コード例 #1
0
int CGlobalAI::HandleEvent(int msg, const void* data) {
    // unit steal and donate support
    L("msg: " << msg);

    if (msg == AI_EVENT_UNITGIVEN) {
        const IGlobalAI::ChangeTeamEvent* cte = (const IGlobalAI::ChangeTeamEvent*) data;

        if (cte -> newteam == ai -> cb -> GetMyTeam()) {
            // just got a unit
            UnitCreated(cte -> unit);
            UnitFinished(cte -> unit);
            ai -> MyUnits[cte -> unit] -> Stop();
        }
    }
    else if (msg == AI_EVENT_UNITCAPTURED) {
        const IGlobalAI::ChangeTeamEvent* cte = (const IGlobalAI::ChangeTeamEvent*) data;

        if (cte -> oldteam == ai -> cb -> GetMyTeam()) {
            // just lost a unit
            UnitDestroyed(cte -> unit, 0);
        }
    }

    L("msg end");
    return 0;
}
コード例 #2
0
ファイル: RAI.cpp プロジェクト: genxinzou/svn-spring-archive
void cRAI::UnitFinished(int unit)
{
	if( RAIDEBUGGING ) *l<<"\nUnitFinished("<<unit<<")";
	if( Units.find(unit) == Units.end() ) // Occurs if a player canceled a build order with more than one quaried and something still finished
		UnitCreated(unit);

	UnitInfo* U = &Units.find(unit)->second;
	U->unitBeingBuilt = false;
	if( U->AIDisabled )
	{
		if( RAIDEBUGGING ) *l<<"#";
		return;
	}

	B->UnitFinished(unit,U);
	if( U->AIDisabled )
	{
		if( RAIDEBUGGING ) *l<<"#";
		return;
	}
	B->PM->UnitFinished(unit,U);
	SWM->UnitFinished(unit,U->udr);
	UM->UnitFinished(unit,U);
	if( U->ud->highTrajectoryType == 2 && rand()%4 == 0 )
	{	// Nothing too meanful, just a degree of randomness
		Command c;
		c.id = CMD_TRAJECTORY;
		c.params.push_back(1);
		cb->GiveOrder(unit,&c);
	}
	if( U->ud->speed == 0 )
		UnitIdle(unit);
		
	if( RAIDEBUGGING ) *l<<"#";
}
コード例 #3
0
ファイル: KAIK.cpp プロジェクト: DeadnightWarrior/spring
int CKAIK::HandleEvent(int msg, const void* data) {
	switch (msg) {
		case AI_EVENT_UNITGIVEN: {
			const ChangeTeamEvent* cte = (const ChangeTeamEvent*) data;

			if ((cte->newteam) == (ai->cb->GetMyTeam())) {
				// got a unit
				UnitCreated(cte->unit, -1);
				UnitFinished(cte->unit);
				ai->uh->IdleUnitAdd(cte->unit, ai->cb->GetCurrentFrame());
			}
		} break;
		case AI_EVENT_UNITCAPTURED: {
			const ChangeTeamEvent* cte = (const ChangeTeamEvent*) data;

			if ((cte->oldteam) == (ai->cb->GetMyTeam())) {
				// lost a unit
				UnitDestroyed(cte->unit, 0);

				// FIXME: multiple units captured during same frame?
				ai->uh->lastCapturedUnitFrame = ai->cb->GetCurrentFrame();
				ai->uh->lastCapturedUnitID = cte->unit;
			}
		} break;
	}

	return 0;
}
コード例 #4
0
ファイル: XAIUnitHandler.cpp プロジェクト: rrti/ai-libs
void XAICUnitHandler::OnEvent(const XAIIEvent* e) {
	switch (e->type) {
		case XAI_EVENT_UNIT_CREATED: {
			UnitCreated(dynamic_cast<const XAIUnitCreatedEvent*>(e));
		} break;

