1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SkirmishAIWrapper.h"
#include "System/FileSystem/DataDirsAccess.h"
#include "System/FileSystem/FileQueryFlags.h"
#include "System/FileSystem/FileSystem.h"
#include "System/Log/ILog.h"
#include "System/mmgr.h"
#include "System/Util.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "ExternalAI/AICallback.h"
#include "ExternalAI/AICheats.h"
#include "ExternalAI/SkirmishAI.h"
#include "ExternalAI/EngineOutHandler.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "ExternalAI/SkirmishAILibraryInfo.h"
#include "ExternalAI/SkirmishAIData.h"
#include "ExternalAI/SSkirmishAICallbackImpl.h"
#include "ExternalAI/IAILibraryManager.h"
#include "ExternalAI/Interface/AISEvents.h"
#include "ExternalAI/Interface/AISCommands.h"
#include "ExternalAI/Interface/SSkirmishAILibrary.h"
#include <sstream>
#include <iostream>
#include <fstream>
#undef DeleteFile
CR_BIND_DERIVED(CSkirmishAIWrapper, CObject, )
CR_REG_METADATA(CSkirmishAIWrapper, (
CR_MEMBER(skirmishAIId),
CR_MEMBER(teamId),
CR_MEMBER(cheatEvents),
CR_MEMBER(key),
CR_SERIALIZER(Serialize),
CR_POSTLOAD(PostLoad)
));
/// used only by creg
CSkirmishAIWrapper::CSkirmishAIWrapper():
skirmishAIId((size_t) -1),
teamId(-1),
cheatEvents(false),
ai(NULL),
initialized(false),
released(false),
callback(NULL),
cheats(NULL),
c_callback(NULL),
info(NULL)
{
}
CSkirmishAIWrapper::CSkirmishAIWrapper(const size_t skirmishAIId):
skirmishAIId(skirmishAIId),
teamId(-1),
cheatEvents(false),
ai(NULL),
initialized(false),
released(false),
callback(NULL),
cheats(NULL),
c_callback(NULL),
info(NULL)
{
const SkirmishAIData* aiData = skirmishAIHandler.GetSkirmishAI(skirmishAIId);
teamId = aiData->team;
SkirmishAIKey keyTmp(aiData->shortName, aiData->version);
key = aiLibManager->ResolveSkirmishAIKey(keyTmp);
CreateCallback();
}
void CSkirmishAIWrapper::CreateCallback() {
if (c_callback == NULL) {
callback = new CAICallback(teamId);
cheats = new CAICheats(this);
c_callback = skirmishAiCallback_getInstanceFor(skirmishAIId, teamId, callback, cheats);
}
}
void CSkirmishAIWrapper::PreDestroy() {
callback->noMessages = true;
}
CSkirmishAIWrapper::~CSkirmishAIWrapper() {
if (ai) {
if (initialized && !released) {
Release();
}
delete ai;
ai = NULL;
skirmishAiCallback_release(skirmishAIId);
c_callback = NULL;
delete callback;
callback = NULL;
delete cheats;
cheats = NULL;
}
}
void CSkirmishAIWrapper::Serialize(creg::ISerializer* s) {
}
void CSkirmishAIWrapper::PostLoad() {
//CreateCallback();
LoadSkirmishAI(true);
}
bool CSkirmishAIWrapper::LoadSkirmishAI(bool postLoad) {
ai = new CSkirmishAI(skirmishAIId, teamId, key, GetCallback());
ai->Init();
// check if initialization went ok
if (skirmishAIHandler.IsLocalSkirmishAIDieing(skirmishAIId)) {
return false;
}
IAILibraryManager* libManager = IAILibraryManager::GetInstance();
libManager->FetchSkirmishAILibrary(key);
const CSkirmishAILibraryInfo* infos = &*libManager->GetSkirmishAIInfos().find(key)->second;
bool loadSupported = (infos->GetInfo(SKIRMISH_AI_PROPERTY_LOAD_SUPPORTED) == "yes");
libManager->ReleaseSkirmishAILibrary(key);
if (postLoad && !loadSupported) {
// fallback code to help the AI if it
// doesn't implement load/save support
Init();
for (size_t a = 0; a < uh->MaxUnits(); a++) {
if (!uh->units[a])
continue;
if (uh->units[a]->team == teamId) {
try {
UnitCreated(a, -1);
} CATCH_AI_EXCEPTION;
if (!uh->units[a]->beingBuilt)
try {
UnitFinished(a);
} CATCH_AI_EXCEPTION;
} else {
if ((uh->units[a]->allyteam == teamHandler->AllyTeam(teamId))
|| teamHandler->Ally(teamHandler->AllyTeam(teamId), uh->units[a]->allyteam)) {
// do nothing
} else {
if (uh->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & (LOS_INRADAR | LOS_INLOS)) {
try {
EnemyEnterRadar(a);
