move formula ai features of unit to a unit formula manager

This use of handle-body idiom saves *alot* of includes, since a
huge number of objects include unit indirectly, and make no use
of the ai formula features.
This commit is contained in:
Chris Beck 2014-06-14 18:39:57 -04:00
parent 1796b4d7a0
commit a60d5b0018
13 changed files with 183 additions and 96 deletions

View file

@ -982,6 +982,8 @@
<Unit filename="../../src/unit_animation.hpp" />
<Unit filename="../../src/unit_display.cpp" />
<Unit filename="../../src/unit_display.hpp" />
<Unit filename="../../src/unit_formula_manager.cpp" />
<Unit filename="../../src/unit_formula_manager.hpp" />
<Unit filename="../../src/unit_frame.cpp" />
<Unit filename="../../src/unit_frame.hpp" />
<Unit filename="../../src/unit_helper.cpp" />

View file

@ -1017,6 +1017,8 @@
<Unit filename="..\..\src\unit_animation.hpp" />
<Unit filename="..\..\src\unit_display.cpp" />
<Unit filename="..\..\src\unit_display.hpp" />
<Unit filename="..\..\src\unit_formula_manager.cpp" />
<Unit filename="..\..\src\unit_formula_manager.hpp" />
<Unit filename="..\..\src\unit_frame.cpp" />
<Unit filename="..\..\src\unit_frame.hpp" />
<Unit filename="..\..\src\unit_helper.cpp" />

View file

@ -21052,6 +21052,14 @@
RelativePath="..\..\src\unit_display.hpp"
>
</File>
<File
RelativePath="..\..\src\unit_formula_manager.cpp"
>
</File>
<File
RelativePath="..\..\src\unit_formula_manager.hpp"
>
</File>
<File
RelativePath="..\..\src\unit_frame.cpp"
>

View file

@ -886,6 +886,7 @@ set(wesnoth-main_SRC
unit_abilities.cpp
unit_animation.cpp
unit_display.cpp
unit_formula_manager.cpp
unit_frame.cpp
unit_helper.cpp
unit_id.cpp

View file

@ -519,6 +519,7 @@ wesnoth_sources = Split("""
unit_abilities.cpp
unit_animation.cpp
unit_display.cpp
unit_formula_manager.cpp
unit_frame.cpp
unit_helper.cpp
unit_id.cpp

View file

@ -39,6 +39,8 @@
#include "../../resources.hpp"
#include "../../terrain_filter.hpp"
#include "../../tod_manager.hpp"
#include "../../unit.hpp"
#include "../../unit_formula_manager.hpp"
#include "../../pathfind/pathfind.hpp"
#include <boost/foreach.hpp>
@ -455,7 +457,7 @@ variant formula_ai::execute_variant(const variant& var, ai_context &ai_, bool co
if( status == 0 ){
LOG_AI << "Setting unit variable: " << set_unit_var_command->key() << " -> " << set_unit_var_command->value().to_debug_string() << "\n";
unit->add_formula_var(set_unit_var_command->key(), set_unit_var_command->value());
unit->formula_manager().add_formula_var(set_unit_var_command->key(), set_unit_var_command->value());
made_moves.push_back(action);
} else {
ERR_AI << "ERROR #" << status << " while executing 'set_unit_var' formula function" << std::endl;

