MegaGlest/source/glest_game/ai/ai_interface.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code 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
// ==============================================================
#ifndef _GLEST_GAME_AIINTERFACE_H_
#define _GLEST_GAME_AIINTERFACE_H_
#include "world.h"
#include "commander.h"
#include "command.h"
#include "conversion.h"
#include "ai.h"
#include "game_settings.h"
#include <map>
#include "leak_dumper.h"
using Shared::Util::intToStr;
namespace Glest{ namespace Game{
// =====================================================
// class AiInterface
//
/// The AI will interact with the game through this interface
// =====================================================
class AiInterface {
private:
World *world;
Commander *commander;
Console *console;
GameSettings *gameSettings;
Ai ai;
int timer;
int factionIndex;
int teamIndex;
//config
bool redir;
int logLevel;
std::map<const ResourceType *,int> cacheUnitHarvestResourceLookup;
public:
AiInterface(Game &game, int factionIndex, int teamIndex, int useStartLocation=-1);
~AiInterface();
//main
void update();
//get
int getTimer() const {return timer;}
int getFactionIndex() const {return factionIndex;}
//misc
void printLog(int logLevel, const string &s);
//interact
CommandResult giveCommand(int unitIndex, CommandClass commandClass, const Vec2i &pos=Vec2i(0));
CommandResult giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType);
CommandResult giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, int unitGroupCommandId);
CommandResult giveCommand(int unitIndex, const CommandType *commandType, Unit *u= NULL);
CommandResult giveCommand(const Unit *unit, const CommandType *commandType, const Vec2i &pos, int unitGroupCommandId);
//get data
const ControlType getControlType();
int getMapMaxPlayers();
Vec2i getHomeLocation();
Vec2i getStartLocation(int locationIndex);
int getFactionCount();
int getMyUnitCount() const;
int getMyUpgradeCount() const;
int onSightUnitCount();
const Resource *getResource(const ResourceType *rt);
const Unit *getMyUnit(int unitIndex);
Unit *getMyUnitPtr(int unitIndex);
const Unit *getOnSightUnit(int unitIndex);
const FactionType *getMyFactionType();
Faction *getMyFaction();
const TechTree *getTechTree();
bool isResourceInRegion(const Vec2i &pos, const ResourceType *rt, Vec2i &resourcePos, int range) const;
bool isResourceNear(const Vec2i &pos, const ResourceType *rt, Vec2i &resourcePos, Faction *faction, bool fallbackToPeersHarvestingSameResource) const;
bool getNearestSightedResource(const ResourceType *rt, const Vec2i &pos, Vec2i &resultPos, bool usableResourceTypeOnly);
bool isAlly(const Unit *unit) const;
bool isAlly(int factionIndex) const;
bool reqsOk(const RequirableType *rt);
bool reqsOk(const CommandType *ct);
bool checkCosts(const ProducibleType *pt);
bool isFreeCells(const Vec2i &pos, int size, Field field);
const Unit *getFirstOnSightEnemyUnit(Vec2i &pos, Field &field, int radius);
Map * getMap();
World * getWorld() { return world; }
bool factionUsesResourceType(const FactionType *factionType, const ResourceType *rt);
private:
string getLogFilename() const {return "ai"+intToStr(factionIndex)+".log";}
bool executeCommandOverNetwork();
};
}}//end namespace
#endif