MegaGlest/source/glest_game/ai/ai_interface.h

173 lines
5.6 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño 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 AiInterfaceThread : public BaseThread, public SlaveThreadControllerInterface {
protected:
AiInterface *aiIntf;
Semaphore semTaskSignalled;
Mutex *triggerIdMutex;
std::pair<int,bool> frameIndex;
MasterSlaveThreadController *masterController;
virtual void setQuitStatus(bool value);
virtual void setTaskCompleted(int frameIndex);
public:
explicit AiInterfaceThread(AiInterface *aiIntf);
virtual ~AiInterfaceThread();
virtual void execute();
void signal(int frameIndex);
bool isSignalCompleted(int frameIndex);
virtual void setMasterController(MasterSlaveThreadController *master) { masterController = master; }
virtual void signalSlave(void *userdata) { signal(*((int *)(userdata))); }
virtual void signalQuit();
virtual bool canShutdown(bool deleteSelfIfShutdownDelayed=false);
};
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::string aiLogFile;
FILE *fp;
std::map<const ResourceType *,int> cacheUnitHarvestResourceLookup;
Mutex *aiMutex;
AiInterfaceThread *workerThread;
std::vector<Vec2i> enemyWarningPositionList;
public:
AiInterface(Game &game, int factionIndex, int teamIndex, int useStartLocation=-1);
~AiInterface();
AiInterface(const AiInterface& obj) {
init();
throw megaglest_runtime_error("class AiInterface is NOT safe to copy!");
}
AiInterface & operator=(const AiInterface& obj) {
init();
throw megaglest_runtime_error("class AiInterface is NOT safe to assign!");
}
//main
void update();
std::vector<Vec2i> getEnemyWarningPositionList() const { return enemyWarningPositionList; }
void removeEnemyWarningPositionFromList(Vec2i &checkPos);
inline Mutex * getMutex() {return aiMutex;}
void signalWorkerThread(int frameIndex);
bool isWorkerThreadSignalCompleted(int frameIndex);
AiInterfaceThread *getWorkerThread() { return workerThread; }
bool isLogLevelEnabled(int level);
//get
int getTimer() const {return timer;}
int getFactionIndex() const {return factionIndex;}
//misc
void printLog(int logLevel, const string &s);
//interact
std::pair<CommandResult,string> giveCommand(int unitIndex, CommandClass commandClass, const Vec2i &pos=Vec2i(0));
std::pair<CommandResult,string> giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType);
std::pair<CommandResult,string> giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, int unitGroupCommandId);
std::pair<CommandResult,string> giveCommand(int unitIndex, const CommandType *commandType, Unit *u= NULL);
std::pair<CommandResult,string> giveCommand(const Unit *unit, const CommandType *commandType, const Vec2i &pos, int unitGroupCommandId);
std::pair<CommandResult,string> giveCommandSwitchTeamVote(const Faction* faction, SwitchTeamVote *vote);
//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, const CommandType *ct);
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);
void saveGame(XmlNode *rootNode) const;
void loadGame(const XmlNode *rootNode, Faction *faction);
private:
string getLogFilename() const {return "ai"+intToStr(factionIndex)+".log";}
bool executeCommandOverNetwork();
void init();
};
}}//end namespace
#endif