View file

@ -25,6 +25,8 @@
#include "../../formula_function.hpp"
#include "../../log.hpp"
#include "../../resources.hpp"
#include "../../unit.hpp"
#include "../../unit_formula_manager.hpp"
#include <boost/lexical_cast.hpp>
static lg::log_domain log_formula_ai("ai/stage/unit_formulas");
@ -58,11 +60,11 @@ bool stage_unit_formulas::do_play_stage()
for(unit_map::unit_iterator i = units_.begin() ; i != units_.end() ; ++i)
{
if (i->side() == get_side()) {
if (i->has_formula() || i->has_loop_formula()) {
if (i->formula_manager().has_formula() || i->formula_manager().has_loop_formula()) {
int priority = 0;
if (i->has_priority_formula()) {
if (i->formula_manager().has_priority_formula()) {
try {
game_logic::const_formula_ptr priority_formula(fai_.create_optional_formula(i->get_priority_formula()));
game_logic::const_formula_ptr priority_formula(fai_.create_optional_formula(i->formula_manager().get_priority_formula()));
if (priority_formula) {
game_logic::map_formula_callable callable(&fai_);
callable.add_ref();
@ -94,9 +96,9 @@ bool stage_unit_formulas::do_play_stage()
if( i.valid() ) {
if (i->has_formula()) {
if (i->formula_manager().has_formula()) {
try {
game_logic::const_formula_ptr formula(fai_.create_optional_formula(i->get_formula()));
game_logic::const_formula_ptr formula(fai_.create_optional_formula(i->formula_manager().get_formula()));
if (formula) {
game_logic::map_formula_callable callable(&fai_);
callable.add_ref();
@ -116,10 +118,10 @@ bool stage_unit_formulas::do_play_stage()
}
if( i.valid() ) {
if (i->has_loop_formula())
if (i->formula_manager().has_loop_formula())
{
try {
game_logic::const_formula_ptr loop_formula(fai_.create_optional_formula(i->get_loop_formula()));
game_logic::const_formula_ptr loop_formula(fai_.create_optional_formula(i->formula_manager().get_loop_formula()));
if (loop_formula) {
game_logic::map_formula_callable callable(&fai_);
callable.add_ref();

View file

@ -12,6 +12,8 @@
*/
#include "callable_objects.hpp"
#include "unit.hpp"
#include "unit_formula_manager.hpp"
template <typename T, typename K>
variant convert_map( const std::map<T, K>& input_map ) {
@ -224,8 +226,8 @@ variant unit_callable::get_value(const std::string& key) const
} else if(key == "cost") {
return variant(u_.cost());
} else if(key == "vars") {
if(u_.formula_vars()) {
return variant(u_.formula_vars().get());
if(u_.formula_manager().formula_vars()) {
return variant(u_.formula_manager().formula_vars().get());
} else {
return variant();
}

View file

@ -15,7 +15,7 @@
#ifndef CALLABLE_OBJECTS_HPP_INCLUDED
#define CALLABLE_OBJECTS_HPP_INCLUDED
#include "formula_callable.hpp"
#include "map.hpp"
#include "team.hpp"

