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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SkirmishAIHandler.h"
#include "ExternalAI/SkirmishAIKey.h"
#include "ExternalAI/IAILibraryManager.h"
#include "ExternalAI/EngineOutHandler.h"
#include "ExternalAI/LuaAIImplHandler.h"
#include "ExternalAI/Interface/SSkirmishAILibrary.h"
#include "Game/GameSetup.h"
#include "Game/GlobalUnsynced.h"
#include "Net/Protocol/NetProtocol.h"
#include "System/Option.h"
#include "System/creg/STL_Map.h"
#include "System/creg/STL_Set.h"
#include <assert.h>
CR_BIND(CSkirmishAIHandler,)
CR_REG_METADATA(CSkirmishAIHandler, (
CR_MEMBER(id_ai),
CR_MEMBER(team_localAIsInCreation),
CR_MEMBER(id_dieReason),
CR_MEMBER(id_libKey),
CR_MEMBER(gameInitialized),
CR_MEMBER(luaAIShortNames),
CR_IGNORED(currentAIId)
))
// not extern'ed, so static
static CSkirmishAIHandler* gSkirmishAIHandler = nullptr;
CSkirmishAIHandler* CSkirmishAIHandler::GetInstance()
{
if (gSkirmishAIHandler == nullptr) {
gSkirmishAIHandler = new CSkirmishAIHandler();
}
return gSkirmishAIHandler;
}
void CSkirmishAIHandler::FreeInstance(CSkirmishAIHandler* handler)
{
assert(handler == gSkirmishAIHandler);
delete handler;
gSkirmishAIHandler = nullptr;
}
void CSkirmishAIHandler::ResetState()
{
id_ai.clear();
id_libKey.clear();
team_localAIsInCreation.clear();
id_dieReason.clear();
luaAIShortNames.clear();
currentAIId = MAX_AIS;
gameInitialized = false;
}
void CSkirmishAIHandler::LoadFromSetup(const CGameSetup& setup) {
for (size_t a = 0; a < setup.GetAIStartingDataCont().size(); ++a) {
AddSkirmishAI(setup.GetAIStartingDataCont()[a], a);
}
}
void CSkirmishAIHandler::LoadPreGame() {
if (gameInitialized)
return;
// Extract all Lua AI implementations short names
const std::vector< std::vector<InfoItem> >& luaAIImpls = luaAIImplHandler.LoadInfos();
for (auto impl = luaAIImpls.cbegin(); impl != luaAIImpls.cend(); ++impl) {
for (auto info = impl->cbegin(); info != impl->cend(); ++info) {
if (info->key != SKIRMISH_AI_PROPERTY_SHORT_NAME)
continue;
assert(info->valueType == INFO_VALUE_TYPE_STRING);
luaAIShortNames.insert(info->valueTypeString);
}
}
gameInitialized = true;
// actualize the already added SkirmishAIData's
for (auto ai = id_ai.begin(); ai != id_ai.end(); ++ai) {
CompleteSkirmishAI(ai->first);
}
}
bool CSkirmishAIHandler::IsActiveSkirmishAI(const size_t skirmishAIId) const {
return (id_ai.find(skirmishAIId) != id_ai.end());
}
SkirmishAIData* CSkirmishAIHandler::GetSkirmishAI(const size_t skirmishAIId) {
const auto ai = id_ai.find(skirmishAIId);
assert(ai != id_ai.end());
return &(ai->second);
}
size_t CSkirmishAIHandler::GetSkirmishAI(const std::string& name) const
{
size_t skirmishAIId = 0;
bool found = false;
for (id_ai_t::const_iterator ai = id_ai.begin(); ai != id_ai.end() && !found; ++ai) {
if (ai->second.name == name) {
skirmishAIId = ai->first;
found = true;
}
}
assert(found);
return skirmishAIId;
}
CSkirmishAIHandler::ids_t CSkirmishAIHandler::GetSkirmishAIsInTeam(const int teamId, const int hostPlayerId)
{
ids_t skirmishAIs;
for (auto ai = id_ai.cbegin(); ai != id_ai.cend(); ++ai) {
if ((ai->second.team == teamId) && ((hostPlayerId < 0) || (ai->second.hostPlayer == hostPlayerId))) {
skirmishAIs.push_back(ai->first);
}
}
return skirmishAIs;
}
CSkirmishAIHandler::ids_t CSkirmishAIHandler::GetSkirmishAIsByPlayer(const int hostPlayerId)
{
ids_t skirmishAIs;
for (auto ai = id_ai.cbegin(); ai != id_ai.cend(); ++ai) {
if (ai->second.hostPlayer == hostPlayerId) {
skirmishAIs.push_back(ai->first);
}
}
return skirmishAIs;
}
void CSkirmishAIHandler::AddSkirmishAI(const SkirmishAIData& data, const size_t skirmishAIId) {
// if the ID is already taken, something went very wrong
assert(id_ai.find(skirmishAIId) == id_ai.end());
id_ai[skirmishAIId] = data;
team_localAIsInCreation.erase(data.team);
CompleteSkirmishAI(skirmishAIId);
}
bool CSkirmishAIHandler::RemoveSkirmishAI(const size_t skirmishAIId) {
team_localAIsInCreation.erase(id_ai[skirmishAIId].team);
id_dieReason.erase(skirmishAIId);
id_libKey.erase(skirmishAIId);
return id_ai.erase(skirmishAIId);
}
void CSkirmishAIHandler::CreateLocalSkirmishAI(const size_t skirmishAIId) {
SkirmishAIData* aiData = GetSkirmishAI(skirmishAIId);
// fail, if a local AI is already in line for this team
