Changeset - r2395:937c6aa12746
[Not reviewed]
master
0 6 2
truelight - 19 years ago 2005-09-07 15:10:11
truelight@openttd.org
(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat)
-Add: base-code for many improvements to come in the AI-system
-Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
8 files changed with 346 insertions and 49 deletions:
0 comments (0 inline, 0 general)
Makefile
Show inline comments
 
@@ -681,6 +681,8 @@ C_SOURCES += sound/null_s.c
 
C_SOURCES += video/dedicated_v.c
 
C_SOURCES += video/null_v.c
 

	
 
# AI related files
 
C_SOURCES += ai/ai.c
 
C_SOURCES += ai/default/default.c
 
C_SOURCES += ai/trolly/trolly.c
 
C_SOURCES += ai/trolly/build.c
ai/ai.c
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
#include "../stdafx.h"
 
#include "../openttd.h"
 
#include "../variables.h"
 
#include "../command.h"
 
#include "../network.h"
 
#include "ai.h"
 

	
 
/**
 
 * Dequeues commands put in the queue via AI_PutCommandInQueue.
 
 */
 
void AI_DequeueCommands(byte player)
 
{
 
	AICommand *com, *entry_com;
 

	
 
	entry_com = _ai_player[player].queue;
 

	
 
	/* It happens that DoCommandP issues a new DoCommandAI which adds a new command
 
	 *  to this very same queue (don't argue about this, if it currently doesn't
 
	 *  happen I can tell you it will happen with AIScript -- TrueLight). If we
 
	 *  do not make the queue NULL, that commands will be dequeued immediatly.
 
	 *  Therefor we safe the entry-point to entry_com, and make the queue NULL, so
 
	 *  the new queue can be safely built up. */
 
	_ai_player[player].queue = NULL;
 
	_ai_player[player].queue_tail = NULL;
 

	
 
	/* Dequeue all commands */
 
	while ((com = entry_com) != NULL) {
 
		_current_player = player;
 

	
 
		/* Copy the DP back in place */
 
		memcpy(_decode_parameters, com->dp, sizeof(com->dp));
 
		DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
 

	
 
		/* Free item */
 
		entry_com = com->next;
 
		free(com);
 
	}
 
}
 

	
 
/**
 
 * Needed for SP; we need to delay DoCommand with 1 tick, because else events
 
 *  will make infinite loops (AIScript).
 
 */
 
void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
 
{
 
	AICommand *com;
 

	
 
	if (_ai_player[player].queue_tail == NULL) {
 
		/* There is no item in the queue yet, create the queue */
 
		_ai_player[player].queue = malloc(sizeof(AICommand));
 
		_ai_player[player].queue_tail = _ai_player[player].queue;
 
	} else {
 
		/* Add an item at the end */
 
		_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
 
		_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
 
	}
 

	
 
	/* This is our new item */
 
	com = _ai_player[player].queue_tail;
 

	
 
	/* Assign the info */
 
	com->tile  = tile;
 
	com->p1    = p1;
 
	com->p2    = p2;
 
	com->procc = procc;
 
	com->next  = NULL;
 

	
 
	/* Copy the decode_parameters */
 
	memcpy(com->dp, _decode_parameters, sizeof(com->dp));
 
}
 

	
 
/**
 
 * Executes a raw DoCommand for the AI.
 
 */
 
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
 
{
 
	byte old_lp;
 
	int32 res = 0;
 

	
 
	/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
 
	 *   person.. should we check for those funny jokes?
 
	 */
 

	
 
	/* First, do a test-run to see if we can do this */
 
	res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
 
	/* The command failed, or you didn't want to execute, or you are quering, return */
 
	if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
 
		return res;
 

	
 
	/* If we did a DC_EXEC, and the command did not return an error, execute it
 
	    over the network */
 
	if (flags & DC_AUTO)                  procc |= CMD_AUTO;
 
	if (flags & DC_NO_WATER)              procc |= CMD_NO_WATER;
 

	
 
	/* NetworkSend_Command needs _local_player to be set correctly, so
 
	    adjust it, and put it back right after the function */
 
	old_lp = _local_player;
 
	_local_player = _current_player;
 

	
 
	/* Send the command */
 
	if (_networking)
 
		/* Network is easy, send it to his handler */
 
		NetworkSend_Command(tile, p1, p2, procc, NULL);
 
	else
 
		/* If we execute BuildCommands directly in SP, we have a big problem with events
 
		 *  so we need to delay is for 1 tick */
 
		AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
 

	
 
	/* Set _local_player back */
 
	_local_player = old_lp;
 

	
 
	return res;
 
}
 

	
 
/**
 
 * Run 1 tick of the AI. Don't overdo it, keep it realistic.
 