View file

@ -20,24 +20,22 @@
#include "unit.hpp"
#include "actions/move.hpp"
#include "callable_objects.hpp"
#include "formula.hpp"
#include "formula_string_utils.hpp"
#include "game_display.hpp"
#include "game_events/handlers.hpp"
#include "game_preferences.hpp"
#include "gettext.hpp"
#include "halo.hpp"
#include "log.hpp"
#include "play_controller.hpp"
#include "random_new.hpp"
#include "resources.hpp"
#include "unit_id.hpp"
#include "unit_abilities.hpp"
#include "terrain_filter.hpp"
#include "formula_string_utils.hpp"
#include "random_new.hpp"
#include "resources.hpp"
#include "unit_formula_manager.hpp"
#include "scripting/lua.hpp"
#include "side_filter.hpp"
#include "play_controller.hpp"
#include "terrain_filter.hpp"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
@ -151,10 +149,7 @@ unit::unit(const unit& o):
alpha_(o.alpha_),
unit_formula_(o.unit_formula_),
unit_loop_formula_(o.unit_loop_formula_),
unit_priority_formula_(o.unit_priority_formula_),
formula_vars_(o.formula_vars_ ? new game_logic::map_formula_callable(*o.formula_vars_) : o.formula_vars_),
formula_man_(new unit_formula_manager(o.formula_manager())),
movement_(o.movement_),
max_movement_(o.max_movement_),
@ -237,10 +232,7 @@ unit::unit(const config &cfg, bool use_traits, const vconfig* vcfg) :
side_(0),
gender_(generate_gender(*type_, cfg)),
alpha_(),
unit_formula_(),
unit_loop_formula_(),
unit_priority_formula_(),
formula_vars_(),
formula_man_(new unit_formula_manager()),
movement_(0),
max_movement_(0),
vision_(-1),
@ -386,22 +378,7 @@ unit::unit(const config &cfg, bool use_traits, const vconfig* vcfg) :
if (const config &ai = cfg.child("ai"))
{
unit_formula_ = ai["formula"].str();
unit_loop_formula_ = ai["loop_formula"].str();
unit_priority_formula_ = ai["priority"].str();
if (const config &ai_vars = ai.child("vars"))
{
formula_vars_ = new game_logic::map_formula_callable;
variant var;
BOOST_FOREACH(const config::attribute &i, ai_vars.attribute_range()) {
var.serialize_from_string(i.second);
formula_vars_->add(i.first, var);
}
} else {
formula_vars_ = game_logic::map_formula_callable_ptr();
}
formula_man_->read(ai);
}
//don't use the unit_type's attacks if this config has its own defined
@ -560,10 +537,7 @@ unit::unit(const unit_type &u_type, int side, bool real_unit,
gender_(gender != unit_race::NUM_GENDERS ?
gender : generate_gender(u_type, real_unit)),
alpha_(),
unit_formula_(),
unit_loop_formula_(),
unit_priority_formula_(),
formula_vars_(),
formula_man_(new unit_formula_manager()),
movement_(0),
max_movement_(0),
vision_(-1),
@ -1643,9 +1617,7 @@ bool unit::internal_matches_filter(const vconfig& cfg, const map_location& loc,
}
config::attribute_value cfg_formula = cfg["formula"];
if (!cfg_formula.blank()) {
const unit_callable callable(loc,*this);
const game_logic::formula form(cfg_formula);
if(!form.evaluate(callable).as_bool()) {///@todo use formula_ai
if (!formula_man_->matches_filter(cfg_formula, loc, *this)) {
return false;
}
}
@ -1683,36 +1655,8 @@ void unit::write(config& cfg) const
//support for unit formulas in [ai] and unit-specific variables in [ai] [vars]
if ( has_formula() || has_loop_formula() || (formula_vars_ && formula_vars_->empty() == false) ) {
formula_man_->write(cfg);
config &ai = cfg.add_child("ai");
if (has_formula())
ai["formula"] = unit_formula_;
if (has_loop_formula())
ai["loop_formula"] = unit_loop_formula_;
if (has_priority_formula())
ai["priority"] = unit_priority_formula_;
if (formula_vars_ && formula_vars_->empty() == false)
{
config &ai_vars = ai.add_child("vars");
std::string str;
for(game_logic::map_formula_callable::const_iterator i = formula_vars_->begin(); i != formula_vars_->end(); ++i)
{
i->second.serialize_to_string(str);
if (!str.empty())
{
ai_vars[i->first] = str;
str.clear();
}
}
}
}
cfg["gender"] = gender_string(gender_);
cfg["variation"] = variation_;
@ -1780,11 +1724,6 @@ void unit::write(config& cfg) const
}
void unit::add_formula_var(std::string str, variant var) {
if(!formula_vars_) formula_vars_ = new game_logic::map_formula_callable;
formula_vars_->add(str, var);
}
const surface unit::still_image(bool scaled) const
{
image::locator image_loc;

View file

@ -20,7 +20,6 @@
#include <boost/tuple/tuple.hpp>
#include <boost/scoped_ptr.hpp>
#include "formula_callable.hpp"
#include "unit_animation.hpp"
#include "unit_types.hpp"
#include "unit_map.hpp"
@ -28,6 +27,7 @@
class display;
class gamemap;
class team;
class unit_formula_manager;
class vconfig;
/// The things contained within a unit_ability_list.
@ -370,14 +370,7 @@ public:
std::vector<std::string> get_ability_list() const;
bool has_ability_type(const std::string& ability) const;
const game_logic::map_formula_callable_ptr& formula_vars() const { return formula_vars_; }
void add_formula_var(std::string str, variant var);
bool has_formula() const { return !unit_formula_.empty(); }
bool has_loop_formula() const { return !unit_loop_formula_.empty(); }
bool has_priority_formula() const { return !unit_priority_formula_.empty(); }
const std::string& get_formula() const { return unit_formula_; }
const std::string& get_loop_formula() const { return unit_loop_formula_; }
const std::string& get_priority_formula() const { return unit_priority_formula_; }
unit_formula_manager & formula_manager() const { return *formula_man_; }
void backup_state();
void apply_modifications();
@ -451,10 +444,7 @@ private:
fixed_t alpha_;
std::string unit_formula_;
std::string unit_loop_formula_;
std::string unit_priority_formula_;
game_logic::map_formula_callable_ptr formula_vars_;
boost::scoped_ptr<unit_formula_manager> formula_man_;
int movement_;
int max_movement_;