assert(team_localAIsInCreation.find(aiData->team) == team_localAIsInCreation.end());
// fail, if the specified AI is not a local one
assert(CSkirmishAIHandler::IsLocalSkirmishAI(*aiData));
team_localAIsInCreation[aiData->team] = *aiData;
aiData->isLuaAI = IsLuaAI(*aiData);
team_localAIsInCreation[aiData->team].isLuaAI = aiData->isLuaAI;
// create instantly
eoh->CreateSkirmishAI(skirmishAIId);
}
void CSkirmishAIHandler::CreateLocalSkirmishAI(const SkirmishAIData& aiData) {
// fail if a local AI is already in line for this team
assert(team_localAIsInCreation.find(aiData.team) == team_localAIsInCreation.end());
// fail, if the specified AI is not a local one
assert(CSkirmishAIHandler::IsLocalSkirmishAI(aiData));
team_localAIsInCreation[aiData.team] = aiData;
team_localAIsInCreation[aiData.team].isLuaAI = IsLuaAI(aiData);
// this will be ignored; the real one is generated by the server
static const size_t unspecified_skirmishAIId = 0;
// send to server, as the AI was not specified in the start script
clientNet->Send(CBaseNetProtocol::Get().SendAICreated(aiData.hostPlayer, unspecified_skirmishAIId, aiData.team, aiData.name));
}
const SkirmishAIData* CSkirmishAIHandler::GetLocalSkirmishAIInCreation(const int teamId) const {
return (team_localAIsInCreation.find(teamId) != team_localAIsInCreation.end()) ? &(team_localAIsInCreation.find(teamId)->second) : nullptr;
}
void CSkirmishAIHandler::SetLocalSkirmishAIDieing(const size_t skirmishAIId, const int reason) {
const auto ai = id_ai.find(skirmishAIId);
assert(ai != id_ai.end()); // is valid id?
assert(CSkirmishAIHandler::IsLocalSkirmishAI(ai->second)); // is local AI?
if (!GetSkirmishAI(skirmishAIId)->isLuaAI)
eoh->SetSkirmishAIDieing(skirmishAIId);
id_dieReason[skirmishAIId] = reason;
clientNet->Send(CBaseNetProtocol::Get().SendAIStateChanged(gu->myPlayerNum, skirmishAIId, SKIRMAISTATE_DIEING));
}
const SkirmishAIKey* CSkirmishAIHandler::GetLocalSkirmishAILibraryKey(const size_t skirmishAIId) {
// fail, if the specified AI is not a local one
assert(CSkirmishAIHandler::IsLocalSkirmishAI(skirmishAIId));
const auto libKey = id_libKey.find(skirmishAIId);
// already resolved
if (libKey != id_libKey.end())
return &(libKey->second);
// resolve it
const SkirmishAIData* aiData = GetSkirmishAI(skirmishAIId);
const SkirmishAIKey& resKey = aiLibManager->ResolveSkirmishAIKey(SkirmishAIKey(aiData->shortName, aiData->version));
assert(!resKey.IsUnspecified());
id_libKey[skirmishAIId] = resKey;
return &(id_libKey[skirmishAIId]);
}
bool CSkirmishAIHandler::IsLocalSkirmishAI(const size_t skirmishAIId) const {
const auto ai = id_ai.find(skirmishAIId);
if (ai != id_ai.end())
return CSkirmishAIHandler::IsLocalSkirmishAI(ai->second);
return false;
}
bool CSkirmishAIHandler::IsLocalSkirmishAI(const SkirmishAIData& aiData) {
return (aiData.hostPlayer == gu->myPlayerNum);
}
void CSkirmishAIHandler::CompleteWithDefaultOptionValues(const size_t skirmishAIId)
{
if (!gameInitialized)
return;
if (!IsLocalSkirmishAI(skirmishAIId))
return;
const IAILibraryManager* aiLibMan = IAILibraryManager::GetInstance();
const IAILibraryManager::T_skirmishAIInfos& aiInfos = aiLibMan->GetSkirmishAIInfos();
const SkirmishAIKey* aiKey = GetLocalSkirmishAILibraryKey(skirmishAIId);
if (aiKey == nullptr)
return;
const IAILibraryManager::T_skirmishAIInfos::const_iterator inf = aiInfos.find(*aiKey);
if (inf == aiInfos.end())
return;
const CSkirmishAILibraryInfo& aiInfo = inf->second;
const std::vector<Option>& options = aiInfo.GetOptions();
id_ai_t::iterator ai = id_ai.find(skirmishAIId);
if (ai == id_ai.end())
return;
SkirmishAIData& aiData = ai->second;
for (auto oi = options.cbegin(); oi != options.cend(); ++oi) {
if (oi->typeCode == opt_error)
continue;
if (oi->typeCode == opt_section)
continue;
if (aiData.options.find(oi->key) != aiData.options.end())
continue;
aiData.optionKeys.push_back(oi->key);
aiData.options[oi->key] = option_getDefString(*oi);
}
}
void CSkirmishAIHandler::CompleteSkirmishAI(const size_t skirmishAIId) {
if (!gameInitialized)
return;
auto ai = id_ai.find(skirmishAIId);
if (ai == id_ai.end())
return;
ai->second.isLuaAI = IsLuaAI(ai->second);
if (!ai->second.isLuaAI) {
CompleteWithDefaultOptionValues(skirmishAIId);
}
}
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