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bbengine.h
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bbengine.h
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/*
Copyright (C) 2012-2013 - Voidious
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BBENGINE_H
#define BBENGINE_H
#include <exception>
#include <pthread.h>
#include "bbconst.h"
#include "bbutil.h"
#include "stage.h"
#include "filemanager.h"
#include "eventhandler.h"
#include "sensorhandler.h"
#include "replaybuilder.h"
#include "printhandler.h"
#define PCALL_STAGE 1
#define PCALL_SHIP 2
#define PCALL_VALIDATE 3
#define TOO_MANY_RECTANGLES "== Warning: Tried to draw too many DebugGfx rectangles (max 4096)."
#define TOO_MANY_LINES "== Warning: Tried to draw too many DebugGfx lines (max 4096)."
#define TOO_MANY_CIRCLES "== Warning: Tried to draw too many DebugGfx circles (max 4096)."
#define TOO_MANY_TEXTS "== Warning: Tried to draw too many DebugGfx texts (max 4096)."
#define TOO_MANY_MORE_INFO " Some of your graphics are being ignored. See API docs for more info."
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
class EngineException : public std::exception {
char *message_;
public:
EngineException(const char *details);
EngineException(const char *filename, const char *details);
~EngineException() throw();
virtual const char* what() const throw();
};
typedef struct {
lua_State *L;
volatile unsigned long timerTick;
volatile unsigned long timerExpiration;
volatile bool enabled;
} TickTimerSettings;
class ConsoleEventHandler;
class BerryBotsEngine {
Stage *stage_;
PrintHandler *printHandler_;
FileManager *fileManager_;
lua_State *stageState_;
char *stagesDir_;
char *stageFilename_;
World *stageWorld_;
ConsoleEventHandler *consoleHandler_;
Team **teams_;
Ship **ships_;
// TODO: Rename stageShips to something else to avoid confusion with ships
// loaded by the stage 'configure' function.
Ship **stageShips_; // the copy of all ships owned by the stage program
Ship **oldShips_; // the ships at the start of the current tick
Ship **prevShips_; // the ships at the start of the previous tick
ShipProperties **shipProperties_;
int numTeams_;
int numInitializedTeams_;
int teamSize_;
int numShips_;
int numInitializedShips_;
World **worlds_;
ShipGfx **shipGfxs_;
StageGfx *stageGfx_;
bool** teamVision_;
pthread_t timerThread_;
TickTimerSettings *timerSettings_;
int gameTime_;
SensorHandler *sensorHandler_;
bool stageRun_;
bool stageConfigureComplete_;
bool shipInitComplete_;
bool battleMode_;
bool relativistic_; // Whether kinematics should be relativistic or not
bool wallCollDamage_; // Whether ship take damage when colliding with walls
bool shipShipCollDamage_; // Whether ship take damage when colliding with other ship
bool roundOver_;
bool gameOver_;
bool physicsOver_;
char winnerName_[MAX_NAME_LENGTH + 1];
char winnerFilename_[MAX_NAME_LENGTH + 1];
bool hasRanks_;
bool hasScores_;
ReplayBuilder *replayBuilder_;
bool deleteReplayBuilder_;
ReplayEventHandler *replayHandler_;
char *replayTemplateDir_;
public:
BerryBotsEngine(PrintHandler *printHandler, FileManager *manager,
const char *replayTemplateDir);
~BerryBotsEngine();
bool isStageConfigureComplete();
bool isShipInitComplete();
void setBattleMode(bool battleMode);
bool isBattleMode();
void setRelativistic(bool relativistic);
bool isRelativistic();
void setWallCollDamage(bool wallCollDamage);
bool isWallCollDamage();
void setShipShipCollDamage(bool shipShipCollDamage);
bool isShipShipCollDamage();
void nextRound();
void setRoundOver(bool roundOver);
bool isRoundOver();
void setGameOver(bool gameOver);
bool isGameOver();
void setWinnerName(const char *winnerName);