		case XAI_EVENT_UNIT_FINISHED: {
			UnitFinished(dynamic_cast<const XAIUnitFinishedEvent*>(e));
		} break;

		case XAI_EVENT_UNIT_DESTROYED: {
			UnitDestroyed(dynamic_cast<const XAIUnitDestroyedEvent*>(e));
		} break;

		case XAI_EVENT_UNIT_DAMAGED: {
			UnitDamaged(dynamic_cast<const XAIUnitDamagedEvent*>(e));
		} break;

		case XAI_EVENT_UNIT_IDLE: {
			UnitIdle(dynamic_cast<const XAIUnitIdleEvent*>(e));
		} break;


		case XAI_EVENT_UNIT_GIVEN: {
			UnitGiven(dynamic_cast<const XAIUnitGivenEvent*>(e));
		} break;

		case XAI_EVENT_UNIT_CAPTURED: {
			UnitCaptured(dynamic_cast<const XAIUnitCapturedEvent*>(e));
		} break;


		case XAI_EVENT_INIT: {
			unitsByID.resize(MAX_UNITS, NULL);

			for (int i = 0; i < MAX_UNITS; i++) {
				unitsByID[i] = new XAICUnit(i, xaih);
			}
		} break;

		case XAI_EVENT_UPDATE: {
			Update();
		} break;

		case XAI_EVENT_RELEASE: {
			for (int i = 0; i < MAX_UNITS; i++) {
				delete unitsByID[i]; unitsByID[i] = NULL;
			}

			unitsByID.clear();
		} break;

		default: {
		} break;
	}
}
コード例 #5
0
void CEngineOutHandler::UnitCreated(const CUnit& unit, const CUnit* builder) {
	AI_EVT_MTH();

	const int teamId     = unit.team;
	const int allyTeamId = unit.allyteam;
	const int unitId     = unit.id;
	const int builderId  = builder? builder->id: -1;

	DO_FOR_TEAM_SKIRMISH_AIS(UnitCreated(unitId, builderId), teamId);
	DO_FOR_ENEMY_SKIRMISH_AIS(EnemyCreated(unitId), allyTeamId, unit);
}
コード例 #6
0
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 < unitHandler->MaxUnits(); a++) {
			if (!unitHandler->units[a])
				continue;

			if (unitHandler->units[a]->team == teamId) {
				try {
					UnitCreated(a, -1);
				} CATCH_AI_EXCEPTION;
				if (!unitHandler->units[a]->beingBuilt)
					try {
						UnitFinished(a);
					} CATCH_AI_EXCEPTION;
			} else {
				if ((unitHandler->units[a]->allyteam == teamHandler->AllyTeam(teamId))
						|| teamHandler->Ally(teamHandler->AllyTeam(teamId), unitHandler->units[a]->allyteam)) {
					// do nothing
				} else {
					if (unitHandler->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & (LOS_INRADAR | LOS_INLOS)) {
						try {
							EnemyEnterRadar(a);
						} CATCH_AI_EXCEPTION;
					}
					if (unitHandler->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & LOS_INLOS) {
						try {
							EnemyEnterLOS(a);
						} CATCH_AI_EXCEPTION;
					}
				}
			}
		}
コード例 #7
0
ファイル: KAIK.cpp プロジェクト: slogic/spring
int CKAIK::HandleEvent(int msg, const void* data) {
	if (ai->Initialized()) {
		switch (msg) {
			case AI_EVENT_UNITGIVEN:
			case AI_EVENT_UNITCAPTURED: {
				const ChangeTeamEvent* cte = (const ChangeTeamEvent*) data;

				const int myAllyTeamId = ai->cb->GetMyAllyTeam();
				const bool oldEnemy = !ai->cb->IsAllied(myAllyTeamId, ai->cb->GetTeamAllyTeam(cte->oldteam));
				const bool newEnemy = !ai->cb->IsAllied(myAllyTeamId, ai->cb->GetTeamAllyTeam(cte->newteam));

				if (oldEnemy && !newEnemy) {
					// unit changed from an enemy to an allied team
					// we got a new friend! :)
					EnemyDestroyed(cte->unit, -1);
				} else if (!oldEnemy && newEnemy) {
					// unit changed from an ally to an enemy team
					// we lost a friend! :(
					EnemyCreated(cte->unit);

					if (!ai->cb->UnitBeingBuilt(cte->unit)) {
						EnemyFinished(cte->unit);
					}
				}

				if (cte->oldteam == ai->cb->GetMyTeam()) {
					// we lost a unit
					UnitDestroyed(cte->unit, -1);