 */
 
void AI_RunTick(byte player)
 
{
 
	extern void AiNewDoGameLoop(Player *p);
 

	
 
	Player *p = GetPlayer(player);
 
	_current_player = player;
 

	
 
	if (_patches.ainew_active)
 
		AiNewDoGameLoop(p);
 
	else
 
		AiDoGameLoop(p);
 
}
 

	
 

	
 
/**
 
 * The gameloop for AIs.
 
 *  Handles one tick for all the AIs.
 
 */
 
void AI_RunGameLoop(void)
 
{
 
	/* Don't do anything if ai is disabled */
 
	if (!_ai.enabled)
 
		return;
 

	
 
	/* New tick */
 
	_ai.tick++;
 

	
 
	/* Make sure the AI follows the difficulty rule.. */
 
	switch (_opt.diff.competitor_speed) {
 
		case 0: // Very slow
 
			if (!(_ai.tick & 8)) return;
 
			break;
 

	
 
		case 1: // Slow
 
			if (!(_ai.tick & 4)) return;
 
			break;
 

	
 
		case 2: // Medium
 
			if (!(_ai.tick & 2)) return;
 
			break;
 

	
 
		case 3: // Fast
 
			if (!(_ai.tick & 1)) return;
 
			break;
 

	
 
		case 4: // Very fast
 
		default:
 
			break;
 
	}
 

	
 
	/* Check for AI-client (so joining a network with an AI) */
 
	if (_ai.network_client) {
 
		/* Run the script */
 
		AI_DequeueCommands(_ai.network_player);
 
		AI_RunTick(_ai.network_player);
 
	} else if (!_networking || _network_server) {
 
		/* Check if we want to run AIs (server or SP only) */
 
		Player *p;
 

	
 
		FOR_ALL_PLAYERS(p) {
 
			if (p->is_active && p->is_ai) {
 
				/* This should always be true, else something went wrong... */
 
				assert(_ai_player[p->index].active);
 

	
 
				/* Run the script */
 
				AI_DequeueCommands(p->index);
 
				AI_RunTick(p->index);
 
			}
 
		}
 
	}
 

	
 
	_current_player = OWNER_NONE;
 
}
 

	
 
/**
 
 * A new AI sees the day of light. You can do here what ever you think is needed.
 
 */
 
void AI_StartNewAI(byte player)
 
{
 
	/* Called if a new AI is booted */
 
	_ai_player[player].active = true;
 
}
 

	
 
/**
 
 * This AI player died. Give it some chance to make a final puf.
 
 */
 
void AI_PlayerDied(byte player)
 
{
 
	/* Called if this AI died */
 
	_ai_player[player].active = false;
 
}
 

	
 
/**
 
 * Initialize some AI-related stuff.
 
 */
 
void AI_Initialize(void)
 
{
 
	memset(&_ai, 0, sizeof(_ai));
 
	memset(&_ai_player, 0, sizeof(_ai_player));
 

	
 
	_ai.enabled = true;
 
}
 

	
 
/**
 
 * Deinitializer for AI-related stuff.
 
 */
 
void AI_Uninitialize(void)
 
{
 
	Player *p;
 

	
 
	FOR_ALL_PLAYERS(p) {
 
		if (p->is_active && p->is_ai) {
 
			AI_PlayerDied(p->index);
 
		}
 
	}
 
}
ai/ai.h
Show inline comments
 
new file 100644
 
#ifndef AI_H
 
#define AI_H
 

	
 
#include "../functions.h"
 

	
 
/* How DoCommands look like for an AI */
 
typedef struct AICommand {
 
	uint32 tile;
 
	uint32 p1;
 
	uint32 p2;
 
	uint32 procc;
 

	
 
	uint32 dp[20];
 

	
 
	struct AICommand *next;
 
} AICommand;
 

	
 
/* The struct for an AIScript Player */
 
typedef 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
 
} AIPlayer;
 

	
 
/* The struct to keep some data about the AI in general */
 
typedef struct AIStruct {
 
	/* General */
 
	bool enabled;           //! Is AI enabled?
 