void setRank(const char *teamName, int rank);
void setScore(const char *teamName, double score);
void setStatistic(const char *teamName, const char *key, double value);
const char* getWinnerName();
const char* getWinnerFilename();
TeamResult** getTeamResults();
bool hasScores();
void processWinnerRanksScores();
void initStage(const char *stagesBaseDir, const char *stageName,
const char *cacheDir) throw (EngineException*);
void initShips(const char *shipsBaseDir, char **teamNames, int numTeams,
const char *cacheDir) throw (EngineException*);
void stagePrint(const char *text);
void shipPrint(lua_State *L, const char *text);
void processTick() throw (EngineException*);
void processRoundOver();
void processGameOver();
void monitorCpuTimer(Team *team, bool fatal);
Stage* getStage();
Team** getTeams();
Team* getTeam(int teamIndex);
Team* getTeam(lua_State *L);
Team** getRankedTeams();
int getNumTeams();
Ship** getShips();
int getNumShips();
Ship* getStageProgramShip(const char *name);
int getGameTime();
void setTeamSize(int teamSize);
int getTeamSize();
bool touchedZone(Ship *ship, const char *zoneTag);
bool touchedAnyZone(Ship *ship);
void destroyShip(Ship *ship);
static void* timer(void *vargs);
int callUserLuaCode(lua_State *L,int nargs, const char *errorMsg,
int callStyle) throw (EngineException*);
ReplayBuilder* getReplayBuilder();
private:
void setTeamRanksByScore();
void initShipRound(Ship *ship);
void updateTeamShipsAlive();
void processStageRun() throw (EngineException*);
void uniqueShipNames(Ship** ships, int numShips);
void uniqueTeamNames(Team** teams, int numTeams);
void copyShips(Ship **srcShips, Ship **destShips, int numShips);
void printLuaErrorToShipConsole(lua_State *L, const char *formatString);
void throwForLuaError(lua_State *L, const char *formatString)
throw (EngineException*);
char* formatLuaError(lua_State *L, const char *formatString);
};
class ConsoleEventHandler : public EventHandler {
BerryBotsEngine *engine_;
bool tooManyStageRectangles_;
bool tooManyStageLines_;
bool tooManyStageCircles_;
bool tooManyStageTexts_;
public:
ConsoleEventHandler(BerryBotsEngine *engine);
virtual void handleShipDestroyed(Ship *destroyedShip, int time,
Ship **destroyerShips, int numDestroyers);
virtual void tooManyUserGfxRectangles(Team *team);
virtual void tooManyUserGfxLines(Team *team);
virtual void tooManyUserGfxCircles(Team *team);
virtual void tooManyUserGfxTexts(Team *team);
virtual void handleLaserHitShip(Ship *srcShip, Ship *targetShip,
Laser *laser, double dx, double dy, int time) {};
virtual void handleTorpedoExploded(Torpedo *torpedo, int time) {};
virtual void handleTorpedoHitShip(Ship *srcShip, Ship *targetShip,
double dx, double dy, double hitAngle, double hitForce,
double hitDamage, int time) {};
virtual void handleShipHitShip(Ship *hittingShip, Ship *targetShip,
double inAngle, double inForce, double outAngle, double outForce,
double damage, int time) {};
virtual void handleShipHitWall(
Ship *hittingShip, double bounceAngle, double bounceForce, double hitDamage, int time) {};
virtual void handleShipFiredLaser(Ship *firingShip, Laser *laser) {};
virtual void handleLaserDestroyed(Laser *laser, int time) {};
virtual void handleShipFiredTorpedo(Ship *firingShip, Torpedo *torpedo) {};
virtual void handleTorpedoDestroyed(Torpedo *torpedo, int time) {};
virtual void handleStageText(StageText *stageText) {};
private:
void printShipDestroyed(Ship *destroyedShip, Ship *destroyerShip, int time);
void printTooManyUserGfxRectangles(Team *team);
void printTooManyUserGfxLines(Team *team);
void printTooManyUserGfxCircles(Team *team);
void printTooManyUserGfxTexts(Team *team);
};
#endif