					// FIXME: multiple units given during same frame?
					ai->uh->lastCapturedUnitFrame = ai->cb->GetCurrentFrame();
					ai->uh->lastCapturedUnitID = cte->unit;
				} else if (cte->newteam == ai->cb->GetMyTeam()) {
					// we have a new unit
					UnitCreated(cte->unit, -1);

					if (!ai->cb->UnitBeingBuilt(cte->unit)) {
						UnitFinished(cte->unit);
						ai->uh->IdleUnitAdd(cte->unit, ai->cb->GetCurrentFrame());
					}
				}
			} break;
		}
	}

	return 0;
}
コード例 #8
0
ファイル: XAIUnitHandler.cpp プロジェクト: rrti/ai-libs
void XAICUnitHandler::UnitFinished(const XAIUnitFinishedEvent* ee) {
	// UnitCreated is _always_ triggered
	// before a possible UnitFinished is
	// nevertheless, play it safe
	//
	// assert(createdUnitsByID.find(ee->unitID) != createdUnitsByID.end());
	//
	if (createdUnitsByID.find(ee->unitID) == createdUnitsByID.end()) {
		XAIUnitCreatedEvent e;
			e.type      = XAI_EVENT_UNIT_CREATED;
			e.unitID    = ee->unitID;
			e.builderID = -1;
			e.frame     = ee->frame;
		UnitCreated(&e);
	}

	createdUnitsByID.erase(ee->unitID);
	finishedUnitsByID.insert(ee->unitID);
}
コード例 #9
0
ファイル: AAI.cpp プロジェクト: Mocahteam/SpringPP
int AAI::HandleEvent(int msg, const void* data)
{
	switch (msg)
	{
		case AI_EVENT_UNITGIVEN: // 1
		case AI_EVENT_UNITCAPTURED: // 2
			{
				const IGlobalAI::ChangeTeamEvent* cte = (const IGlobalAI::ChangeTeamEvent*) data;

				const int myAllyTeamId = cb->GetMyAllyTeam();
				const bool oldEnemy = !cb->IsAllied(myAllyTeamId, cb->GetTeamAllyTeam(cte->oldteam));
				const bool newEnemy = !cb->IsAllied(myAllyTeamId, cb->GetTeamAllyTeam(cte->newteam));

				if (oldEnemy && !newEnemy) {
					// unit changed from an enemy to an allied team
					// we got a new friend! :)
					EnemyDestroyed(cte->unit, -1);
				} else if (!oldEnemy && newEnemy) {
					// unit changed from an ally to an enemy team
					// we lost a friend! :(
					EnemyCreated(cte->unit);
					if (!cb->UnitBeingBuilt(cte->unit)) {
						EnemyFinished(cte->unit);
					}
				}

