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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SkirmishAILibrary.h"
#include "ExternalAI/IAILibraryManager.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "ExternalAI/AIInterfaceKey.h"
#include "Sim/Misc/GlobalConstants.h"
#include "System/Log/ILog.h"
#include <string>
CSkirmishAILibrary::CSkirmishAILibrary(
const SSkirmishAILibrary& ai,
const SkirmishAIKey& key
):
sSAI(ai),
key(key)
{
if (sSAI.handleEvent == nullptr) {
LOG_L(L_ERROR,
"Fetched AI library %s-%s has no handleEvent function"
" available. It is therefore illegal and will not be used."
" This usually indicates a problem in the used AI Interface"
" library (%s-%s).",
key.GetShortName().c_str(), key.GetVersion().c_str(),
key.GetInterface().GetShortName().c_str(),
key.GetInterface().GetVersion().c_str());
}
}
LevelOfSupport CSkirmishAILibrary::GetLevelOfSupportFor(
const std::string& engineVersionString,
const int engineVersionNumber,
const AIInterfaceKey& interfaceKey
) const {
if (sSAI.getLevelOfSupportFor != nullptr) {
const char* ksn = key.GetShortName().c_str();
const char* kv = key.GetVersion().c_str();
const char* ev = engineVersionString.c_str();
const char* isn = interfaceKey.GetShortName().c_str();
const char* iv = interfaceKey.GetVersion().c_str();
return sSAI.getLevelOfSupportFor(ksn, kv, ev, engineVersionNumber, isn, iv);
}
return LOS_Unknown;
}
bool CSkirmishAILibrary::Init(int skirmishAIId, const SSkirmishAICallback* c_callback) const
{
if (sSAI.init == nullptr)
return true;
const int ret = sSAI.init(skirmishAIId, c_callback);
if (ret == 0)
return true;
skirmishAIHandler.SetLocalSkirmishAIDieing(skirmishAIId, 5 /* = AI failed to init */);
// init failed
const int teamId = skirmishAIHandler.GetSkirmishAI(skirmishAIId)->team;
const char* errorStr = "Failed to initialize an AI for team %d (ID: %d), error: %d";
LOG_L(L_ERROR, errorStr, teamId, skirmishAIId, ret);
return false;
}
bool CSkirmishAILibrary::Release(int skirmishAIId) const
{
if (sSAI.release == nullptr)
return true;
const int ret = sSAI.release(skirmishAIId);
if (ret == 0)
return true;
// release failed
const int teamId = skirmishAIHandler.GetSkirmishAI(skirmishAIId)->team;
const char* errorStr = "Failed to release an AI on team %d (ID: %i), error: %d";
LOG_L(L_ERROR, errorStr, teamId, skirmishAIId, ret);
return false;
}
int CSkirmishAILibrary::HandleEvent(int skirmishAIId, int topic, const void* data) const
{
skirmishAIHandler.SetCurrentAIID(skirmishAIId);
const int ret = sSAI.handleEvent(skirmishAIId, topic, data);
skirmishAIHandler.SetCurrentAIID(MAX_AIS);
if (ret == 0)
return ret;
// event handling failed!
const int teamId = skirmishAIHandler.GetSkirmishAI(skirmishAIId)->team;
const char* errorStr = "AI for team %d (ID: %d) failed handling event with topic %d, error: %d";
LOG_L(L_WARNING, errorStr, teamId, skirmishAIId, topic, ret);
return ret;
}
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