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AIClasses.hpp
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#ifndef KAIK_CLASSES_HDR
#define KAIK_CLASSES_HDR
#include <list>
#include <set>
#include <vector>
#include <string>
#include "System/float3.h"
#include "IncCREG.h"
#include "Defines.h"
namespace springLegacyAI {
struct UnitDef;
class IGlobalAICallback;
class IAICallback;
class IAICheats;
} // namespace springLegacyAI
using namespace springLegacyAI;
class CMetalMap;
class CMaths;
class CPathFinder;
class CUnitTable;
class CThreatMap;
class CUnitHandler;
class CUNIT;
class CDefenseMatrix;
class CEconomyTracker;
class CBuildUp;
class CAttackHandler;
class CDGunControllerHandler;
class CLogger;
class CCommandTracker;
struct LuaParser;
struct AIClasses {
public:
CR_DECLARE_STRUCT(AIClasses)
AIClasses(): initialized(true) { /* CREG-only */ }
AIClasses(IGlobalAICallback*);
~AIClasses();
void Init();
void Load();
bool Initialized() const { return initialized; }
int InitFrame() const { return initFrame; }
IAICallback* GetCallbackHandler() { return callbackHandler; }
IAICheats* GetCheatCallbackHandler() { return ccallbackHandler; }
CEconomyTracker* GetEcoTracker() { return ecoTracker; }
CBuildUp* GetBuildUp() { return buildupHandler; }
CMetalMap* GetMetalMap() { return metalMap; }
CMaths* GetMathHandler() { return mathHandler; }
CPathFinder* GetPathFinder() { return pathFinder; }
CUnitTable* GetUnitTable() { return unitTable; }
CThreatMap* GetThreatMap() { return threatMap; }
CUnitHandler* GetUnitHandler() { return unitHandler; }
CDefenseMatrix* GetDefenseMatrix() { return defenseMatrix; }
CAttackHandler* GetAttackHandler() { return attackHandler; }
CDGunControllerHandler* GetDGunControllerHandler() { return dgunControllerHandler; }
CCommandTracker* GetCommandTracker() { return commandTracker; }
CLogger* GetLogger() { return logHandler; }
LuaParser* GetLuaParser() { return luaConfigParser; }
CUNIT* GetUnit(int id) const {
assert((id >= 0) && (id < activeUnits.size()));
return activeUnits[id];
}
std::vector<CUNIT*>& GetActiveUnits() { return activeUnits; }
std::vector<int>& GetUnitIDs() { return unitIDs; }
private:
IAICallback* callbackHandler;
IAICheats* ccallbackHandler;
CEconomyTracker* ecoTracker;
CBuildUp* buildupHandler;
CMetalMap* metalMap;
CMaths* mathHandler;
CPathFinder* pathFinder;
CUnitTable* unitTable;
CThreatMap* threatMap;
CUnitHandler* unitHandler;
CDefenseMatrix* defenseMatrix;
CAttackHandler* attackHandler;
CDGunControllerHandler* dgunControllerHandler;
CCommandTracker* commandTracker;
CLogger* logHandler;
LuaParser* luaConfigParser;
std::vector<CUNIT*> activeUnits;
std::vector<int> unitIDs;
bool initialized; //! true if the current mod was on the AIInfo whitelist
int initFrame; //! frame that this->InitAI() was called in
};
#define cb GetCallbackHandler()
#define ccb GetCheatCallbackHandler()
#define econTracker GetEcoTracker()
#define mm GetMetalMap()
#define bu GetBuildUp()
#define math GetMathHandler()
#define pather GetPathFinder()
#define ut GetUnitTable()
#define thm GetThreatMap()
#define uh GetUnitHandler()
#define dm GetDefenseMatrix()
#define ah GetAttackHandler()
#define dgunConHandler GetDGunControllerHandler()
#define ct GetCommandTracker()
#define luaParser GetLuaParser()
#define unitIDs GetUnitIDs()
// NOTE: CUNIT does not know about this structure
struct UnitType {
CR_DECLARE_STRUCT(UnitType)
void PostLoad();
std::vector<int> canBuildList;
std::vector<int> builtByList;
std::vector<float> DPSvsUnit;
const UnitDef* def;
UnitCategory category;
bool isHub;
int techLevel;
float costMultiplier;
};
class integer2 {
public:
CR_DECLARE_STRUCT(integer2)
integer2(): x(0), y(0) {};
integer2(const int x,const int y): x(x), y(y) {}
~integer2() {};
inline bool operator == (const integer2 &f) const {
return ((x - f.x == 0) && (y - f.y == 0));
}
union {
struct{
int x;
int y;
};
};
};
/*
* builder container: main task is to make sure that
* tracking builders is easy (making asserts and tests)
*/
struct BuilderTracker {
CR_DECLARE_STRUCT(BuilderTracker)
int builderID;
// if not NULL then this worker belongs to this BuildTask.
