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/*
Copyright 2008 Nicolas Wu
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/>.
@author Nicolas Wu
@author Robin Vobruba <hoijui.quaero@gmail.com>
*/
#if WIN32
#include <windows.h>
#include <tchar.h>
#endif
#include <map>
// AI interface stuff
#include "ExternalAI/Interface/SSkirmishAILibrary.h"
#include "ExternalAI/Interface/SSkirmishAICallback.h"
#include "LegacyCpp/AIAI.h"
//#include "Game/GameVersion.h"
// E323AI stuff
#include "AIExport.h"
#include "CE323AI.h"
// NOTE: myAIs is not static cause we need to count AI instances from outside
// skirmishAIId -> AI map
static std::map<int, CAIAI*> myAIs;
// filled in init() of the first instance of this AI
static const char* aiVersion = NULL;
// callbacks for all the instances controlled by this Skirmish AI
static std::map<int, const struct SSkirmishAICallback*> skirmishAIId_callback;
/*
EXPORT(enum LevelOfSupport) getLevelOfSupportFor(
const char* aiShortName, const char* aiVersion,
const char* engineVersionString, int engineVersionNumber,
const char* aiInterfaceShortName, const char* aiInterfaceVersion) {
const char* springVersion = SpringVersion::GetFull().c_str();
const int cmp = strcmp(engineVersionString, springVersion);
if (cmp == 0 && engineVersionNumber <= ENGINE_VERSION_NUMBER) {
return LOS_Working;
}
return LOS_None;
}
*/
EXPORT(int) init(int skirmishAIId, const struct SSkirmishAICallback* callback) {
if (myAIs.count(skirmishAIId) > 0) {
// the map has no AI for this skirmishAIId.
// raise an error, since it's probably a mistake if we are trying to
// release a skirmishAIId that's not initialized.
return -1;
}
if (aiVersion == NULL) {
aiVersion = callback->SkirmishAI_Info_getValueByKey(skirmishAIId, SKIRMISH_AI_PROPERTY_VERSION);
}
skirmishAIId_callback[skirmishAIId] = callback;
// CAIAI is the Legacy C++ wrapper
myAIs[skirmishAIId] = new CAIAI(new CE323AI());
// signal: everything went ok
return 0;
}
EXPORT(int) release(int skirmishAIId) {
if (myAIs.find(skirmishAIId) == myAIs.end()) {
// the map has no AI for this skirmishAIId.
// raise an error, since it's probably a mistake if we're trying to
// release a team that's not initialized.
return -1;
}
delete myAIs[skirmishAIId];
myAIs[skirmishAIId] = NULL;
myAIs.erase(skirmishAIId);
skirmishAIId_callback.erase(skirmishAIId);
// signal: everything went ok
return 0;
}
EXPORT(int) handleEvent(int skirmishAIId, int topic, const void* data) {
if (skirmishAIId < 0) {
// events sent to skirmishAIId -1 will always be to the AI object itself,
// not to a particular skirmishAIId.
} else if (myAIs.find(skirmishAIId) != myAIs.end()) {
// allow the AI instance to handle the event.
return myAIs[skirmishAIId]->handleEvent(topic, data);
}
// no AI for that skirmishAIId, so return error.
return -1;
}
// methods from here on are for AI internal use only
const char* aiexport_getVersion() {
return aiVersion;
}
const char* aiexport_getMyOption(int skirmishAIId, const char* key) {
return skirmishAIId_callback[skirmishAIId]->SkirmishAI_OptionValues_getValueByKey(skirmishAIId, key);
}
size_t aiexport_getNumAIInstances() {
return myAIs.size();
}
size_t aiexport_getNumAIInstancesInAllyTeam(int skirmishAIId, int allyTeamId) {
size_t numAllies = 0;
#if !defined(BUILDING_AI_FOR_SPRING_0_81_2)
std::map<int, CAIAI*>::iterator aii;
for (aii = myAIs.begin(); aii != myAIs.end(); ++aii) {
const int otherSkirmishAIId = aii->first;
const int otherTeamId = skirmishAIId_callback[otherSkirmishAIId]->Game_getMyTeam(otherSkirmishAIId);
if (skirmishAIId_callback[skirmishAIId]->Game_getTeamAllyTeam(skirmishAIId, otherTeamId) == allyTeamId) {
numAllies++;
}
}
#else
numAllies++;
#endif
return numAllies;
}
bool aiexport_isPrimaryInstance(int skirmishAIId) {
return (myAIs.begin()->first == skirmishAIId);
}
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