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AIExport.cpp
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AIExport.cpp
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/*
Copyright 2008 Nicolas Wu
This program is free software; you can redistribute it 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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
@author Nicolas Wu
@author Robin Vobruba <hoijui.quaero@gmail.com>
*/
#include "AIExport.h"
// AI interface stuff
#include "ExternalAI/Interface/SSkirmishAILibrary.h"
#include "ExternalAI/Interface/SSkirmishAICallback.h"
#include "LegacyCpp/AIGlobalAI.h"
#include "Game/GameVersion.h"
#include "CUtils/Util.h"
// NullLegacyCppAI stuff
#include "BaczekKPAI.h"
#include <map>
// teamId -> AI map
static std::map<int, CAIGlobalAI*> myAIs;
// filled with the teamId for the first team handled by this Skirmish AI
static int firstTeamId = -1;
// filled with the callback for the first team handled by this Skirmish AI
// this can be used for calling functions that
static const struct SSkirmishAICallback* firstCallback = NULL;
// callbacks for all the teams controlled by this Skirmish AI
static std::map<int, const struct SSkirmishAICallback*> teamId_callback;
EXPORT(enum LevelOfSupport) getLevelOfSupportFor(int teamId,
const char* engineVersionString, int engineVersionNumber,
const char* aiInterfaceShortName, const char* aiInterfaceVersion) {
if (strcmp(engineVersionString, SpringVersion::GetFull().c_str()) == 0 &&
engineVersionNumber <= ENGINE_VERSION_NUMBER) {
return LOS_Working;
}
return LOS_None;
}
EXPORT(int) init(int teamId, const struct SSkirmishAICallback* callback) {
if (myAIs.count(teamId) > 0) {
// the map already has an AI for this team.
// raise an error, since it's probably a mistake if we're trying
// to reinitialise a team that already had init() called on it.
return -1;
}
if (firstTeamId == -1) {
firstTeamId = teamId;
firstCallback = callback;
}
teamId_callback[teamId] = callback;
myAIs[teamId] = new CAIGlobalAI(teamId, new BaczekKPAI());
// signal: everything went ok
return 0;
}
EXPORT(int) release(int teamId) {
if (myAIs.count(teamId) == 0) {
// the map has no AI for this team.
// raise an error, since it's probably a mistake if we're trying to
// release a team that's not initialized.
return -1;
}
delete myAIs[teamId];
myAIs[teamId] = NULL;
myAIs.erase(teamId);
// signal: everything went ok
return 0;
}
EXPORT(int) handleEvent(int teamId, int topic, const void* data) {
if (teamId < 0) {
// events sent to team -1 will always be to the AI object itself,
// not to a particular team.
} else if (myAIs.count(teamId) > 0) {
// allow the AI instance to handle the event.
return myAIs[teamId]->handleEvent(topic, data);
}
// no AI for that team, so return error.
return -1;
}
// methods from here on are for AI internal use only
const char* aiexport_getDataDir(bool writeableAndCreate, const char* const relPath) {
char* absPath = firstCallback->Clb_DataDirs_allocatePath(firstTeamId, relPath, writeableAndCreate, writeableAndCreate, true, false);
if (absPath == NULL) {
absPath = NULL;
}
return absPath;
}
const char* aiexport_getVersion() {
return firstCallback->Clb_SkirmishAI_Info_getValueByKey(firstTeamId, SKIRMISH_AI_PROPERTY_VERSION);
}
const char* aiexport_getMyOption(int teamId, const char* key) {
return teamId_callback[teamId]->Clb_SkirmishAI_OptionValues_getValueByKey(teamId, key);
}