int buildTaskId;
// if not NULL then this worker belongs to this TaskPlan.
int taskPlanId;
// if not NULL then this worker belongs to this Factory.
int factoryId;
// if not NULL then this worker is stuck or something
int stuckCount;
// if this builder ends up without orders for some time, try IdleUnitAdd()
int idleStartFrame;
// the frame an order is given, needed for lag tolerance when verifying unit command
int commandOrderPushFrame;
// TODO: this is (or will be in the future) a hint of what this builder will make
UnitCategory categoryMaker;
// these are unused
// what frame this builder will start working
int estimateRealStartFrame;
// this will be constant or based on the last startup time
int estimateFramesForNanoBuildActivation;
// Simple ETA, updated every 16 frames or so (0 means it's there)
int estimateETAforMoveingToBuildSite;
// the def -> buildDistance or something
float distanceToSiteBeforeItCanStartBuilding;
};
struct BuildTask {
CR_DECLARE_STRUCT(BuildTask)
void PostLoad(void);
int id;
UnitCategory category;
// temp only, for compatibility (will be removed)
std::list<int> builders;
// the new container
std::list<BuilderTracker*> builderTrackers;
float currentBuildPower;
// for speed up, and debugging
const UnitDef* def;
// needed for command verify and debugging
float3 pos;
};
struct TaskPlan {
CR_DECLARE_STRUCT(TaskPlan)
void PostLoad(void);
// this will be some smart number (a counter?)
int id;
// temp only, for compatibility (will be removed)
std::list<int> builders;
std::list<BuilderTracker*> builderTrackers;
float currentBuildPower;
const UnitDef* def;
std::string defName;
float3 pos;
};
struct UpgradeTask {
CR_DECLARE_STRUCT(UpgradeTask)
void PostLoad(void);
UpgradeTask() {
oldBuildingID = -1;
oldBuildingPos = float3(-1.0f, -1.0f, -1.0f);
newBuildingDef = NULL;
creationFrame = -1;
reclaimStatus = false;
}
UpgradeTask(int buildingID, int frame, const float3& buildingPos, const UnitDef* buildingDef) {
oldBuildingID = buildingID;
oldBuildingPos = buildingPos;
newBuildingDef = buildingDef;
creationFrame = frame;
reclaimStatus = false;
}
int oldBuildingID;
float3 oldBuildingPos;
const UnitDef* newBuildingDef;
int creationFrame;
bool reclaimStatus;
std::set<int> builderIDs;
};
struct Factory {
CR_DECLARE_STRUCT(Factory)
int id;
// temp only, for compatibility (will be removed)
std::list<int> supportbuilders;
std::list<BuilderTracker*> supportBuilderTrackers;
};
struct NukeSilo {
CR_DECLARE_STRUCT(NukeSilo)
int id;
int numNukesReady;
int numNukesQueued;
};
struct MetalExtractor {
CR_DECLARE_STRUCT(MetalExtractor)
int id;
int buildFrame;
};
#endif