} CATCH_AI_EXCEPTION;
}
if (uh->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & LOS_INLOS) {
try {
EnemyEnterLOS(a);
} CATCH_AI_EXCEPTION;
}
}
}
}
}
return true;
}
void CSkirmishAIWrapper::Init() {
if (ai == NULL) {
bool loadOk = LoadSkirmishAI(false);
if (!loadOk) {
return;
}
}
SInitEvent evtData = {skirmishAIId, GetCallback()};
int error = ai->HandleEvent(EVENT_INIT, &evtData);
if (error != 0) {
// init failed
LOG_L(L_ERROR, "Failed to handle init event: AI for team %d, error %d",
teamId, error);
skirmishAIHandler.SetLocalSkirmishAIDieing(skirmishAIId, 5 /* = AI failed to init */);
} else {
initialized = true;
}
}
void CSkirmishAIWrapper::Dieing() {
if (ai != NULL) {
ai->Dieing();
}
}
void CSkirmishAIWrapper::Release(int reason) {
if (initialized && !released) {
SReleaseEvent evtData = {reason};
ai->HandleEvent(EVENT_RELEASE, &evtData);
released = true;
// further cleanup is done in the destructor
}
}
static void streamCopy(std::istream* in, std::ostream* out)
{
static const size_t buffer_size = 128;
// have to use _new_ here for VS compatibility (no C99 support)
char* buffer = new char[buffer_size];
in->read(buffer, buffer_size);
while (in->good()) {
out->write(buffer, in->gcount());
in->read(buffer, buffer_size);
}
out->write(buffer, in->gcount());
delete[] buffer;
}
static std::string createTempFileName(const char* action, int teamId,
int skirmishAIId) {
static const size_t tmpFileName_size = 1024;
// have to use _new_ here for VS compatibility (no C99 support)
char* tmpFileName = new char[tmpFileName_size];
SNPRINTF(tmpFileName, tmpFileName_size, "%s-team%i_id%i.tmp", action,
teamId, skirmishAIId);
std::string tmpFile = dataDirsAccess.LocateFile(tmpFileName,
FileQueryFlags::WRITE | FileQueryFlags::CREATE_DIRS);
delete[] tmpFileName;
return tmpFile;
}
void CSkirmishAIWrapper::Load(std::istream* load_s)
{
const std::string tmpFile = createTempFileName("load", teamId, skirmishAIId);
std::ofstream tmpFile_s;
tmpFile_s.open(tmpFile.c_str(), std::ios::binary);
streamCopy(load_s, &tmpFile_s);
tmpFile_s.close();
SLoadEvent evtData = {tmpFile.c_str()};
ai->HandleEvent(EVENT_LOAD, &evtData);
FileSystem::DeleteFile(tmpFile);
}
void CSkirmishAIWrapper::Save(std::ostream* save_s)
{
const std::string tmpFile = createTempFileName("save", teamId, skirmishAIId);
SSaveEvent evtData = {tmpFile.c_str()};
ai->HandleEvent(EVENT_SAVE, &evtData);
if (FileSystem::FileExists(tmpFile)) {
std::ifstream tmpFile_s;
tmpFile_s.open(tmpFile.c_str(), std::ios::binary);
streamCopy(&tmpFile_s, save_s);
tmpFile_s.close();
FileSystem::DeleteFile(tmpFile);
}
}
void CSkirmishAIWrapper::UnitIdle(int unitId) {
SUnitIdleEvent evtData = {unitId};
ai->HandleEvent(EVENT_UNIT_IDLE, &evtData);
}
void CSkirmishAIWrapper::UnitCreated(int unitId, int builderId) {
SUnitCreatedEvent evtData = {unitId, builderId};
ai->HandleEvent(EVENT_UNIT_CREATED, &evtData);
}
void CSkirmishAIWrapper::UnitFinished(int unitId) {
SUnitFinishedEvent evtData = {unitId};
ai->HandleEvent(EVENT_UNIT_FINISHED, &evtData);
}
void CSkirmishAIWrapper::UnitDestroyed(int unitId, int attackerUnitId) {
SUnitDestroyedEvent evtData = {unitId, attackerUnitId};
ai->HandleEvent(EVENT_UNIT_DESTROYED, &evtData);
}
void CSkirmishAIWrapper::UnitDamaged(int unitId, int attackerUnitId,
float damage, const float3& dir, int weaponDefId, bool paralyzer) {
SUnitDamagedEvent evtData = {unitId, attackerUnitId, damage,
new float[3], weaponDefId, paralyzer};
dir.copyInto(evtData.dir_posF3);
ai->HandleEvent(EVENT_UNIT_DAMAGED, &evtData);
delete [] evtData.dir_posF3;
}
void CSkirmishAIWrapper::UnitMoveFailed(int unitId) {
SUnitMoveFailedEvent evtData = {unitId};
ai->HandleEvent(EVENT_UNIT_MOVE_FAILED, &evtData);
}
void CSkirmishAIWrapper::UnitGiven(int unitId, int oldTeam, int newTeam) {
