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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef I_AI_CALLBACK_H
#define I_AI_CALLBACK_H
#include "ExternalAI/AILegacySupport.h"
#include "Sim/Misc/GlobalConstants.h" // needed for MAX_UNITS
#include "Sim/Units/CommandAI/Command.h"
#include "System/float3.h"
#include <string>
#include <vector>
#include <map>
struct SCommandDescription;
namespace springLegacyAI {
class CCommandQueue;
struct UnitDef;
struct FeatureDef;
struct WeaponDef;
/// 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;
/**
* Returns the current game time measured in frames (the
* simulation runs at 30 frames per second at normal
* speed)
*/
virtual int GetCurrentFrame() = 0;
virtual int GetMySkirmishAIId() = 0;
virtual int GetMyTeam() = 0;
virtual int GetMyAllyTeam() = 0;
virtual int GetPlayerTeam(int playerId) = 0;
/**
* Returns the number of active teams participating
* in the currently running game.
* A return value of 6 for example, would mean that teams 0 till 5
* take part in the game.
*/
virtual int GetTeams() = 0;
/**
* Returns the name of the side of a team in the game.
*
* This should not be used, as it may be "",
* and as the AI should rather rely on the units it has,
* which will lead to a more stable and versatile AI.
* @deprecated
*
* @return eg. "ARM" or "CORE"; may be "",
* depending on how the game was setup
*/
virtual const char* GetTeamSide(int teamId) = 0;
virtual int GetTeamAllyTeam(int teamId) = 0;
virtual float GetTeamMetalCurrent(int teamId) = 0;
virtual float GetTeamMetalIncome(int teamId) = 0;
virtual float GetTeamMetalUsage(int teamId) = 0;
virtual float GetTeamMetalStorage(int teamId) = 0;
virtual float GetTeamEnergyCurrent(int teamId) = 0;
virtual float GetTeamEnergyIncome(int teamId) = 0;
virtual float GetTeamEnergyUsage(int teamId) = 0;
virtual float GetTeamEnergyStorage(int teamId) = 0;
/// Returns true, if the two supplied ally-teams are currently allied
virtual bool IsAllied(int firstAllyTeamId, int secondAllyTeamId) = 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).
* @deprecated
*/
virtual void* CreateSharedMemArea(char* name, int size) = 0;
/**
* Releases your reference to a memory area.
* @deprecated
*/
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<SCommandDescription>* 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<SCommandDescription>* 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)
*/
/**
* Returns the maximum number of units to be in-game.
* The maximum unit-ID is this vaue -1.
*/
virtual int GetMaxUnits() = 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 maximum health
virtual float GetUnitMaxHealth(int unitId) = 0;
/// the unit's maximum 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; //! current unit position vector
virtual float3 GetUnitVel(int unitId) = 0; //! current unit velocity vector
/// 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 do not
* retrieve them until they are needed
* - the waypoint's x and z coordinates are returned in x and z while y is
* used for status codes
* y = 0: legal path waypoint IFF x >= 0 and z >= 0
* y = -1: temporary waypoint, path not yet available
*/
virtual int InitPath(float3 start, float3 end, int pathType, float goalRadius = 8) = 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, float goalRadius = 8) = 0;
/*
* The following function return the units into arrays that must be
* allocated by the dll
* - 30000 is currently the max amount of units (June 2011) 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
* ((z * width + x) / 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;
/// Use this one for reference (eg. in cache-file names)
virtual int GetMapHash() = 0;
/// Use this one for reference (eg. in config-file names)
virtual const char* GetMapName() = 0;
virtual const char* GetMapHumanName() = 0;
/// Use this one for reference (eg. in cache-file names)
virtual int GetModHash() = 0;
/// archive name @deprecated
virtual const char* GetModName() = 0;
/// Use this one for reference (eg. in config-file names)
virtual const char* GetModHumanName() = 0;
/**
* Returns the short name of the mod, which does not include the version.
* Use this for reference to the mod in general, eg. as version independent
* reference.
* Be aware though, that this still contain special characters and spaces,
* and may not be used as a file name without checks and replaces.
* Tip: replace every char matching [^0-9a-zA-Z_-.] with '_'
*/
virtual const char* GetModShortName() = 0;
virtual const char* GetModVersion() = 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;
/*
* Line-Drawer 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
* auto-removed, 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;
/**
* Draws units on 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;
/*
* The following functions allow AI's to plot real-time
* performance graphs (useful for basic visual profiling)
*
* - position and size are specified in relative screen-space
* (ie. position must be in [-1.0, 1.0], size in [0.0, 2.0])
* - position refers to the bottom-left corner of the graph
* - data-points are automatically normalized, but must not
* exceed 1E9 (1000^3) in absolute value
* - you must be a spectator and watching the team of an AI
* that has called AddDebugGraphPoint() to see these graphs
* note: they are drawn IIF IsDebugDrawerEnabled())
*/
virtual bool IsDebugDrawerEnabled() const = 0;
virtual void DebugDrawerAddGraphPoint(int lineId, float x, float y) = 0;
virtual void DebugDrawerDelGraphPoints(int lineId, int numPoints) = 0;
virtual void DebugDrawerSetGraphPos(float x, float y) = 0;
virtual void DebugDrawerSetGraphSize(float w, float h) = 0;
virtual void DebugDrawerSetGraphLineColor(int lineId, const float3& color) = 0;
virtual void DebugDrawerSetGraphLineLabel(int lineId, const char* label) = 0;
/*
* The following functions allow AI's to visualize overlay
* maps as textures (useful for analyzing threat-maps and
* the like in real-time)
*
* - position and size are specified as for graphs
* - AI's are responsible for normalizing the data
* - the data must be stored in a one-dimensional
* array of floats of length (w * h); updating
* a texture sub-region must be done in absolute
* pixel) coordinates
*/
virtual int DebugDrawerAddOverlayTexture(const float* texData, int w, int h) = 0;
virtual void DebugDrawerUpdateOverlayTexture(int texHandle, const float* texData, int x, int y, int w, int h) = 0;
virtual void DebugDrawerDelOverlayTexture(int texHandle) = 0;
virtual void DebugDrawerSetOverlayTexturePos(int texHandle, float x, float y) = 0;
virtual void DebugDrawerSetOverlayTextureSize(int texHandle, float w, float h) = 0;
virtual void DebugDrawerSetOverlayTextureLabel(int texHandle, const char* label) = 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 unitdef unitdef to search for a build position
* @param pos position to search for
* @param searchRadius radius to search for a build position
* @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
* @param facing facing of the building (0-3)
*/
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;
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;
/**
* Returns the categories bit field value.
* @return the categories bit field value or 0,
* in case of empty name or too many categories
* @see #GetCategoryName
*/
unsigned int GetCategoryFlag(const char* categoryName);
/**
* Returns the bitfield values of a list of category names.
* @see #GetCategoryFlag
*/
unsigned int GetCategoriesFlag(const char* categoryNames);
/**
* Return the name of the category described by a category flag.
* @see #GetCategoryFlag
*/
void GetCategoryName(int categoryFlag, char* name, int name_sizeMax);
/**
* 1. 'inData' 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()
*/
virtual std::string CallLuaRules(const char* inData, int inSize = -1) = 0;
virtual std::string CallLuaUI(const char* inData, int inSize = -1) = 0;
virtual std::map<std::string, std::string> GetMyInfo() = 0;
virtual std::map<std::string, std::string> GetMyOptionValues() = 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() {}
};
} // namespace springLegacyAI
#endif // I_AI_CALLBACK_H
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