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Location: cpp/openttd-patchpack/source/src/ai/ai_core.cpp - annotation
r23607:36c15679007d
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Codechange: Use null pointer literal instead of the NULL macro
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r18508:f893337ab5c7 r18508:f893337ab5c7 r18523:a4c9b378cb05 r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a r19556:51f34458ed8a | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file ai_core.cpp Implementation of AI. */
#include "../stdafx.h"
#include "../core/backup_type.hpp"
#include "../core/bitmath_func.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "../framerate_type.h"
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai.hpp"
#include "../safeguards.h"
/* static */ uint AI::frame_counter = 0;
/* static */ AIScannerInfo *AI::scanner_info = nullptr;
/* static */ AIScannerLibrary *AI::scanner_library = nullptr;
/* static */ bool AI::CanStartNew()
{
/* Only allow new AIs on the server and only when that is allowed in multiplayer */
return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
}
/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
{
assert(Company::IsValidID(company));
/* Clients shouldn't start AIs */
if (_networking && !_network_server) return;
AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
AIInfo *info = config->GetInfo();
if (info == nullptr || (rerandomise_ai && config->IsRandom())) {
info = AI::scanner_info->SelectRandomAI();
assert(info != nullptr);
/* Load default data and store the name in the settings */
config->Change(info->GetName(), -1, false, true);
}
config->AnchorUnchangeableSettings();
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company *c = Company::Get(company);
c->ai_info = info;
assert(c->ai_instance == nullptr);
c->ai_instance = new AIInstance();
c->ai_instance->Initialize(info);
cur_company.Restore();
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
return;
}
/* static */ void AI::GameLoop()
{
/* If we are in networking, only servers run this function, and that only if it is allowed */
if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
/* The speed with which AIs go, is limited by the 'competitor_speed' */
AI::frame_counter++;
assert(_settings_game.difficulty.competitor_speed <= 4);
if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai) {
PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
cur_company.Change(c->index);
c->ai_instance->GameLoop();
} else {
PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + c->index));
}
}
cur_company.Restore();
/* Occasionally collect garbage; every 255 ticks do one company.
* Effectively collecting garbage once every two months per AI. */
if ((AI::frame_counter & 255) == 0) {
CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
}
}
/* static */ uint AI::GetTick()
{
return AI::frame_counter;
}
/* static */ void AI::Stop(CompanyID company)
{
if (_networking && !_network_server) return;
PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + company));
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company *c = Company::Get(company);
delete c->ai_instance;
c->ai_instance = nullptr;
c->ai_info = nullptr;
cur_company.Restore();
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
DeleteWindowById(WC_AI_SETTINGS, company);
}
/* static */ void AI::Pause(CompanyID company)
{
/* The reason why dedicated servers are forbidden to execute this
* command is not because it is unsafe, but because there is no way
* for the server owner to unpause the script again. */
if (_network_dedicated) return;
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(company)->ai_instance->Pause();
cur_company.Restore();
}
/* static */ void AI::Unpause(CompanyID company)
{
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(company)->ai_instance->Unpause();
cur_company.Restore();
}
/* static */ bool AI::IsPaused(CompanyID company)
{
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
bool paused = Company::Get(company)->ai_instance->IsPaused();
cur_company.Restore();
return paused;
}
/* static */ void AI::KillAll()
{
/* It might happen there are no companies .. than we have nothing to loop */
if (Company::GetPoolSize() == 0) return;
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai) AI::Stop(c->index);
}
}
/* static */ void AI::Initialize()
{
if (AI::scanner_info != nullptr) AI::Uninitialize(true);
AI::frame_counter = 0;
if (AI::scanner_info == nullptr) {
TarScanner::DoScan(TarScanner::AI);
AI::scanner_info = new AIScannerInfo();
AI::scanner_info->Initialize();
AI::scanner_library = new AIScannerLibrary();
AI::scanner_library->Initialize();
}
}
/* static */ void AI::Uninitialize(bool keepConfig)
{
AI::KillAll();
if (keepConfig) {
/* Run a rescan, which indexes all AIInfos again, and check if we can
