Forgot to commit the source changes in the last commit. Sorry. So, here they are.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5999 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
feynman
2013-04-14 15:54:56 +00:00
parent 25de719d79
commit 8f3bff764b
26 changed files with 11543 additions and 9871 deletions
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/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef ABSTRACT_PLAN_FACTORY_H_
#define ABSTRACT_PLAN_FACTORY_H_
class SOLDIERTYPE;
namespace AI
{
namespace tactical
{
/**@class AIInputData
* @brief Wrapper class around the environmental data required to build 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.
*/
struct AIInputData
{
SOLDIERTYPE* npc_to_plan_for_;
};
class Plan;
/**@class AbstractPlanFactory
* @brief Abstract Factory. Base class for all plan factories.
*
* The Abstract Factory design pattern is used to create instances of Plan object hierarchies. The concrete
* factories differ not necessarily in the concrete product they produce (as is otherwise the case when using
* this design pattern), but in the structure of the compositions (plans are Composites) instead. Public
* inheritance is required for two reasons: (a) several sub-class instances are packed in a container, and this
* abstract class serves as the container's data type. And (b) implementation of create_plan() and update_plan()
* is forced for concrete subclasses.
*/
class AbstractPlanFactory
{
private:
bool initialize_called_;
public:
AbstractPlanFactory() : initialize_called_(false) { }
bool initialize_called() const { return initialize_called_; }
/**@brief Used for delayed initialization of ressource-intensive initialization tasks
*
* Due to the design of the modularized AI, each factory's constructor must be called, even if the
* factory is not used. Therefore, memory- and cpu intensive tasks should not be performed in the
* constructor, but in this function instead. It will only be called if the factory is actually
* referenced in the AI.ini file.
*/
virtual void initialize() { };
/**@brief Abstract Plan object hierarchy creation function
*
* 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
* 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
*
* @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
*/
virtual void update_plan(const AIInputData& input, Plan* plan_to_change) = 0;
};
}
}
#endif
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/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef LEGACY_AI_PLAN_H_
#define LEGACY_AI_PLAN_H_
#include "Plan.h"
namespace AI
{
namespace tactical
{
/**@class LegacyAIPlan
* @brief Component/Concrete Product. Generates a Plan that executes the AI as it was before modularization.
*
* A simple encapsulation of the functions TurnBasedHandleNPCAI() and RTHandleAI(), defined in
* TacticalAI/AIMain.cpp and TacticalAI/Realtime.cpp, respectively. The AI handles decisions for all kinds of
* NPCs (enemies, zombies, civilians, ...)
*/
class LegacyAIPlan: public Plan
{
private:
public:
virtual void execute(bool turn_based, PlanInputData& manipulated_object);
};
}
}
#endif
@@ -0,0 +1,32 @@
/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef LEGACY_AI_PLAN_FACTORY_H_
#define LEGACY_AI_PLAN_FACTORY_H_
#include "AbstractPlanFactory.h"
#include <string>
namespace AI
{
namespace tactical
{
/**@class LegacyAIPlanFactory
* @brief Concrete Factory. Generates the LegacyAIPlan, making NPCs do exactly what it did before this AI
* modularization/re-write.
*/
class LegacyAIPlanFactory : public AbstractPlanFactory
{
private:
public:
static std::string get_name() {return "LegacyAIPlanFactory";}
virtual Plan* create_plan(const AIInputData& input);
virtual void update_plan(const AIInputData& input, Plan* plan_to_change);
};
}
}
#endif
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/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef NULL_PLAN_H_
#define NULL_PLAN_H_
#include "Plan.h"
namespace AI
{
namespace tactical
{
/**@class NullPlan
* @brief Component/Concrete Product. The NullPlan lets makes the NPC executing it do absolutely nothing.
*
* The purpose of this plan is two-fold. Firstly, it is a good starting point for new plans; to use it
* as such, perform a
* - \c svn copy include/NullPlan.h include/YourPlan.h
* - \c svn copy src/NullPlan.cpp src/YourPlan.cpp
*
* Remember to
*
* - Adjust the include guards
* - A concrete factory using this plan is required in order for it to be used
*
* And secondly, it is a debugging tool (cf. NullPlanFactory)
*/
class NullPlan: public Plan
{
private:
public:
virtual void execute(bool turn_based, PlanInputData& manipulated_object);
};
}
}
#endif
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/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef NULL_PLAN_FACTORY_H_
#define NULL_PLAN_FACTORY_H_
#include "AbstractPlanFactory.h"
#include <string>
namespace AI
{
namespace tactical
{
/**@class NullPlanFactory
* @brief Concrete Factory. Generates the NullPlan, making a NPC do absolutely nothing.
*
* The purpose of this factory is two-fold. Firstly, it is a good starting point for new plan factories; to use
* it as such, perform a
* \c svn copy include/NullPlanFactory.h include/YourPlanFactory.h\n
* \c svn copy src/NullPlanFactory.cpp src/YourPlanFactory.cpp
*
* Remember to
* - Adjust the include guards
* - Adjust the string returned by get_name()
* - Add a line in PlanFactoryLibrary.cpp to create an instance of the new factory in the library's
* constructor; otherwise, it won't be accessible via the configuration file.
