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vcmi/lib/CGameInterface.cpp

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/*
* CGameInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGameInterface.h"
#include "CStack.h"
#include "VCMIDirs.h"
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#ifdef VCMI_WINDOWS
#include <windows.h> //for .dll libs
#elif !defined VCMI_ANDROID
#include <dlfcn.h>
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#endif
#include "serializer/BinaryDeserializer.h"
#include "serializer/BinarySerializer.h"
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#ifdef VCMI_ANDROID
#include "AI/VCAI/VCAI.h"
#include "AI/BattleAI/BattleAI.h"
#endif
template<typename rett>
std::shared_ptr<rett> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
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{
#ifdef VCMI_ANDROID
// android currently doesn't support loading libs dynamically, so the access to the known libraries
// is possible only via specializations of this template
throw std::runtime_error("Could not resolve ai library " + libpath.generic_string());
#else
typedef void(* TGetAIFun)(std::shared_ptr<rett> &);
typedef void(* TGetNameFun)(char *);
char temp[150];
TGetAIFun getAI = nullptr;
TGetNameFun getName = nullptr;
#ifdef VCMI_WINDOWS
HMODULE dll = LoadLibraryW(libpath.c_str());
if (dll)
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{
getName = (TGetNameFun)GetProcAddress(dll, "GetAiName");
getAI = (TGetAIFun)GetProcAddress(dll, methodName.c_str());
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}
#else // !VCMI_WINDOWS
void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY);
if (dll)
{
getName = (TGetNameFun)dlsym(dll, "GetAiName");
getAI = (TGetAIFun)dlsym(dll, methodName.c_str());
}
#endif // VCMI_WINDOWS
if (!dll)
{
logGlobal->error("Cannot open dynamic library (%s). Throwing...", libpath.string());
throw std::runtime_error("Cannot open dynamic library");
}
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else if(!getName || !getAI)
{
logGlobal->error("%s does not export method %s", libpath.string(), methodName);
#ifdef VCMI_WINDOWS
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FreeLibrary(dll);
#else
dlclose(dll);
#endif
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throw std::runtime_error("Cannot find method " + methodName);
}
getName(temp);
logGlobal->info("Loaded %s", temp);
std::shared_ptr<rett> ret;
getAI(ret);
if(!ret)
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logGlobal->error("Cannot get AI!");
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return ret;
#endif //!VCMI_ANDROID
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}
#ifdef VCMI_ANDROID
template<>
std::shared_ptr<CGlobalAI> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
{
return std::make_shared<VCAI>();
}
template<>
std::shared_ptr<CBattleGameInterface> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
{
return std::make_shared<CBattleAI>();
}
#endif
template<typename rett>
std::shared_ptr<rett> createAnyAI(std::string dllname, const std::string & methodName)
{
logGlobal->info("Opening %s", dllname);
const boost::filesystem::path filePath = VCMIDirs::get().fullLibraryPath("AI", dllname);
auto ret = createAny<rett>(filePath, methodName);
ret->dllName = std::move(dllname);
return ret;
}
std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(std::string dllname)
{
return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
}
std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(std::string dllname)
{
return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
}
std::shared_ptr<scripting::Module> CDynLibHandler::getNewScriptingModule(const boost::filesystem::path & dllname)
{
return createAny<scripting::Module>(dllname, "GetNewModule");
}
BattleAction CGlobalAI::activeStack(const CStack * stack)
{
BattleAction ba;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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ba.actionType = EActionType::DEFEND;
ba.stackNumber = stack->ID;
return ba;
}
CGlobalAI::CGlobalAI()
{
human = false;
}
void CAdventureAI::battleNewRound(int round)
{
battleAI->battleNewRound(round);
}
void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
{
battleAI->battleCatapultAttacked(ca);
}
void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
{
assert(!battleAI);
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assert(cbc);
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
battleAI->init(env, cbc);
battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
}
void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
battleAI->battleStacksAttacked(bsa);
}
void CAdventureAI::actionStarted(const BattleAction & action)
{
battleAI->actionStarted(action);
}
void CAdventureAI::battleNewRoundFirst(int round)
{
battleAI->battleNewRoundFirst(round);
}
void CAdventureAI::actionFinished(const BattleAction & action)
{
battleAI->actionFinished(action);
}
void CAdventureAI::battleStacksEffectsSet(const SetStackEffect & sse)
{
battleAI->battleStacksEffectsSet(sse);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void CAdventureAI::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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battleAI->battleObstaclesChanged(obstacles);
}
void CAdventureAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
{
battleAI->battleStackMoved(stack, dest, distance);
}
void CAdventureAI::battleAttack(const BattleAttack * ba)
{
battleAI->battleAttack(ba);
}
void CAdventureAI::battleSpellCast(const BattleSpellCast * sc)
{
battleAI->battleSpellCast(sc);
}
void CAdventureAI::battleEnd(const BattleResult * br)
{
battleAI->battleEnd(br);
battleAI.reset();
}
void CAdventureAI::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
{
battleAI->battleUnitsChanged(units, customEffects);
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}
BattleAction CAdventureAI::activeStack(const CStack * stack)
{
return battleAI->activeStack(stack);
}
void CAdventureAI::yourTacticPhase(int distance)
{
battleAI->yourTacticPhase(distance);
}
void CAdventureAI::saveGame(BinarySerializer & h, const int version) /*saving */
{
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
bool hasBattleAI = static_cast<bool>(battleAI);
h & hasBattleAI;
if(hasBattleAI)
{
h & battleAI->dllName;
}
}
void CAdventureAI::loadGame(BinaryDeserializer & h, const int version) /*loading */
{
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
bool hasBattleAI = false;
h & hasBattleAI;
if(hasBattleAI)
{
std::string dllName;
h & dllName;
battleAI = CDynLibHandler::getNewBattleAI(dllName);
assert(cbc); //it should have been set by the one who new'ed us
battleAI->init(env, cbc);
}
}