	uint tick;              //! The current tick (something like _frame_counter, only for AIs)
 

	
 
	/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
 
	bool network_client;    //! Are we a network_client?
 
	uint8 network_player;   //! The current network player we are connected as
 
} AIStruct;
 

	
 
VARDEF AIStruct _ai;
 
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
 

	
 
// ai.c
 
void AI_StartNewAI(byte player);
 
void AI_PlayerDied(byte player);
 
void AI_RunGameLoop(void);
 
void AI_Initialize(void);
 
void AI_Uninitialize(void);
 
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
 

	
 
#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(void)
 
{
 
/* 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 */
economy.c
Show inline comments
 
@@ -25,6 +25,7 @@
 
#include "network_data.h"
 
#include "variables.h"
 
#include "vehicle_gui.h"
 
#include "ai/ai.h"
 

	
 
// Score info
 
const ScoreInfo _score_info[] = {
 
@@ -473,6 +474,9 @@ static void PlayersCheckBankrupt(Player 
 
				ChangeOwnershipOfPlayerItems(owner, 0xFF); // 255 is no owner
 
				// Register the player as not-active
 
				p->is_active = false;
 

	
 
				if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled)
 
					AI_PlayerDied(owner);
 
			}
 
		}
 
	}
 
@@ -1249,10 +1253,6 @@ static int32 DeliverGoods(int num_pieces
 
		}
 
	}
 

	
 
	// Computers get 25% extra profit if they're intelligent.
 
	if (_opt.diff.competitor_intelligence>=1 && !IS_HUMAN_PLAYER(_current_player))
 
		profit += profit >> 2;
 

	
 
	return profit;
 
}
 

	
openttd.c
Show inline comments
 
@@ -39,6 +39,7 @@
 
#include "signs.h"
 
#include "depot.h"
 
#include "waypoint.h"
 
#include "ai/ai.h"
 

	
 
#include <stdarg.h>
 

	
 
@@ -50,7 +51,6 @@
 
void GenerateWorld(int mode, uint size_x, uint size_y);
 
void CallLandscapeTick(void);
 
void IncreaseDate(void);
 
void RunOtherPlayersLoop(void);
 
void DoPaletteAnimations(void);
 
void MusicLoop(void);
 
void ResetMusic(void);
 
@@ -452,6 +452,9 @@ int ttd_main(int argc, char* argv[])
 
	/* initialize all variables that are allocated dynamically */
 
	InitializeDynamicVariables();
 

	
 
	/* start the AI */
 
	AI_Initialize();
 

	
 
	// Sample catalogue
 
	DEBUG(misc, 1) ("Loading sound effects...");
 
	MxInitialize(11025);
 
@@ -535,6 +538,9 @@ int ttd_main(int argc, char* argv[])
 
	/* uninitialize variables that are allocated dynamic */
 
	UnInitializeDynamicVariables();
 

	
 
	/* stop the AI */
 
	AI_Uninitialize();
 

	
 
	/* Close all and any open filehandles */
 
	FioCloseAll();
 
	UnInitializeGame();
 
@@ -870,10 +876,7 @@ void StateGameLoop(void)
 
		CallVehicleTicks();
 
		CallLandscapeTick();
 

	
 
		// To bad the AI does not work in multiplayer, because states are not saved
 
		//  perfectly
 
		if (!_networking)
 
			RunOtherPlayersLoop();
 
		AI_RunGameLoop();
 

	
 
		CallWindowTickEvent();
 
		NewsLoop();
openttd.h
Show inline comments
 
@@ -215,7 +215,7 @@ typedef struct GameDifficulty {
 
	int initial_interest;
 
	int vehicle_costs;
 
	int competitor_speed;
 
	int competitor_intelligence;
 
	int competitor_intelligence; // no longer in use
 
	int vehicle_breakdowns;
 
	int subsidy_multiplier;
 
	int construction_cost;
players.c
Show inline comments
 
@@ -23,6 +23,7 @@
 
#include "sound.h"
 
#include "network.h"
 
#include "variables.h"
 
#include "ai/ai.h"
 

	
 
PlayerID _current_player;
 

	
 
@@ -473,16 +474,15 @@ static Player *AllocatePlayer(void)
 
Player *DoStartupNewPlayer(bool is_ai)
 
{
 
	Player *p;
 
	int index, i;
 
	int i;
 

	
 
	p = AllocatePlayer();
 
	if (p == NULL) return NULL;
 