*
* And secondly, it is a debugging tool. Change the configuration file to use this AI factory for a certain
* AI_INDEX to have said group do... nothing (e.g. to measure performance differences).
*/
class NullPlanFactory : public AbstractPlanFactory
{
private:
public:
static std::string get_name() {return "NullPlanFactory";}
virtual Plan* create_plan(const AIInputData& input);
virtual void update_plan(const AIInputData& input, Plan* plan_to_change);
};
}
}
#endif
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/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef PLAN_H_
#define PLAN_H_
class SOLDIERTYPE;
namespace AI
{
namespace tactical
{
/**@class PlanInputData
* @brief Wrapper class around the entity manipulated through plan execution
*
* At the moment, simply a wrapper around SOLDIERTYPE. Future versions might require other datatypes; without
* the wrapper, *every* Plan subclass ever created would need to be changed in this event. With the wrapper, no
* change is required at all.
*/
struct PlanInputData
{
SOLDIERTYPE* controlled_npc_;
};
/**@class Plan
* @brief Composite/Abstract Product. Base class for all plan compositions and components.
*
* The Plan class provides a common interface for both plan compositions and plan components.
*/
class Plan
{
private:
public:
/** @brief Plan execution is the encapsulation of an action sequence, making up higher-level building blocks
*
* Each plan objects represents a high-level action, implemented by means of lower-level actions. These
* lower level actions can be other Plans subtypes; at some point, a Plan object has no further
* sub-plans, i.e., the objet is no composition, but a component, forming a leaf in the Plan hierarchy.
* The components' lower level actions are formed by the fundamental npc actions made available outside
* the AI framework.
*
* @param turn_based true if turn-based mode is active, false for real-time mode
* @param manipulated_object Encapsulation of around object(s) a plan may manipulate.
*/
virtual void execute(bool turn_based, PlanInputData& manipulated_object) = 0;
};
}
}
#endif
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/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef PLAN_FACTORY_LIBRARY_H_
#define PLAN_FACTORY_LIBRARY_H_
#include <string>
#include <map>
#include <deque>
namespace AI
{
namespace tactical
{
// forward declarations
class AbstractPlanFactory;
class Plan;
struct AIInputData;
/**@class PlanFactoryLibrary
* @brief Singleton. A "library" containing all available PlanFactories, accessible via the strings returned by
* their get_name() function.
*
*/
class PlanFactoryLibrary
{
private:
static PlanFactoryLibrary* instance_;
std::map<std::string, AbstractPlanFactory*> registred_factories_;
std::deque<AbstractPlanFactory*> ai_index_to_factory_mapping_;
PlanFactoryLibrary();
public:
static PlanFactoryLibrary* instance();
Plan* create_plan(size_t index, AIInputData& input) const;
};
}
}
#endif
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API Documentation
=================
The API documentation is available in the source code repository under
./Developer_Docs/ModularizedAI/html/index.html
Coding style guidelines
=======================
When modifying or adding to the code in ModularizedTacticalAI, plese adhere to
the following rules in order to keep the place tidy.
- Do indent code blocks by 4 spaces
- Do not use tabs; they are interpreted differently on each platform, messing up the indention
- Do not #include compilation units (cpp files). Doing so will lead to you facing the firing squad.
- Do try to limit the number of include files to what is really needed. If a lot is needed, consider using the Pimpl
idiom.
- Do not use leading underscores or double underscores. They are reserved for compiler implementation.
- Do document your code using Doxygen-style comments, and update the doxygen documentation by running doxygen in the
ModularizedTacticalAI directory.
- Do use identifier names that reflect what you are doing.
- Do use CamelCase for classes, and all_lowercase_characters() for function names and attributes
- Do use one trailing underscore for class_members_
- Do not event think about adding a global variable, goto, macros (unless absolutely needed) or other BS.
- Do follow the C++ specifications, as in ISO 14882
- Do, if you feel that these guidelines are an impediment for your work, discuss alternatives at bears-pit.com
@@ -0,0 +1,28 @@
/**
* @file
* @author feynman (bears-pit.com)
*/
#include "../include/LegacyAIPlan.h"
#include "../../TacticalAI/ai.h" // for EndAIGuysTurn
// Forward declarations for the two legacy functions called here
void RTHandleAI( SOLDIERTYPE * pSoldier ); // defined in TacticalAI/Realtime.cpp
void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier); // defined in TacticalAI/AIMain.cpp
namespace AI
{
namespace tactical
{
void LegacyAIPlan::execute(bool turn_based, PlanInputData& manipulated_object)
{
if(turn_based)
TurnBasedHandleNPCAI(manipulated_object.controlled_npc_);
else
RTHandleAI(manipulated_object.controlled_npc_);
}
}
}
@@ -0,0 +1,25 @@
/**
* @file
* @author feynman (bears-pit.com)
*/
#include "../include/LegacyAIPlanFactory.h"
#include "../include/LegacyAIPlan.h"
namespace AI
{
namespace tactical
{
Plan* LegacyAIPlanFactory::create_plan(const AIInputData& input)
{
return new LegacyAIPlan();
}
void LegacyAIPlanFactory::update_plan(const AIInputData& input, Plan* plan_to_change)
{
// TODO: currently, everything is handled in the LegacyAIPlan. The goal is to modularize the AI, so that in
// the end, the LegacyAIPlan is split into so many "new" AI Plan subclasses, that every case is covered.
