MegaGlest/source/glest_game/ai/ai_interface.cpp

425 lines
16 KiB
C++

// ==============================================================
// 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
// ==============================================================
#include "ai_interface.h"
#include "ai.h"
#include "command_type.h"
#include "faction.h"
#include "unit.h"
#include "unit_type.h"
#include "object.h"
#include "game.h"
#include "config.h"
#include "network_manager.h"
#include "leak_dumper.h"
using namespace Shared::Util;
using namespace Shared::Graphics;
// =====================================================
// class AiInterface
// =====================================================
namespace Glest{ namespace Game{
AiInterface::AiInterface(Game &game, int factionIndex, int teamIndex){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
this->world= game.getWorld();
this->commander= game.getCommander();
this->console= game.getConsole();
this->gameSettings = game.getGameSettings();
this->factionIndex= factionIndex;
this->teamIndex= teamIndex;
timer= 0;
//init ai
ai.init(this);
//config
logLevel= Config::getInstance().getInt("AiLog");
redir= Config::getInstance().getBool("AiRedir");
//clear log file
if(logLevel>0){
FILE *f= fopen(getLogFilename().c_str(), "wt");
if(f==NULL){
throw runtime_error("Can't open file: "+getLogFilename());
}
fprintf(f, "%s", "Glest AI log file\n\n");
fclose(f);
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
// ==================== main ====================
void AiInterface::update(){
timer++;
ai.update();
}
// ==================== misc ====================
void AiInterface::printLog(int logLevel, const string &s){
if(this->logLevel>=logLevel){
string logString= "(" + intToStr(factionIndex) + ") " + s;
//print log to file
FILE *f= fopen(getLogFilename().c_str(), "at");
if(f==NULL){
throw runtime_error("Can't open file: "+getLogFilename());
}
fprintf(f, "%s\n", logString.c_str());
fclose(f);
//redirect to console
if(redir) {
console->addLine(logString);
}
}
}
// ==================== interaction ====================
bool AiInterface::executeCommandOverNetwork() {
bool enableServerControlledAI = gameSettings->getEnableServerControlledAI();
bool isNetworkGame = gameSettings->isNetworkGame();
NetworkRole role = NetworkManager::getInstance().getNetworkRole();
Faction *faction = world->getFaction(factionIndex);
return faction->getCpuControl(enableServerControlledAI,isNetworkGame,role);
}
CommandResult AiInterface::giveCommand(int unitIndex, CommandClass commandClass, const Vec2i &pos){
assert(this->gameSettings != NULL);
if(executeCommandOverNetwork() == true) {
//Unit *unit = world->getFaction(factionIndex)->getUnit(unitIndex);
const Unit *unit = getMyUnit(unitIndex);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unitIndex = %d\nunit = [%s]\ncommandClass = [%d]\n",__FILE__,__FUNCTION__,__LINE__,unitIndex,unit->toString().c_str(),commandClass);
CommandResult result = commander->tryGiveCommand(unit, unit->getType()->getFirstCtOfClass(commandClass), pos, unit->getType(),CardinalDir::NORTH);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
else {
Command *c= new Command (world->getFaction(factionIndex)->getUnit(unitIndex)->getType()->getFirstCtOfClass(commandClass), pos);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
CommandResult result = world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(c);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
}
CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos){
assert(this->gameSettings != NULL);
const Unit *unit = getMyUnit(unitIndex);
if(unit == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,unitIndex,factionIndex);
throw runtime_error(szBuf);
}
const UnitType* unitType= unit->getType();
if(unitType == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,unitIndex,factionIndex);
throw runtime_error(szBuf);
}
const CommandType* ct= unit->getType()->findCommandTypeById(commandType->getId());
if(ct == NULL) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__,__FUNCTION__,__LINE__,
unit->getId(), unit->getFullName().c_str(),unit->getDesc().c_str(),
unit->getFaction()->getIndex());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"%s\n",szBuf);
