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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "AICheats.h"
#include "ExternalAI/SkirmishAIWrapper.h"
#include "Game/TraceRay.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/CommandAI/CommandAI.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Misc/GlobalConstants.h" // needed for MAX_UNITS
#include "Sim/Units/UnitHandler.h"
#include "Sim/Units/UnitLoader.h"
#include "Sim/Features/Feature.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/TeamHandler.h"
#include "Game/GameServer.h"
#include "Game/GameSetup.h"
#include "System/mmgr.h"
#include <vector>
#include <list>
#define CHECK_UNITID(id) ((unsigned)(id) < (unsigned)uh->MaxUnits())
#define CHECK_GROUPID(id) ((unsigned)(id) < (unsigned)gh->groups.size())
CUnit* CAICheats::GetUnit(int unitId) const {
CUnit* unit = NULL;
if (CHECK_UNITID(unitId)) {
unit = uh->units[unitId];
}
return unit;
}
CAICheats::CAICheats(CSkirmishAIWrapper* ai): ai(ai)
{
}
CAICheats::~CAICheats()
{}
bool CAICheats::OnlyPassiveCheats()
{
// returns whether cheats will desync (this is
// always the case unless we are both the host
// and the only client) if used by an AI
if (!gameServer) {
return true;
} else if (gameSetup && (gameSetup->playerStartingData.size() == 1)) {
// assumes AI's dont count toward numPlayers
return false;
} else {
// disable it in case we are not sure
return true;
}
}
void CAICheats::EnableCheatEvents(bool enable)
{
// enable sending of EnemyCreated, etc. events
ai->SetCheatEventsEnabled(enable);
}
void CAICheats::SetMyIncomeMultiplier(float incomeMultiplier)
{
if (!OnlyPassiveCheats()) {
teamHandler->Team(ai->GetTeamId())->SetIncomeMultiplier(incomeMultiplier);
}
}
void CAICheats::GiveMeMetal(float amount)
{
if (!OnlyPassiveCheats())
teamHandler->Team(ai->GetTeamId())->metal += amount;
}
void CAICheats::GiveMeEnergy(float amount)
{
if (!OnlyPassiveCheats())
teamHandler->Team(ai->GetTeamId())->energy += amount;
}
int CAICheats::CreateUnit(const char* name, const float3& pos)
{
int unitId = 0;
if (!OnlyPassiveCheats()) {
CUnit* unit = unitLoader->LoadUnit(name, pos, ai->GetTeamId(), false, 0, NULL);
if (unit) {
unitId = unit->id;
}
}
return unitId;
}
const UnitDef* CAICheats::GetUnitDef(int unitId) const
{
const UnitDef* unitDef = NULL;
const CUnit* unit = GetUnit(unitId);
if (unit) {
unitDef = unit->unitDef;
}
return unitDef;
}
float3 CAICheats::GetUnitPos(int unitId) const
{
const CUnit* unit = GetUnit(unitId);
if (unit) {
return unit->pos;
}
return ZeroVector;
}
float3 CAICheats::GetUnitVelocity(int unitId) const
{
const CUnit* unit = GetUnit(unitId);
if (unit) {
return unit->speed;
}
return ZeroVector;
}
static int FilterUnitsVector(const std::vector<CUnit*>& units, int* unitIds, int unitIds_max, bool (*includeUnit)(CUnit*) = NULL)
{
int a = 0;
if (unitIds_max < 0) {
unitIds = NULL;
unitIds_max = MAX_UNITS;
}
std::vector<CUnit*>::const_iterator ui;
for (ui = units.begin(); (ui != units.end()) && (a < unitIds_max); ++ui) {
CUnit* u = *ui;
if ((includeUnit == NULL) || (*includeUnit)(u)) {
if (unitIds != NULL) {
unitIds[a] = u->id;
}
a++;
}
}
return a;
}
static int FilterUnitsList(const std::list<CUnit*>& units, int* unitIds, int unitIds_max, bool (*includeUnit)(CUnit*) = NULL)
{
int a = 0;
if (unitIds_max < 0) {
unitIds = NULL;
unitIds_max = MAX_UNITS;
}
std::list<CUnit*>::const_iterator ui;
for (ui = units.begin(); (ui != units.end()) && (a < unitIds_max); ++ui) {
CUnit* u = *ui;
if ((includeUnit == NULL) || (*includeUnit)(u)) {
if (unitIds != NULL) {
unitIds[a] = u->id;
}
a++;
}
}
return a;
}
static inline bool unit_IsNeutral(CUnit* unit) {
return unit->IsNeutral();
}
static int myAllyTeamId = -1;
/// You have to set myAllyTeamId before callign this function. NOT thread safe!