SUnitGivenEvent evtData = {unitId, oldTeam, newTeam};
ai->HandleEvent(EVENT_UNIT_GIVEN, &evtData);
}
void CSkirmishAIWrapper::UnitCaptured(int unitId, int oldTeam, int newTeam) {
SUnitCapturedEvent evtData = {unitId, oldTeam, newTeam};
ai->HandleEvent(EVENT_UNIT_CAPTURED, &evtData);
}
void CSkirmishAIWrapper::EnemyCreated(int unitId) {
SEnemyCreatedEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_CREATED, &evtData);
}
void CSkirmishAIWrapper::EnemyFinished(int unitId) {
SEnemyFinishedEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_FINISHED, &evtData);
}
void CSkirmishAIWrapper::EnemyEnterLOS(int unitId) {
SEnemyEnterLOSEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_ENTER_LOS, &evtData);
}
void CSkirmishAIWrapper::EnemyLeaveLOS(int unitId) {
SEnemyLeaveLOSEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_LEAVE_LOS, &evtData);
}
void CSkirmishAIWrapper::EnemyEnterRadar(int unitId) {
SEnemyEnterRadarEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_ENTER_RADAR, &evtData);
}
void CSkirmishAIWrapper::EnemyLeaveRadar(int unitId) {
SEnemyLeaveRadarEvent evtData = {unitId};
ai->HandleEvent(EVENT_ENEMY_LEAVE_RADAR, &evtData);
}
void CSkirmishAIWrapper::EnemyDestroyed(int enemyUnitId, int attackerUnitId) {
SEnemyDestroyedEvent evtData = {enemyUnitId, attackerUnitId};
ai->HandleEvent(EVENT_ENEMY_DESTROYED, &evtData);
}
void CSkirmishAIWrapper::EnemyDamaged(int enemyUnitId, int attackerUnitId,
float damage, const float3& dir, int weaponDefId, bool paralyzer) {
SEnemyDamagedEvent evtData = {enemyUnitId, attackerUnitId, damage,
new float[3], weaponDefId, paralyzer};
dir.copyInto(evtData.dir_posF3);
ai->HandleEvent(EVENT_ENEMY_DAMAGED, &evtData);
delete [] evtData.dir_posF3;
}
void CSkirmishAIWrapper::Update(int frame) {
SUpdateEvent evtData = {frame};
ai->HandleEvent(EVENT_UPDATE, &evtData);
}
void CSkirmishAIWrapper::SendChatMessage(const char* msg, int fromPlayerId) {
SMessageEvent evtData = {fromPlayerId, msg};
ai->HandleEvent(EVENT_MESSAGE, &evtData);
}
void CSkirmishAIWrapper::SendLuaMessage(const char* inData, const char** outData) {
SLuaMessageEvent evtData = {inData /*outData*/};
ai->HandleEvent(EVENT_LUA_MESSAGE, &evtData);
}
void CSkirmishAIWrapper::WeaponFired(int unitId, int weaponDefId) {
SWeaponFiredEvent evtData = {unitId, weaponDefId};
ai->HandleEvent(EVENT_WEAPON_FIRED, &evtData);
}
void CSkirmishAIWrapper::PlayerCommandGiven(
const std::vector<int>& selectedUnits, const Command& c, int playerId) {
const int unitIds_size = selectedUnits.size();
int* unitIds = new int[unitIds_size];
for (int i = 0; i < unitIds_size; ++i) {
unitIds[i] = selectedUnits.at(i);
}
const int cCommandId = extractAICommandTopic(&c, uh->MaxUnits());
SPlayerCommandEvent evtData = {unitIds, unitIds_size, cCommandId, playerId};
ai->HandleEvent(EVENT_PLAYER_COMMAND, &evtData);
delete [] unitIds;
}
void CSkirmishAIWrapper::CommandFinished(int unitId, int commandId, int commandTopicId) {
SCommandFinishedEvent evtData = {unitId, commandId, commandTopicId};
ai->HandleEvent(EVENT_COMMAND_FINISHED, &evtData);
}
void CSkirmishAIWrapper::SeismicPing(int allyTeam, int unitId,
const float3& pos, float strength) {
SSeismicPingEvent evtData = {new float[3], strength};
pos.copyInto(evtData.pos_posF3);
ai->HandleEvent(EVENT_SEISMIC_PING, &evtData);
delete [] evtData.pos_posF3;
}
int CSkirmishAIWrapper::GetTeamId() const {
return teamId;
}
const SkirmishAIKey& CSkirmishAIWrapper::GetKey() const {
return key;
}
const SSkirmishAICallback* CSkirmishAIWrapper::GetCallback() const {
return c_callback;
}
void CSkirmishAIWrapper::SetCheatEventsEnabled(bool enable) {
cheatEvents = enable;
}
bool CSkirmishAIWrapper::IsCheatEventsEnabled() const {
return cheatEvents;
}
|