std::string worldLog = world->DumpWorldToLog();
std::string sError = "worldLog = " + worldLog + " " + string(szBuf);
throw runtime_error(sError);
}
if(executeCommandOverNetwork() == true) {
//Unit *unit = world->getFaction(factionIndex)->getUnit(unitIndex);
const Unit *unit = getMyUnit(unitIndex);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unitIndex = %d\nunit = [%s]\ncommandType = %d - [%s]\nCommand Type List:\n%s\n",__FILE__,__FUNCTION__,__LINE__,unitIndex,unit->toString().c_str(),commandType->getId(),commandType->toString().c_str(),unit->getType()->getCommandTypeListDesc().c_str());
CommandResult result = commander->tryGiveCommand(unit, commandType, pos, unit->getType(),CardinalDir::NORTH);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
else {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
CommandResult result = world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(new Command(commandType, pos));
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
}
CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, const UnitType *ut){
assert(this->gameSettings != NULL);
const Unit *unit = getMyUnit(unitIndex);
if(unit == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,unitIndex,factionIndex);
throw runtime_error(szBuf);
}
const UnitType* unitType= unit->getType();
if(unitType == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,unitIndex,factionIndex);
throw runtime_error(szBuf);
}
const CommandType* ct= unit->getType()->findCommandTypeById(commandType->getId());
if(ct == NULL) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__,__FUNCTION__,__LINE__,
unit->getId(), unit->getFullName().c_str(),unit->getDesc().c_str(),
unit->getFaction()->getIndex());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"%s\n",szBuf);
std::string worldLog = world->DumpWorldToLog();
std::string sError = "worldLog = " + worldLog + " " + string(szBuf);
throw runtime_error(sError);
}
if(executeCommandOverNetwork() == true) {
//Unit *unit = world->getFaction(factionIndex)->getUnit(unitIndex);
const Unit *unit = getMyUnit(unitIndex);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unitIndex = %d\nunit = [%s]\ncommandType = %d - [%s]\nut = %p\n",__FILE__,__FUNCTION__,__LINE__,unitIndex,unit->toString().c_str(),commandType->getId(),commandType->toString().c_str(),ut);
CommandResult result = commander->tryGiveCommand(unit, commandType, pos, ut,CardinalDir::NORTH);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
else {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
CommandResult result = world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(new Command(commandType, pos, ut, CardinalDir::NORTH));
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
}
CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, Unit *u){
assert(this->gameSettings != NULL);
assert(this->commander != NULL);
const Unit *unit = getMyUnit(unitIndex);
if(unit == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] Can not find AI unit with index: %d, AI factionIndex = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,unitIndex,factionIndex);
throw runtime_error(szBuf);
}
const UnitType* unitType= unit->getType();
if(unitType == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,unitIndex,factionIndex);
throw runtime_error(szBuf);
}
const CommandType* ct= (commandType != NULL ? unit->getType()->findCommandTypeById(commandType->getId()) : NULL);
if(ct == NULL) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__,__FUNCTION__,__LINE__,
unit->getId(), unit->getFullName().c_str(),unit->getDesc().c_str(),
unit->getFaction()->getIndex());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"%s\n",szBuf);
std::string worldLog = world->DumpWorldToLog();
std::string sError = "worldLog = " + worldLog + " " + string(szBuf);
throw runtime_error(sError);
}
if(executeCommandOverNetwork() == true) {
Unit *targetUnit = u;
//Unit *unit = world->getFaction(factionIndex)->getUnit(unitIndex);
const Unit *unit = getMyUnit(unitIndex);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unitIndex = %d\nunit = [%s]\ncommandType = %d - [%s]\nTarget Unit Id= %d\nUnit Commands:\n%s\n",__FILE__,__FUNCTION__,__LINE__,unitIndex,unit->toString().c_str(),(commandType != NULL ? commandType->getId() : -1),(commandType != NULL ? commandType->toString().c_str() : "null"),(targetUnit != NULL ? targetUnit->getId() : -1),unit->getType()->getCommandTypeListDesc().c_str());