static inline bool unit_IsEnemy(CUnit* unit) {
return (!teamHandler->Ally(unit->allyteam, myAllyTeamId)
&& !unit_IsNeutral(unit));
}
int CAICheats::GetEnemyUnits(int* unitIds, int unitIds_max)
{
myAllyTeamId = teamHandler->AllyTeam(ai->GetTeamId());
return FilterUnitsList(uh->activeUnits, unitIds, unitIds_max, &unit_IsEnemy);
}
int CAICheats::GetEnemyUnits(int* unitIds, const float3& pos, float radius, int unitIds_max)
{
const std::vector<CUnit*>& units = qf->GetUnitsExact(pos, radius);
myAllyTeamId = teamHandler->AllyTeam(ai->GetTeamId());
return FilterUnitsVector(units, unitIds, unitIds_max, &unit_IsEnemy);
}
int CAICheats::GetNeutralUnits(int* unitIds, int unitIds_max)
{
return FilterUnitsList(uh->activeUnits, unitIds, unitIds_max, &unit_IsNeutral);
}
int CAICheats::GetNeutralUnits(int* unitIds, const float3& pos, float radius, int unitIds_max)
{
const std::vector<CUnit*>& units = qf->GetUnitsExact(pos, radius);
return FilterUnitsVector(units, unitIds, unitIds_max, &unit_IsNeutral);
}
int CAICheats::GetFeatures(int* features, int max) const {
// this method is never called anyway, see SSkirmishAICallbackImpl.cpp
return 0;
}
int CAICheats::GetFeatures(int* features, int max, const float3& pos,
float radius) const {
// this method is never called anyway, see SSkirmishAICallbackImpl.cpp
return 0;
}
int CAICheats::GetUnitTeam(int unitId) const
{
int unitTeamId = 0;
const CUnit* unit = GetUnit(unitId);
if (unit) {
unitTeamId = unit->team;
}
return unitTeamId;
}
int CAICheats::GetUnitAllyTeam(int unitId) const
{
int unitAllyTeamId = 0;
const CUnit* unit = GetUnit(unitId);
if (unit) {
unitAllyTeamId = unit->allyteam;
}
return unitAllyTeamId;
}
float CAICheats::GetUnitHealth(int unitId) const
{
float health = 0.0f;
const CUnit* unit = GetUnit(unitId);
if (unit) {
health = unit->health;
}
return health;
}
float CAICheats::GetUnitMaxHealth(int unitId) const
{
float maxHealth = 0.0f;
const CUnit* unit = GetUnit(unitId);
if (unit) {
maxHealth = unit->maxHealth;
}
return maxHealth;
}
float CAICheats::GetUnitPower(int unitId) const
{
float power = 0.0f;
const CUnit* unit = GetUnit(unitId);
if (unit) {
power = unit->power;
}
return power;
}
float CAICheats::GetUnitExperience(int unitId) const
{
float experience = 0.0f;
const CUnit* unit = GetUnit(unitId);
if (unit) {
experience = unit->experience;
}
return experience;
}
bool CAICheats::IsUnitActivated(int unitId) const
{
bool activated = false;
const CUnit* unit = GetUnit(unitId);
if (unit) {
activated = unit->activated;
}
return activated;
}
bool CAICheats::UnitBeingBuilt(int unitId) const
{
bool beingBuilt = false;
const CUnit* unit = GetUnit(unitId);
if (unit) {
beingBuilt = unit->beingBuilt;
}
return beingBuilt;
}
bool CAICheats::GetUnitResourceInfo(int unitId, UnitResourceInfo* unitResInf) const
{
bool fetchOk = false;