// Then the behavior of the old AI would be implemented here.
}
}
}
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/**
* @file
* @author feynman (bears-pit.com)
*/
#include "../include/NullPlan.h"
#include "../../TacticalAI/ai.h" // for EndAIGuysTurn
namespace AI
{
namespace tactical
{
/// Simply end the turn for the npc passed in the manipulated_object wrapper, then return.
void NullPlan::execute(bool turn_based, PlanInputData& manipulated_object)
{
EndAIGuysTurn(manipulated_object.controlled_npc_);
}
}
}
@@ -0,0 +1,25 @@
/**
* @file
* @author feynman (bears-pit.com)
*/
#include "../include/NullPlanFactory.h"
#include "../include/NullPlan.h"
#include "../Tactical/Soldier Control.h"
namespace AI
{
namespace tactical
{
Plan* NullPlanFactory::create_plan(const AIInputData& input)
{
return new NullPlan();
}
void NullPlanFactory::update_plan(const AIInputData& input, Plan* plan_to_change)
{
// the idea is to do nothing, so let's do it...
}
}
}
@@ -0,0 +1,84 @@
/**
* @file
* @author feynman (bears-pit.com)
*/
#include "../include/PlanFactoryLibrary.h"
#include "../include/NullPlanFactory.h"
#include "../include/LegacyAIPlanFactory.h"
// XXX Add includes for new factories here XXX
#include "../../Utils/INIReader.h"
#undef max // Who the fuck writes MACROS not using CAPITAL LETTERS??? You, sir, have lost your coding license. Please hand over your compiler and leave. Now.
#include <stdexcept>
#include <limits>
#include <string>
#include <sstream>
namespace AI
{
namespace tactical
{
PlanFactoryLibrary* PlanFactoryLibrary::instance_ = 0;
/*@brief Initialize all PlanFactories and map them to the slots defined by the configuration file
*
* This is the place where new factories need to be "registred" in order for them to be available using the
* settings in AI.ini
*/
PlanFactoryLibrary::PlanFactoryLibrary()
{
// ================================================================================
// XXX vv Add new factory registrations here vv XXX
registred_factories_[NullPlanFactory::get_name()] = new NullPlanFactory();
registred_factories_[LegacyAIPlanFactory::get_name()] = new LegacyAIPlanFactory();
// XXX ^^ Add new factory registrations here ^^ XXX
// ================================================================================
CIniReader ini_reader("AI.ini", true);
size_t num_slots = ini_reader.ReadInteger("Modularized Tactical AI", "NumFactories", 0, 0, std::numeric_limits<int>::max());
for(size_t i(0); i<num_slots; ++i)
{
std::stringstream slot_index;
slot_index<<"Factory_"<<i;
std::string factory_name = ini_reader.ReadString("Modularized Tactical AI", const_cast<char*>(slot_index.str().c_str()), "LegacyAIFactory");
ai_index_to_factory_mapping_.push_back(registred_factories_[factory_name]);
if(!ai_index_to_factory_mapping_.back()->initialize_called())
ai_index_to_factory_mapping_.back()->initialize();
}
}
/** @brief If no instance exists yet, create it. Return a pointer to the only existing instance of this library.
* @return Pointer to the only instance of the PlanFactoryLibrary
*/
PlanFactoryLibrary* PlanFactoryLibrary::instance()
{
if(instance_ == 0)
instance_ = new PlanFactoryLibrary();
return instance_;
}
/**@brief Create a plan for the given input using the factory at the given index
* @param index Index of the concrete plan factory to use, set in the constructor via ini settings
* @param input The environmental data required for a factory to plan
* @throws std::out_of_range for invalid index
* @throws std::logic_error for valid index, but undefined factory (most likely due to typo in AI.ini)
* @return Pointer to the only instance of the PlanFactoryLibrary
*/
Plan* PlanFactoryLibrary::create_plan(size_t index, AIInputData& input) const
{
if(index >= ai_index_to_factory_mapping_.size())
throw std::out_of_range("PlanFactoryLibrary detected invalid factory index");
if(!ai_index_to_factory_mapping_[index])
throw std::logic_error("PlanFactoryLibrary encountered a nullptr for a valid index (typo in AI.ini?)");
return ai_index_to_factory_mapping_[index]->create_plan(input);
}
}
}