				if (cte->oldteam == cb->GetMyTeam()) {
					// we lost a unit
					UnitDestroyed(cte->unit, -1);
				} else if (cte->newteam == cb->GetMyTeam()) {
					// we have a new unit
					UnitCreated(cte->unit, -1);
					if (!cb->UnitBeingBuilt(cte->unit)) {
						UnitFinished(cte->unit);
						UnitIdle(cte->unit);
					}
				}
				break;
			}
	}
	return 0;
}
コード例 #10
0
ファイル: RAI.cpp プロジェクト: genxinzou/svn-spring-archive
int cRAI::HandleEvent(int msg,const void* data)
{
	if( RAIDEBUGGING ) *l<<"\nHandleEvent("<<msg<<","<<"~"<<")";
	switch (msg)
	{
	case AI_EVENT_UNITGIVEN:
		{
			const IGlobalAI::ChangeTeamEvent* cte = (const IGlobalAI::ChangeTeamEvent*) data;
			if( cte->newteam != cb->GetMyTeam() )
			{
				cb->SendTextMsg("cRAI::HandleEvent(AI_EVENT_UNITGIVEN): This AI is out of date, check for a more recent one.",0);
				*l<<"\nERROR: cRAI::HandleEvent(AI_EVENT_UNITGIVEN): This AI is out of date, check for a more recent one.\n";
			}

			if( Enemies.find(cte->unit) != Enemies.end() )
				EnemyDestroyed(cte->unit,-1);

			if( cb->GetUnitHealth(cte->unit) <= 0 ) // ! Work Around:  Spring-Version(v0.74b1-0.75b2)
			{
				*l<<"\nERROR: HandleEvent(AI_EVENT_UNITGIVEN): given unit is dead or does not exist";
				return 0;
			}

			UnitCreated(cte->unit);
			Units.find(cte->unit)->second.AIDisabled=false;
			if( !cb->UnitBeingBuilt(cte->unit) )
			{
				UnitFinished(cte->unit);
				UnitIdle(cte->unit);
			}
		}
		break;
	case AI_EVENT_UNITCAPTURED:
		{
			const IGlobalAI::ChangeTeamEvent* cte = (const IGlobalAI::ChangeTeamEvent*) data;
			if( cte->oldteam != cb->GetMyTeam() )
			{
				cb->SendTextMsg("cRAI::HandleEvent(AI_EVENT_UNITCAPTURED): This AI is out of date, check for a more recent one.",0);
				*l<<"\nERROR: cRAI::HandleEvent(AI_EVENT_UNITCAPTURED): This AI is out of date, check for a more recent one.\n";
			}

			UnitDestroyed(cte->unit,-1);
		}
		break;
	case AI_EVENT_PLAYER_COMMAND:
		{
			const IGlobalAI::PlayerCommandEvent* pce = (const IGlobalAI::PlayerCommandEvent*) data;
			bool ImportantCommand=false;
			if( pce->command.id < 0 )
				ImportantCommand = true;
			switch( pce->command.id )
			{
			case CMD_MOVE:
			case CMD_PATROL:
			case CMD_FIGHT:
			case CMD_ATTACK:
			case CMD_AREA_ATTACK:
			case CMD_GUARD:
			case CMD_REPAIR:
			case CMD_LOAD_UNITS:
			case CMD_UNLOAD_UNITS:
			case CMD_UNLOAD_UNIT:
			case CMD_RECLAIM:
			case CMD_DGUN:
			case CMD_RESTORE:
			case CMD_RESURRECT:
			case CMD_CAPTURE:
				ImportantCommand = true;
			}

			for( int i=0; i<int(pce->units.size()); i++ )
			{
				if( Units.find(pce->units.at(i)) == Units.end() ) // ! Work Around:  Spring-Version(v0.75b2)
				{
					*l<<"\nERROR: HandleEvent(AI_EVENT_PLAYER_COMMAND): unknown unit id="<<pce->units.at(i);
//					pce->units.erase(pce->units.begin()+i);
//					i--;
				}
				else if( ImportantCommand )
					Units.find(pce->units.at(i))->second.humanCommand = true;
			}
			if( ImportantCommand )
			{
				B->HandleEvent(pce);
			}
			else if( pce->command.id == CMD_SELFD )
			{
				for( vector<int>::const_iterator i=pce->units.begin(); i!=pce->units.end(); i++ )
					UnitDestroyed(*i,-1);
			}
		}
		break;
	}
	if( RAIDEBUGGING ) *l<<"#";
	return 0;
}
コード例 #11
0
ファイル: RAI.cpp プロジェクト: DarksidedStudios/spring
int cRAI::HandleEvent(int msg,const void* data)
{
	if( RAIDEBUGGING ) *l<<"\nHandleEvent("<<msg<<","<<"~"<<")";
	switch (msg)
	{
	case AI_EVENT_UNITGIVEN:
	case AI_EVENT_UNITCAPTURED:
		{
			const IGlobalAI::ChangeTeamEvent* cte = (const IGlobalAI::ChangeTeamEvent*) data;