CommandResult result = commander->tryGiveCommand(unit, commandType, Vec2i(0), unit->getType(),CardinalDir::NORTH,false,targetUnit);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
else {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
CommandResult result = world->getFaction(factionIndex)->getUnit(unitIndex)->giveCommand(new Command(commandType, u));
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
}
// ==================== get data ====================
int AiInterface::getMapMaxPlayers(){
return world->getMaxPlayers();
}
Vec2i AiInterface::getHomeLocation(){
return world->getMap()->getStartLocation(world->getFaction(factionIndex)->getStartLocationIndex());
}
Vec2i AiInterface::getStartLocation(int loactionIndex){
return world->getMap()->getStartLocation(loactionIndex);
}
int AiInterface::getFactionCount(){
return world->getFactionCount();
}
int AiInterface::getMyUnitCount() const{
return world->getFaction(factionIndex)->getUnitCount();
}
int AiInterface::getMyUpgradeCount() const{
return world->getFaction(factionIndex)->getUpgradeManager()->getUpgradeCount();
}
int AiInterface::onSightUnitCount(){
int count=0;
Map *map= world->getMap();
for(int i=0; i<world->getFactionCount(); ++i){
for(int j=0; j<world->getFaction(i)->getUnitCount(); ++j){
SurfaceCell *sc= map->getSurfaceCell(Map::toSurfCoords(world->getFaction(i)->getUnit(j)->getPos()));
if(sc->isVisible(teamIndex)){
count++;
}
}
}
return count;
}
const Resource *AiInterface::getResource(const ResourceType *rt){
return world->getFaction(factionIndex)->getResource(rt);
}
const Unit *AiInterface::getMyUnit(int unitIndex){
if(unitIndex >= world->getFaction(factionIndex)->getUnitCount()) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] unitIndex >= world->getFaction(factionIndex)->getUnitCount(), unitIndex = %d, world->getFaction(factionIndex)->getUnitCount() = %d",__FILE__,__FUNCTION__,__LINE__,unitIndex,world->getFaction(factionIndex)->getUnitCount());
throw runtime_error(szBuf);
}
return world->getFaction(factionIndex)->getUnit(unitIndex);
}
const Unit *AiInterface::getOnSightUnit(int unitIndex){
int count=0;
Map *map= world->getMap();
for(int i=0; i<world->getFactionCount(); ++i){
for(int j=0; j<world->getFaction(i)->getUnitCount(); ++j){
Unit *u= world->getFaction(i)->getUnit(j);
if(map->getSurfaceCell(Map::toSurfCoords(u->getPos()))->isVisible(teamIndex)){
if(count==unitIndex){
return u;
}
else{
count ++;
}
}
}
}
return NULL;
}
const FactionType * AiInterface::getMyFactionType(){
return world->getFaction(factionIndex)->getType();
}
const ControlType AiInterface::getControlType(){
return world->getFaction(factionIndex)->getControlType();
}
const TechTree *AiInterface::getTechTree(){
return world->getTechTree();
}
bool AiInterface::getNearestSightedResource(const ResourceType *rt, const Vec2i &pos, Vec2i &resultPos){
float tmpDist;
float nearestDist= infinity;
bool anyResource= false;
const Map *map= world->getMap();
for(int i=0; i<map->getW(); ++i){
for(int j=0; j<map->getH(); ++j){
Vec2i surfPos= Map::toSurfCoords(Vec2i(i, j));
//if explored cell
if(map->getSurfaceCell(surfPos)->isExplored(teamIndex)){
Resource *r= map->getSurfaceCell(surfPos)->getResource();
//if resource cell
if(r!=NULL && r->getType()==rt){
tmpDist= pos.dist(Vec2i(i, j));
if(tmpDist<nearestDist){
anyResource= true;
nearestDist= tmpDist;
resultPos= Vec2i(i, j);
}
}
}
}
}
return anyResource;
}
bool AiInterface::isAlly(const Unit *unit) const{
return world->getFaction(factionIndex)->isAlly(unit->getFaction());
}
bool AiInterface::reqsOk(const RequirableType *rt){
return world->getFaction(factionIndex)->reqsOk(rt);
}
bool AiInterface::reqsOk(const CommandType *ct){
return world->getFaction(factionIndex)->reqsOk(ct);
}
bool AiInterface::checkCosts(const ProducibleType *pt){
return world->getFaction(factionIndex)->checkCosts(pt);
}
bool AiInterface::isFreeCells(const Vec2i &pos, int size, Field field){
return world->getMap()->isFreeCells(pos, size, field);
}
}}//end namespace