View file

@ -0,0 +1,80 @@
#include "unit_formula_manager.hpp"
#include "callable_objects.hpp"
#include "config.hpp"
#include "formula.hpp"
#include "formula_string_utils.hpp"
#include "map_location.hpp"
#include <boost/foreach.hpp>
bool unit_formula_manager::matches_filter(const std::string & cfg_formula, const map_location & loc, const unit & me)
{
const unit_callable callable(loc,me);
const game_logic::formula form(cfg_formula);
if(!form.evaluate(callable).as_bool()) {///@todo use formula_ai
return false;
}
return true;
}
void unit_formula_manager::add_formula_var(std::string str, variant var)
{
if(!formula_vars_) formula_vars_ = new game_logic::map_formula_callable;
formula_vars_->add(str, var);
}
void unit_formula_manager::read(const config & ai)
{
unit_formula_ = ai["formula"].str();
unit_loop_formula_ = ai["loop_formula"].str();
unit_priority_formula_ = ai["priority"].str();
if (const config &ai_vars = ai.child("vars"))
{
formula_vars_ = new game_logic::map_formula_callable;
variant var;
BOOST_FOREACH(const config::attribute &i, ai_vars.attribute_range()) {
var.serialize_from_string(i.second);
formula_vars_->add(i.first, var);
}
} else {
formula_vars_ = game_logic::map_formula_callable_ptr();
}
}
void unit_formula_manager::write(config & cfg)
{
if ( has_formula() || has_loop_formula() || (formula_vars_ && formula_vars_->empty() == false) ) {
config &ai = cfg.add_child("ai");
if (has_formula())
ai["formula"] = unit_formula_;
if (has_loop_formula())
ai["loop_formula"] = unit_loop_formula_;
if (has_priority_formula())
ai["priority"] = unit_priority_formula_;
if (formula_vars_ && formula_vars_->empty() == false)
{
config &ai_vars = ai.add_child("vars");
std::string str;
for(game_logic::map_formula_callable::const_iterator i = formula_vars_->begin(); i != formula_vars_->end(); ++i)
{
i->second.serialize_to_string(str);
if (!str.empty())
{
ai_vars[i->first] = str;
str.clear();
}
}
}
}
}

View file

@ -0,0 +1,58 @@
/*
Copyright (C) 2014 by Chris Beck <render787@gmail.com>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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.
See the COPYING file for more details.
*/
#ifndef UNIT_FORMULA_MANAGER_HPP
#define UNIT_FORMULA_MANAGER_HPP
#include "formula_callable.hpp" //map_formula_callable_ptr is an intrusive ptr, requires full header to compile
#include<string>
class config;
struct map_location;
class unit;
class unit_formula_manager {
public:
unit_formula_manager() {}
unit_formula_manager(const unit_formula_manager & o) :
unit_formula_(o.unit_formula_),
unit_loop_formula_(o.unit_loop_formula_),
unit_priority_formula_(o.unit_priority_formula_),
formula_vars_(o.formula_vars_ ? new game_logic::map_formula_callable(*o.formula_vars_) : o.formula_vars_)
{}
const game_logic::map_formula_callable_ptr& formula_vars() const { return formula_vars_; }
void add_formula_var(std::string str, variant var);
bool has_formula() const { return !unit_formula_.empty(); }
bool has_loop_formula() const { return !unit_loop_formula_.empty(); }
bool has_priority_formula() const { return !unit_priority_formula_.empty(); }
const std::string& get_formula() const { return unit_formula_; }
const std::string& get_loop_formula() const { return unit_loop_formula_; }
const std::string& get_priority_formula() const { return unit_priority_formula_; }
bool matches_filter( const std::string & cfg_formula, const map_location & loc, const unit & me);
void read(const config & ai);
void write(config & cfg);
private:
std::string unit_formula_;
std::string unit_loop_formula_;
std::string unit_priority_formula_;
game_logic::map_formula_callable_ptr formula_vars_;
};
#endif