			const int myAllyTeamId = cb->GetMyAllyTeam();
			const bool oldEnemy = !cb->IsAllied(myAllyTeamId, cb->GetTeamAllyTeam(cte->oldteam));
			const bool newEnemy = !cb->IsAllied(myAllyTeamId, cb->GetTeamAllyTeam(cte->newteam));

			if ( oldEnemy && !newEnemy ) {
			{
				if( Enemies.find(cte->unit) != Enemies.end() )
					EnemyDestroyed(cte->unit,-1);
				}
			}
			else if( !oldEnemy && newEnemy )
			{
				// unit changed from an ally to an enemy team
				// we lost a friend! :(
				EnemyCreated(cte->unit);
				if (!cb->UnitBeingBuilt(cte->unit)) {
					EnemyFinished(cte->unit);
				}
			}

			if( cte->oldteam == cb->GetMyTeam() )
			{
				UnitDestroyed(cte->unit,-1);
			}
			else if( cte->newteam == cb->GetMyTeam() )
			{
				if( cb->GetUnitHealth(cte->unit) <= 0 ) // ! Work Around:  Spring-Version(v0.74b1-0.75b2)
				{
					*l<<"\nERROR: HandleEvent(AI_EVENT_(UNITGIVEN|UNITCAPTURED)): given unit is dead or does not exist";
					return 0;
				}
				UnitCreated(cte->unit, -1);
				Units.find(cte->unit)->second.AIDisabled=false;
				if( !cb->UnitBeingBuilt(cte->unit) )
				{
					UnitFinished(cte->unit);
					UnitIdle(cte->unit);
				}
			}
		}
		break;
	case AI_EVENT_PLAYER_COMMAND:
		{
			const IGlobalAI::PlayerCommandEvent* pce = (const IGlobalAI::PlayerCommandEvent*) data;
			bool ImportantCommand=false;
			if( pce->command.id < 0 )
				ImportantCommand = true;
			switch( pce->command.id )
			{
			case CMD_MOVE:
			case CMD_PATROL:
			case CMD_FIGHT:
			case CMD_ATTACK:
			case CMD_AREA_ATTACK:
			case CMD_GUARD:
			case CMD_REPAIR:
			case CMD_LOAD_UNITS:
			case CMD_UNLOAD_UNITS:
			case CMD_UNLOAD_UNIT:
			case CMD_RECLAIM:
			case CMD_DGUN:
			case CMD_RESTORE:
			case CMD_RESURRECT:
			case CMD_CAPTURE:
				ImportantCommand = true;
			}

			for( int i=0; i<int(pce->units.size()); i++ )
			{
				if( Units.find(pce->units.at(i)) == Units.end() ) // ! Work Around:  Spring-Version(v0.75b2)
				{
					*l<<"\nERROR: HandleEvent(AI_EVENT_PLAYER_COMMAND): unknown unit id="<<pce->units.at(i);
//					pce->units.erase(pce->units.begin()+i);
//					i--;
				}
				else if( ImportantCommand )
					Units.find(pce->units.at(i))->second.humanCommand = true;
			}
			if( ImportantCommand )
			{
				B->HandleEvent(pce);
			}
			else if( pce->command.id == CMD_SELFD )
			{
				for( vector<int>::const_iterator i=pce->units.begin(); i!=pce->units.end(); ++i )
					UnitDestroyed(*i,-1);
			}
		}
		break;
	}
	if( RAIDEBUGGING ) *l<<"#";
	return 0;
}