	
 
	index = p->index;
 
	if (p == NULL)
 
		return NULL;
 

	
 
	// Make a color
 
	p->player_color = GeneratePlayerColor();
 
	_player_colors[index] = p->player_color;
 
	_player_colors[p->index] = p->player_color;
 
	p->name_1 = STR_SV_UNNAMED;
 
	p->is_active = true;
 

	
 
@@ -492,7 +492,7 @@ Player *DoStartupNewPlayer(bool is_ai)
 
	p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */
 
	p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = 0xFF;
 

	
 
	p->avail_railtypes = GetPlayerRailtypes(index);
 
	p->avail_railtypes = GetPlayerRailtypes(p->index);
 
	p->inaugurated_year = _cur_year;
 
	p->face = Random();
 

	
 
@@ -510,6 +510,9 @@ Player *DoStartupNewPlayer(bool is_ai)
 
	InvalidateWindow(WC_TOOLBAR_MENU, 0);
 
	InvalidateWindow(WC_CLIENT_LIST, 0);
 

	
 
	if (is_ai && (!_networking || _network_server) && _ai.enabled)
 
		AI_StartNewAI(p->index);
 

	
 
	return p;
 
}
 

	
 
@@ -526,9 +529,10 @@ static void MaybeStartNewPlayer(void)
 

	
 
	// count number of competitors
 
	n = 0;
 
	for(p=_players; p!=endof(_players); p++)
 
	FOR_ALL_PLAYERS(p) {
 
		if (p->is_active && p->is_ai)
 
			n++;
 
	}
 

	
 
	// when there's a lot of computers in game, the probability that a new one starts is lower
 
	if (n < (uint)_opt.diff.max_no_competitors)
 
@@ -560,31 +564,10 @@ void OnTick_Players(void)
 
	_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
 
	if (p->name_1 != 0) GenerateCompanyName(p);
 

	
 
	if (!_networking && _game_mode != GM_MENU && !--_next_competitor_start) {
 
	/* XXX -- For now, multiplayer AIs still aren't working, WIP! */
 
	//if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start)
 
	if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start)
 
		MaybeStartNewPlayer();
 
	}
 
}
 

	
 
extern void AiNewDoGameLoop(Player *p);
 

	
 
void RunOtherPlayersLoop(void)
 
{
 
	Player *p;
 

	
 
	_is_ai_player = true;
 

	
 
	FOR_ALL_PLAYERS(p) {
 
		if (p->is_active && p->is_ai) {
 
			_current_player = p->index;
 
			if (_patches.ainew_active)
 
				AiNewDoGameLoop(p);
 
			else
 
				AiDoGameLoop(p);
 
		}
 
	}
 

	
 
	_is_ai_player = false;
 
	_current_player = OWNER_NONE;
 
}
 

	
 
// index is the next parameter in _decode_parameters to set up
 
@@ -1272,10 +1255,13 @@ static void Load_PLYR(void)
 
	int index;
 
	while ((index = SlIterateArray()) != -1) {
 
		Player *p = GetPlayer(index);
 
		p->is_ai = (index != 0);
 
		SaveLoad_PLYR(p);
 
		_player_colors[index] = p->player_color;
 
		UpdatePlayerMoney32(p);
 

	
 
		/* This is needed so an AI is attached to a loaded AI */
 
		if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
 
			AI_StartNewAI(p->index);
 
	}
 
}
 

	
station_cmd.c
Show inline comments
 
@@ -2546,8 +2546,6 @@ static void StationHandleBigTick(Station
 

	
 
static inline void byte_inc_sat(byte *p) { byte b = *p + 1; if (b != 0) *p = b; }
 

	
 
static byte _rating_boost[3] = { 0, 31, 63};
 

	
 
static void UpdateStationRating(Station *st)
 
{
 
	GoodsEntry *ge;
 
@@ -2581,11 +2579,6 @@ static void UpdateStationRating(Station 
 
				(rating += 13, true);
 
			}
 

	
 
			{
 
				if (st->owner != OWNER_NONE && !IS_HUMAN_PLAYER(st->owner))
 
							rating += _rating_boost[_opt.diff.competitor_intelligence];
 
			}
 

	
 
			if (st->owner < MAX_PLAYERS && HASBIT(st->town->statues, st->owner))
 
				rating += 26;
 

	
0 comments (0 inline, 0 general)