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Location: cpp/openttd-patchpack/source/src/ai/ai.h - annotation
r9583:b6e25a00b908
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(svn r13621) -Fix: building roadbits in the wrong direction on bridges or building roadbits from underneath the bridge to the bridgehead is impossible, so don't silently ignore that error when building over houses and industries is not ignored.
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/** @file ai.h Base functions for all AIs. */
#ifndef AI_H
#define AI_H
#include "../network/network.h"
#include "../command_type.h"
#include "../core/random_func.hpp"
#include "../settings_type.h"
/* How DoCommands look like for an AI */
struct AICommand {
uint32 tile;
uint32 p1;
uint32 p2;
uint32 procc;
CommandCallback *callback;
char *text;
uint uid;
AICommand *next;
};
/* The struct for an AIScript Player */
struct AIPlayer {
bool active; ///< Is this AI active?
AICommand *queue; ///< The commands that he has in his queue
AICommand *queue_tail; ///< The tail of this queue
};
/* The struct to keep some data about the AI in general */
struct AIStruct {
/* General */
bool enabled; ///< Is AI enabled?
uint tick; ///< The current tick (something like _frame_counter, only for AIs)
};
extern AIStruct _ai;
extern AIPlayer _ai_player[MAX_PLAYERS];
// ai.c
void AI_StartNewAI(PlayerID player);
void AI_PlayerDied(PlayerID player);
void AI_RunGameLoop();
void AI_Initialize();
void AI_Uninitialize();
CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
/** Is it allowed to start a new AI.
* This function checks some boundries to see if we should launch a new AI.
* @return True if we can start a new AI.
*/
static inline bool AI_AllowNewAI()
{
/* If disabled, no AI */
if (!_ai.enabled)
return false;
/* If in network, but no server, no AI */
if (_networking && !_network_server)
return false;
/* If in network, and server, possible AI */
if (_networking && _network_server) {
/* Do we want AIs in multiplayer? */
if (!_settings_game.ai.ai_in_multiplayer)
return false;
/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
* system, because all commands are delayed by at least 1 tick, which causes
* a big problem, because it uses variables that are only set AFTER the command
* is really executed... */
if (!_settings_game.ai.ainew_active)
return false;
}
return true;
}
#define AI_CHANCE16(a, b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b))
#define AI_CHANCE16R(a, b, r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
/**
* The random-function that should be used by ALL AIs.
*/
static inline uint AI_RandomRange(uint max)
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.
*/
if (_networking)
return InteractiveRandomRange(max);
else
return RandomRange(max);
}
/**
* The random-function that should be used by ALL AIs.
*/
static inline uint32 AI_Random()
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.
*/
if (_networking)
return InteractiveRandom();
else
return Random();
}
#endif /* AI_H */
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