GetCallback());
// check if initialization went ok
if (skirmishAIHandler.IsLocalSkirmishAIDieing(skirmishAIId)) {
return false;
}
IAILibraryManager* libManager = IAILibraryManager::GetInstance();
libManager->FetchSkirmishAILibrary(key);
const CSkirmishAILibraryInfo* infos = &*libManager->GetSkirmishAIInfos().find(key)->second;
bool loadSupported = (infos->GetInfo(SKIRMISH_AI_PROPERTY_LOAD_SUPPORTED) == "yes");
libManager->ReleaseSkirmishAILibrary(key);
if (postLoad && !loadSupported) {
// fallback code to help the AI if it
// doesn't implement load/save support
Init();
for (size_t a = 0; a < uh->MaxUnits(); a++) {
if (!uh->units[a])
continue;
if (uh->units[a]->team == teamId) {
try {
UnitCreated(a, -1);
} CATCH_AI_EXCEPTION;
if (!uh->units[a]->beingBuilt)
try {
UnitFinished(a);
} CATCH_AI_EXCEPTION;
} else {
if ((uh->units[a]->allyteam == teamHandler->AllyTeam(teamId))
|| teamHandler->Ally(teamHandler->AllyTeam(teamId), uh->units[a]->allyteam)) {
// do nothing
} else {
if (uh->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & (LOS_INRADAR | LOS_INLOS)) {
try {
EnemyEnterRadar(a);
} CATCH_AI_EXCEPTION;
}
if (uh->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & LOS_INLOS) {
try {
EnemyEnterLOS(a);
} CATCH_AI_EXCEPTION;
}
}
}
}
}
return true;
}
void CSkirmishAIWrapper::Init() {
if (ai == NULL) {
bool loadOk = LoadSkirmishAI(false);
if (!loadOk) {
delete ai;
ai = NULL;
return;
}
}
SInitEvent evtData = {teamId, GetCallback()};
int error = ai->HandleEvent(EVENT_INIT, &evtData);
if (error != 0) {
// init failed
logOutput.Print("Failed to handle init event: AI for team %d, error %d",
teamId, error);
skirmishAIHandler.SetLocalSkirmishAIDieing(skirmishAIId, 5 /* = AI failed to init */);
} else {
initialized = true;
}
}
void CSkirmishAIWrapper::Dieing() {
ai->Dieing();
}
void CSkirmishAIWrapper::Release(int reason) {
if (initialized && !released) {
SReleaseEvent evtData = {reason};
ai->HandleEvent(EVENT_RELEASE, &evtData);
released = true;
// further cleanup is done in the destructor
}
}
static void streamCopy(std::istream* in, std::ostream* out)
{
static const size_t buffer_size = 128;
char* buffer;
buffer = new char[buffer_size];
in->read(buffer, buffer_size);
while (in->good()) {
out->write(buffer, in->gcount());
in->read(buffer, buffer_size);
}
out->write(buffer, in->gcount());
delete[] buffer;
}
void CSkirmishAIWrapper::Load(std::istream* load_s)
{
static const size_t tmpFileName_size = 1024;
char* tmpFileName = new char[tmpFileName_size];
SNPRINTF(tmpFileName, tmpFileName_size, "%s-team_%i.tmp", "load", teamId);
std::string tmpFile = filesystem.LocateFile(tmpFileName,
FileSystem::WRITE | FileSystem::CREATE_DIRS);
delete[] tmpFileName;
std::ofstream tmpFile_s;
tmpFile_s.open(tmpFile.c_str(), std::ios::binary);
streamCopy(load_s, &tmpFile_s);
tmpFile_s.close();
SLoadEvent evtData = {tmpFile.c_str()};
ai->HandleEvent(EVENT_LOAD, &evtData);
FileSystemHandler::DeleteFile(tmpFile);
}
void CSkirmishAIWrapper::Save(std::ostream* save_s)
{
static const size_t tmpFileName_size = 1024;
char* tmpFileName = new char[tmpFileName_size];
SNPRINTF(tmpFileName, tmpFileName_size, "%s-team_%i.tmp", "save", teamId);
std::string tmpFile = filesystem.LocateFile(tmpFileName,
FileSystem::WRITE | FileSystem::CREATE_DIRS);
delete[] tmpFileName;
SSaveEvent evtData = {tmpFile.c_str()};
ai->HandleEvent(EVENT_SAVE, &evtData);
if (FileSystemHandler::FileExists(tmpFile)) {
std::ifstream tmpFile_s;
tmpFile_s.open(tmpFile.c_str(), std::ios::binary);
streamCopy(&tmpFile_s, save_s);
tmpFile_s.close();
FileSystemHandler::DeleteFile(tmpFile);
}
}
void CSkirmishAIWrapper::UnitIdle(int unitId) {
SUnitIdleEvent evtData = {unitId};
ai->HandleEvent(EVENT_UNIT_IDLE, &evtData);
}
void CSkirmishAIWrapper::UnitCreated(int unitId, int builderId) {
SUnitCreatedEvent evtData = {unitId, builderId};
ai->HandleEvent(EVENT_UNIT_CREATED, &evtData);
}
void CSkirmishAIWrapper::UnitFinished(int unitId) {
SUnitFinishedEvent evtData = {unitId};
ai->HandleEvent(EVENT_UNIT_FINISHED, &evtData);
