File: SkirmishAIHandler.cpp

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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 "System/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_RESERVED(64)
));


CSkirmishAIHandler& CSkirmishAIHandler::GetInstance()
{
	static CSkirmishAIHandler mySingleton;
	return mySingleton;
}

CSkirmishAIHandler::CSkirmishAIHandler():
	gameInitialized(false), currentAIId(MAX_AIS)
{
}

CSkirmishAIHandler::~CSkirmishAIHandler()
{
}

void CSkirmishAIHandler::LoadFromSetup(const CGameSetup& setup) {

	for (size_t a = 0; a < setup.GetSkirmishAIs().size(); ++a) {
		const SkirmishAIData& sai = setup.GetSkirmishAIs()[a];
		AddSkirmishAI(sai, a);
	}
}

void CSkirmishAIHandler::LoadPreGame() {

	if (gameInitialized) {
		return;
	}

	// Extract all Lua AI implementations short names
	const std::vector< std::vector<InfoItem> >& luaAIImpls = luaAIImplHandler.LoadInfos();
	for (std::vector< std::vector<InfoItem> >::const_iterator impl = luaAIImpls.begin();
			impl != luaAIImpls.end(); ++impl) {
		for (std::vector<InfoItem>::const_iterator info = impl->begin();
				info != impl->end(); ++info) {
			if (info->key == SKIRMISH_AI_PROPERTY_SHORT_NAME) {
				assert(info->valueType == INFO_VALUE_TYPE_STRING);
				luaAIShortNames.insert(info->valueTypeString);
			}
		}
	}

	gameInitialized = true;

	// actualize the already added SkirmishAIData's
	for (id_ai_t::iterator ai = id_ai.begin(); ai != id_ai.end(); ++ai) {
		CompleteSkirmishAI(ai->first);
	}
}

bool CSkirmishAIHandler::IsActiveSkirmishAI(const size_t skirmishAIId) const {

	id_ai_t::const_iterator ai = id_ai.find(skirmishAIId);
	return (ai != id_ai.end());
}

SkirmishAIData* CSkirmishAIHandler::GetSkirmishAI(const size_t skirmishAIId) {

	id_ai_t::iterator 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 (id_ai_t::iterator ai = id_ai.begin(); ai != id_ai.end(); ++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 (id_ai_t::iterator ai = id_ai.begin(); ai != id_ai.end(); ++ai) {
		if (ai->second.hostPlayer == hostPlayerId) {
			skirmishAIs.push_back(ai->first);
		}
	}

	return skirmishAIs;
}

const CSkirmishAIHandler::id_ai_t& CSkirmishAIHandler::GetAllSkirmishAIs() const {
	return id_ai;
}

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);
}

size_t CSkirmishAIHandler::GetNumSkirmishAIs() const {
	return id_ai.size();
}

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
	net->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) : NULL;
}

void CSkirmishAIHandler::SetLocalSkirmishAIDieing(const size_t skirmishAIId, const int reason) {

	id_ai_t::iterator 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;

	net->Send(CBaseNetProtocol::Get().SendAIStateChanged(gu->myPlayerNum, skirmishAIId, SKIRMAISTATE_DIEING));
}

int CSkirmishAIHandler::GetLocalSkirmishAIDieReason(const size_t skirmishAIId) const {
	return (id_dieReason.find(skirmishAIId) != id_dieReason.end()) ? id_dieReason.find(skirmishAIId)->second : -1;
}

bool CSkirmishAIHandler::IsLocalSkirmishAIDieing(const size_t skirmishAIId) const {
	return (id_dieReason.find(skirmishAIId) != id_dieReason.end());
}

const SkirmishAIKey* CSkirmishAIHandler::GetLocalSkirmishAILibraryKey(const size_t skirmishAIId) {

	const SkirmishAIKey* key = NULL;

	// fail, if the specified AI is not a local one
	assert(CSkirmishAIHandler::IsLocalSkirmishAI(skirmishAIId));

	id_libKey_t::const_iterator libKey = id_libKey.find(skirmishAIId);
	if (libKey != id_libKey.end()) {
		// already resolved
		key = &(libKey->second);
	} else {
		// resolve it
		const SkirmishAIData* aiData = GetSkirmishAI(skirmishAIId);
		SkirmishAIKey tmpKey(aiData->shortName, aiData->version);
		const SkirmishAIKey& resKey = aiLibManager->ResolveSkirmishAIKey(tmpKey);
		assert(!resKey.IsUnspecified());
		id_libKey[skirmishAIId] = resKey;
		key = &(id_libKey[skirmishAIId]);
	}

	return key;
}

bool CSkirmishAIHandler::IsLocalSkirmishAI(const size_t skirmishAIId) const {

	bool isLocal = false;

	id_ai_t::const_iterator ai = id_ai.find(skirmishAIId);
	if (ai != id_ai.end()) {
		isLocal = CSkirmishAIHandler::IsLocalSkirmishAI(ai->second);
	}

	return isLocal;
}

bool CSkirmishAIHandler::IsLocalSkirmishAI(const SkirmishAIData& aiData) {
	return (aiData.hostPlayer == gu->myPlayerNum);
}

const std::set<std::string>& CSkirmishAIHandler::GetLuaAIImplShortNames() const {
	assert(gameInitialized);
	return luaAIShortNames;
}

bool CSkirmishAIHandler::IsLuaAI(const SkirmishAIData& aiData) const {
	assert(gameInitialized);
	return (luaAIShortNames.find(aiData.shortName) != luaAIShortNames.end());
}

void CSkirmishAIHandler::CompleteWithDefaultOptionValues(const size_t skirmishAIId) {

	if (gameInitialized && IsLocalSkirmishAI(skirmishAIId)) {
		IAILibraryManager* aiLibMan = IAILibraryManager::GetInstance();
		const IAILibraryManager::T_skirmishAIInfos& aiInfos = aiLibMan->GetSkirmishAIInfos();
		const SkirmishAIKey* aiKey = GetLocalSkirmishAILibraryKey(skirmishAIId);
		if (aiKey != NULL) {
			const IAILibraryManager::T_skirmishAIInfos::const_iterator inf = aiInfos.find(*aiKey);
			if (inf != aiInfos.end()) {
				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()) {
					SkirmishAIData& aiData = ai->second;
					std::vector<Option>::const_iterator oi;
					for (oi = options.begin(); oi != options.end(); ++oi) {
						if ((oi->typeCode != opt_error) &&
								(oi->typeCode != opt_section) &&
								(aiData.options.find(oi->key) == aiData.options.end())) {
							aiData.optionKeys.push_back(oi->key);
							aiData.options[oi->key] = option_getDefString(*oi);
						}
					}
				}
			}
		}
	}
}

void CSkirmishAIHandler::CompleteSkirmishAI(const size_t skirmishAIId) {

	if (gameInitialized) {
		id_ai_t::iterator ai = id_ai.find(skirmishAIId);
		if (ai != id_ai.end()) {
			ai->second.isLuaAI = IsLuaAI(ai->second);
			if (!ai->second.isLuaAI) {
				CompleteWithDefaultOptionValues(skirmishAIId);
			}
		}
	}
}