Further refinement of new ModularizedTacticalAI architecture; added plans for Crows

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6017 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
feynman
2013-04-18 20:02:54 +00:00
parent 52cb4ff424
commit 26383d83a8
22 changed files with 451 additions and 490 deletions
@@ -6,6 +6,8 @@
#ifndef ABSTRACT_PLAN_FACTORY_H_
#define ABSTRACT_PLAN_FACTORY_H_
#include <iosfwd>
class SOLDIERTYPE;
namespace AI
@@ -13,16 +15,48 @@ namespace AI
namespace tactical
{
/**@class AIInputData
* @brief Wrapper class around the environmental data required to build an AI plan
* @brief Wrapper class around the environmental data required to build or update an AI plan
*
* At the moment, simply a wrapper around SOLDIERTYPE. Future versions might require more data; without the
* wrapper, *every* Concrete Factory ever created would need to be changed in this event. With the wrapper, no
* change is required at all.
* The data contained in objects of this class are currently collected in HanldeNoise() and ManSeesMan(), both
* defined in Tactical/opplist.cpp
* Future versions might require more or different data; without the wrapper, *every* Concrete Factory ever
* created would need to be changed in this event. With the wrapper, no change is required at all.
*/
struct AIInputData
class AIInputData
{
SOLDIERTYPE* npc_to_plan_for_;
private:
enum event_type {no_event, auditive_event, visual_event};
event_type event_type_;
/// Only visual: the opponent seen by the updated NPC
SOLDIERTYPE* opponent_;
/// Only auditive: ID of the noise maker; (at least for NPC-generated sounds) ID of NPC
int noise_maker_;
/// Location of event
int grid_no_;
int level_;
/// Only auditive: volume of heard sound (at the hearing NPC, not the source)
int volume_;
int type_;
int caller1_;
int caller2_;
public:
/// Empty types are used for overload resolution in order to generate different types of events with
/// simple constructor calls.
struct Auditive{ };
struct Visual{ };
/// Constructor for noise events
AIInputData(Auditive, int noise_maker, int grid_no, int level, int volume, int type);
/// Constructor for sight events
AIInputData(Visual, SOLDIERTYPE* opponent, int grid_no, int level, int caller1, int caller2);
/// Default constructor, called when no event occurred
AIInputData();
bool is_auditive_event() const {return event_type_ == auditive_event;}
bool is_visual_event() const {return event_type_ == visual_event;}
/// Allow the output function used for debugging to access the members directly
friend std::ostream& operator<<(std::ostream& os, const AIInputData& i);
};
std::ostream& operator<<(std::ostream& os, const AIInputData& i);
class Plan;
/**@class AbstractPlanFactory
* @brief Abstract Factory. Base class for all plan factories.
@@ -37,6 +71,7 @@ namespace AI
class AbstractPlanFactory
{
private:
/// Flag set iff delayed initialization was already performed
bool initialize_called_;
public:
AbstractPlanFactory() : initialize_called_(false) { }
@@ -54,21 +89,25 @@ namespace AI
* The subclasses (i.e., Concrete Factories) implpmenting this routine contain
* the decision-making AI core.
*
* @param input A pointer to a structure containing all required input data in order for the AI
* algorithms to perform their task. At the moment, simply a wrapper around SOLDIERTYPE. Future versions
* @param npc The NPC the plan is for
* @param input A reference to a structure containing all required input data in order for the AI
* algorithms to perform their task. At the moment, empty. Future versions
* might require other datatypes; without the wrapper, *every* Concrete Factory ever created would need
* to be changed in this event.
* @return A Plan object tree representing the produced strategy
*/
virtual Plan* create_plan(const AIInputData& input) = 0;
/**@brief Abstract Plan object hierarchy update function, called in order to update an already created
* plan
virtual Plan* create_plan(SOLDIERTYPE* npc, const AIInputData& input) = 0;
/**@brief Abstract Plan object hierarchy update function, called in order to update an already created plan
*
* @param input A pointer to a structure containing all required input data in order for the AI
* algorithms to perform their task
* @param plan_to_change The Plan object hierarchy that is to be updated
* If no plan exists, it is created; this should not be the general case, but might happen for
* 'interrupted' NPCs that haven't had the chance to plan yet.
*
* @param npc A pointer to the npc owning the ai_masterplan_ to be changed.
* @param input A reference to a structure containing all required input data in order for the AI
* @post npc->ai_masterplan_ is not null
*/
virtual void update_plan(const AIInputData& input, Plan* plan_to_change) = 0;
virtual void update_plan(SOLDIERTYPE* npc, const AIInputData& input) = 0;
};
}
}