MegaGlest/source/glest_game/ai/ai_interface.cpp

256 lines
7.5 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 "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){
this->world= game.getWorld();
this->commander= game.getCommander();
this->console= game.getConsole();
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);
}
}
// ==================== 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 ====================
CommandResult AiInterface::giveCommand(int unitIndex, CommandClass commandClass, const Vec2i &pos){
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){
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){
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){
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){
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