const CUnit* unit = GetUnit(unitId);
if (unit) {
unitResInf->energyMake = unit->energyMake;
unitResInf->energyUse = unit->energyUse;
unitResInf->metalMake = unit->metalMake;
unitResInf->metalUse = unit->metalUse;
fetchOk = true;
}
return fetchOk;
}
const CCommandQueue* CAICheats::GetCurrentUnitCommands(int unitId) const
{
const CCommandQueue* currentUnitCommands = NULL;
const CUnit* unit = GetUnit(unitId);
if (unit) {
currentUnitCommands = &unit->commandAI->commandQue;
}
return currentUnitCommands;
}
int CAICheats::GetBuildingFacing(int unitId) const
{
int buildFacing = 0;
const CUnit* unit = GetUnit(unitId);
if (unit) {
buildFacing = unit->buildFacing;
}
return buildFacing;
}
bool CAICheats::IsUnitCloaked(int unitId) const
{
bool isCloaked = false;
const CUnit* unit = GetUnit(unitId);
if (unit) {
isCloaked = unit->isCloaked;
}
return isCloaked;
}
bool CAICheats::IsUnitParalyzed(int unitId) const
{
bool stunned = false;
const CUnit* unit = GetUnit(unitId);
if (unit) {
stunned = unit->stunned;
}
return stunned;
}
bool CAICheats::IsUnitNeutral(int unitId) const
{
bool isNeutral = false;
const CUnit* unit = GetUnit(unitId);
if (unit) {
isNeutral = unit->IsNeutral();
}
return isNeutral;
}
bool CAICheats::GetProperty(int id, int property, void *data) const
{
bool fetchOk = false;
switch (property) {
case AIVAL_UNITDEF: {
const CUnit* unit = GetUnit(id);
if (unit) {
(*(const UnitDef**) data) = unit->unitDef;
fetchOk = true;
}
break;
}
default: {
fetchOk = false;
}
}
return fetchOk;
}
bool CAICheats::GetValue(int id, void* data) const
{
return false;
}
int CAICheats::HandleCommand(int commandId, void* data)
{
int ret = 0; // handling failed
switch (commandId) {
case AIHCQuerySubVersionId: {
ret = 1; // current version of Handle Command interface
} break;
case AIHCTraceRayId: {
AIHCTraceRay* cmdData = (AIHCTraceRay*) data;
if (CHECK_UNITID(cmdData->srcUID)) {
const CUnit* srcUnit = uh->units[cmdData->srcUID];
CUnit* hitUnit = NULL;
CFeature* hitFeature = NULL;
if (srcUnit != NULL) {
//FIXME ignore features?
cmdData->rayLen = TraceRay::TraceRay(cmdData->rayPos, cmdData->rayDir, cmdData->rayLen, cmdData->flags, srcUnit, hitUnit, hitFeature);
cmdData->hitUID = (hitUnit != NULL)? hitUnit->id: -1;
}
}
ret = 1;
} break;
case AIHCFeatureTraceRayId: {
AIHCFeatureTraceRay* cmdData = (AIHCFeatureTraceRay*) data;
if (CHECK_UNITID(cmdData->srcUID)) {
const CUnit* srcUnit = uh->units[cmdData->srcUID];
CUnit* hitUnit = NULL;
CFeature* hitFeature = NULL;
if (srcUnit != NULL) {
//FIXME ignore units?
cmdData->rayLen = TraceRay::TraceRay(cmdData->rayPos, cmdData->rayDir, cmdData->rayLen, cmdData->flags, srcUnit, hitUnit, hitFeature);
cmdData->hitFID = (hitFeature != NULL)? hitFeature->id: -1;
}
}
ret = 1;
} break;
default: {
ret = 0; // handling failed
}
}
return ret;
}
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