AIController.cpp 3.8 KB

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  1. #include "Base.h"
  2. #include "AIController.h"
  3. #include "Game.h"
  4. namespace gameplay
  5. {
  6. AIController::AIController()
  7. : _paused(false), _firstMessage(NULL), _firstAgent(NULL)
  8. {
  9. }
  10. AIController::~AIController()
  11. {
  12. }
  13. void AIController::initialize()
  14. {
  15. }
  16. void AIController::finalize()
  17. {
  18. // Remove all agents
  19. AIAgent* agent = _firstAgent;
  20. while (agent)
  21. {
  22. AIAgent* temp = agent;
  23. agent = agent->_next;
  24. SAFE_RELEASE(temp);
  25. }
  26. _firstAgent = NULL;
  27. // Remove all messages
  28. AIMessage* message = _firstMessage;
  29. while (message)
  30. {
  31. AIMessage* temp = message;
  32. message = message->_next;
  33. AIMessage::destroy(temp);
  34. }
  35. _firstMessage = NULL;
  36. }
  37. void AIController::pause()
  38. {
  39. _paused = true;
  40. }
  41. void AIController::resume()
  42. {
  43. _paused = false;
  44. }
  45. void AIController::sendMessage(AIMessage* message, float delay)
  46. {
  47. if (delay <= 0)
  48. {
  49. // Send instantly
  50. if (message->getReceiver() == NULL || strlen(message->getReceiver()) == 0)
  51. {
  52. // Broadcast message to all agents
  53. AIAgent* agent = _firstAgent;
  54. while (agent)
  55. {
  56. if (agent->processMessage(message))
  57. break; // message consumed by this agent - stop bubbling
  58. agent = agent->_next;
  59. }
  60. }
  61. else
  62. {
  63. // Single recipient
  64. AIAgent* agent = findAgent(message->getReceiver());
  65. if (agent)
  66. {
  67. agent->processMessage(message);
  68. }
  69. else
  70. {
  71. GP_WARN("Failed to locate AIAgent for message recipient: %s", message->getReceiver());
  72. }
  73. }
  74. // Delete the message, since it is finished being processed
  75. AIMessage::destroy(message);
  76. }
  77. else
  78. {
  79. // Queue for later delivery
  80. if (_firstMessage)
  81. message->_next = _firstMessage;
  82. _firstMessage = message;
  83. }
  84. }
  85. void AIController::update(float elapsedTime)
  86. {
  87. if (_paused)
  88. return;
  89. static Game* game = Game::getInstance();
  90. // Send all pending messages that have expired
  91. AIMessage* prevMsg = NULL;
  92. AIMessage* msg = _firstMessage;
  93. while (msg)
  94. {
  95. // If the message delivery time has expired, send it (this also deletes it)
  96. if (msg->getDeliveryTime() >= game->getGameTime())
  97. {
  98. // Link the message out of our list
  99. if (prevMsg)
  100. prevMsg->_next = msg->_next;
  101. AIMessage* temp = msg;
  102. msg = msg->_next;
  103. temp->_next = NULL;
  104. sendMessage(temp);
  105. }
  106. else
  107. {
  108. prevMsg = msg;
  109. msg = msg->_next;
  110. }
  111. }
  112. // Update all enabled agents
  113. AIAgent* agent = _firstAgent;
  114. while (agent)
  115. {
  116. if (agent->isEnabled())
  117. agent->update(elapsedTime);
  118. agent = agent->_next;
  119. }
  120. }
  121. void AIController::addAgent(AIAgent* agent)
  122. {
  123. agent->addRef();
  124. if (_firstAgent)
  125. agent->_next = _firstAgent;
  126. _firstAgent = agent;
  127. }
  128. void AIController::removeAgent(AIAgent* agent)
  129. {
  130. // Search our linked list of agents and link this agent out.
  131. AIAgent* prevAgent = NULL;
  132. AIAgent* itr = _firstAgent;
  133. while (itr)
  134. {
  135. if (itr == agent)
  136. {
  137. if (prevAgent)
  138. prevAgent->_next = agent->_next;
  139. else
  140. _firstAgent = agent->_next;
  141. agent->_next = NULL;
  142. agent->release();
  143. break;
  144. }
  145. prevAgent = itr;
  146. itr = itr->_next;
  147. }
  148. }
  149. AIAgent* AIController::findAgent(const char* id) const
  150. {
  151. GP_ASSERT(id);
  152. AIAgent* agent = _firstAgent;
  153. while (agent)
  154. {
  155. if (strcmp(id, agent->getId()) == 0)
  156. return agent;
  157. agent = agent->_next;
  158. }
  159. return NULL;
  160. }
  161. }