* still load all the AIS, while keeping the configs in place */
Rescan();
} else {
delete AI::scanner_info;
delete AI::scanner_library;
AI::scanner_info = nullptr;
AI::scanner_library = nullptr;
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != nullptr) {
delete _settings_game.ai_config[c];
_settings_game.ai_config[c] = nullptr;
}
if (_settings_newgame.ai_config[c] != nullptr) {
delete _settings_newgame.ai_config[c];
_settings_newgame.ai_config[c] = nullptr;
}
}
}
}
/* static */ void AI::ResetConfig()
{
/* Check for both newgame as current game if we can reload the AIInfo inside
* the AIConfig. If not, remove the AI from the list (which will assign
* a random new AI on reload). */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != nullptr && _settings_game.ai_config[c]->HasScript()) {
if (!_settings_game.ai_config[c]->ResetInfo(true)) {
DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
_settings_game.ai_config[c]->Change(nullptr);
if (Company::IsValidAiID(c)) {
/* The code belonging to an already running AI was deleted. We can only do
* one thing here to keep everything sane and that is kill the AI. After
* killing the offending AI we start a random other one in it's place, just
* like what would happen if the AI was missing during loading. */
AI::Stop(c);
AI::StartNew(c, false);
}
} else if (Company::IsValidAiID(c)) {
/* Update the reference in the Company struct. */
Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
}
}
if (_settings_newgame.ai_config[c] != nullptr && _settings_newgame.ai_config[c]->HasScript()) {
if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
_settings_newgame.ai_config[c]->Change(nullptr);
}
}
}
}
/* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Only AIs can have an event-queue */
if (!Company::IsValidAiID(company)) {
event->Release();
return;
}
/* Queue the event */
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(_current_company)->ai_instance->InsertEvent(event);
cur_company.Restore();
event->Release();
}
/* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Try to send the event to all AIs */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (c != skip_company) AI::NewEvent(c, event);
}
event->Release();
}
/* static */ void AI::Save(CompanyID company)
{
if (!_networking || _network_server) {
Company *c = Company::GetIfValid(company);
assert(c != nullptr && c->ai_instance != nullptr);
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
c->ai_instance->Save();
cur_company.Restore();
} else {
AIInstance::SaveEmpty();
}
}
/* static */ void AI::Load(CompanyID company, int version)
{
if (!_networking || _network_server) {
Company *c = Company::GetIfValid(company);
assert(c != nullptr && c->ai_instance != nullptr);
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
c->ai_instance->Load(version);
cur_company.Restore();
} else {
/* Read, but ignore, the load data */
AIInstance::LoadEmpty();
}
}
/* static */ int AI::GetStartNextTime()
{
/* Find the first company which doesn't exist yet */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
}
/* Currently no AI can be started, check again in a year. */
return DAYS_IN_YEAR;
}
/* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
{
return AI::scanner_info->GetConsoleList(p, last, newest_only);
}
/* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
{
return AI::scanner_library->GetConsoleList(p, last, true);
}
/* static */ const ScriptInfoList *AI::GetInfoList()
{
return AI::scanner_info->GetInfoList();
}
/* static */ const ScriptInfoList *AI::GetUniqueInfoList()
{
return AI::scanner_info->GetUniqueInfoList();
}
/* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
{
return AI::scanner_info->FindInfo(name, version, force_exact_match);
}
/* static */ AILibrary *AI::FindLibrary(const char *library, int version)
{
return AI::scanner_library->FindLibrary(library, version);
}
/* static */ void AI::Rescan()
{
TarScanner::DoScan(TarScanner::AI);
AI::scanner_info->RescanDir();
AI::scanner_library->RescanDir();
ResetConfig();
InvalidateWindowData(WC_AI_LIST, 0, 1);
SetWindowClassesDirty(WC_AI_DEBUG);
InvalidateWindowClassesData(WC_AI_SETTINGS);
}
/**
* Check whether we have an AI (library) with the exact characteristics as ci.
* @param ci the characteristics to search on (shortname and md5sum)
* @param md5sum whether to check the MD5 checksum
* @return true iff we have an AI (library) matching.
*/
/* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
{
return AI::scanner_info->HasScript(ci, md5sum);
}
/* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
{
return AI::scanner_library->HasScript(ci, md5sum);
}
/* static */ AIScannerInfo *AI::GetScannerInfo()
{
return AI::scanner_info;
}
/* static */ AIScannerLibrary *AI::GetScannerLibrary()
{
return AI::scanner_library;
}
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