}
void CSkirmishAIWrapper::UnitDestroyed(int unitId, int attackerUnitId) {
SUnitDestroyedEvent evtData = {unitId, attackerUnitId};
ai->HandleEvent(EVENT_UNIT_DESTROYED, &evtData);
}
void CSkirmishAIWrapper::UnitDamaged(int unitId, int attackerUnitId,
float damage, const float3& dir, int weaponDefId, bool paralyzer) {
SUnitDamagedEvent evtData = {unitId, attackerUnitId, damage,
dir.toSAIFloat3(), weaponDefId, paralyzer};
ai->HandleEvent(EVENT_UNIT_DAMAGED, &evtData);
}
void CSkirmishAIWrapper::UnitMoveFailed(int unitId) {
SUnitMoveFailedEvent evtData = {unitId};
ai->HandleEvent(EVENT_UNIT_MOVE_FAILED, &evtData);
}
void CSkirmishAIWrapper::UnitGiven(int unitId, int oldTeam, int newTeam) {
SUnitGivenEvent evtData = {unitId, oldTeam, newTeam};
ai->HandleEvent(EVENT_UNIT_GIVEN, &evtData);
}
void CSkirmishAIWrapper::UnitCaptured(int unitId, int oldTeam, int newTeam) {
SUnitCapturedEvent evtData = {unitId, oldTeam, newTeam};
ai->HandleEvent(EVENT_UNIT_CAPTURED, &evtData);
}
void CSkirmishAIWrapper::EnemyEnterLOS(int unitId) {
SEnemyEnterLOSEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_ENTER_LOS, &evtData);
}
void CSkirmishAIWrapper::EnemyLeaveLOS(int unitId) {
SEnemyLeaveLOSEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_LEAVE_LOS, &evtData);
}
void CSkirmishAIWrapper::EnemyEnterRadar(int unitId) {
SEnemyEnterRadarEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_ENTER_RADAR, &evtData);
}
void CSkirmishAIWrapper::EnemyLeaveRadar(int unitId) {
SEnemyLeaveRadarEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_LEAVE_RADAR, &evtData);
}
void CSkirmishAIWrapper::EnemyDestroyed(int enemyUnitId, int attackerUnitId) {
SEnemyDestroyedEvent evtData = {enemyUnitId, attackerUnitId};
ai->HandleEvent(EVENT_ENEMY_DESTROYED, &evtData);
}
void CSkirmishAIWrapper::EnemyDamaged(int enemyUnitId, int attackerUnitId,
float damage, const float3& dir, int weaponDefId, bool paralyzer) {
SEnemyDamagedEvent evtData = {enemyUnitId, attackerUnitId, damage,
dir.toSAIFloat3(), weaponDefId, paralyzer};
ai->HandleEvent(EVENT_ENEMY_DAMAGED, &evtData);
}
void CSkirmishAIWrapper::Update(int frame) {
SUpdateEvent evtData = {frame};
ai->HandleEvent(EVENT_UPDATE, &evtData);
}
void CSkirmishAIWrapper::GotChatMsg(const char* msg, int fromPlayerId) {
SMessageEvent evtData = {fromPlayerId, msg};
ai->HandleEvent(EVENT_MESSAGE, &evtData);
}
void CSkirmishAIWrapper::WeaponFired(int unitId, int weaponDefId) {
SWeaponFiredEvent evtData = {unitId, weaponDefId};
ai->HandleEvent(EVENT_WEAPON_FIRED, &evtData);
}
void CSkirmishAIWrapper::PlayerCommandGiven(
const std::vector<int>& selectedUnits, const Command& c, int playerId) {
unsigned int numUnits = selectedUnits.size();
int* unitIds = new int[numUnits];
for (unsigned int i = 0; i < numUnits; ++i) {
unitIds[i] = selectedUnits.at(i);
}
int sCommandId;
void* sCommandData = mallocSUnitCommand(-1, -1, &c, &sCommandId);
SPlayerCommandEvent evtData = {unitIds, numUnits, sCommandId, sCommandData,
playerId};
ai->HandleEvent(EVENT_PLAYER_COMMAND, &evtData);
delete [] unitIds;
}
void CSkirmishAIWrapper::CommandFinished(int unitId, int commandTopicId) {
// TODO: add support for commandIds:
// each issued command would have its own id
const int commandId = -1;
SCommandFinishedEvent evtData = {unitId, commandId, commandTopicId};
ai->HandleEvent(EVENT_COMMAND_FINISHED, &evtData);
}
void CSkirmishAIWrapper::SeismicPing(int allyTeam, int unitId,
const float3& pos, float strength) {
SSeismicPingEvent evtData = {pos.toSAIFloat3(), strength};
ai->HandleEvent(EVENT_SEISMIC_PING, &evtData);
}
int CSkirmishAIWrapper::GetTeamId() const { return teamId; }
const SkirmishAIKey& CSkirmishAIWrapper::GetKey() const { return key; }
const SSkirmishAICallback* CSkirmishAIWrapper::GetCallback() const { return c_callback; }
void CSkirmishAIWrapper::SetCheatEventsEnabled(bool enable) {
cheatEvents = enable;
}
bool CSkirmishAIWrapper::IsCheatEventsEnabled() const {
return cheatEvents;
}
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