File diff r10695:3124a970a753 → r10696:8dfe83e30d01
src/ai/api/ai_object.cpp
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new file 100644
 
/* $Id$ */
 

	
 
/** @file ai_object.cpp Implementation of AIObject. */
 

	
 
#include "ai_object.hpp"
 
#include "ai_log.hpp"
 
#include "ai_error.hpp"
 
#include "table/strings.h"
 
#include "../../openttd.h"
 
#include "../../command_func.h"
 
#include "../../map_func.h"
 
#include "../../network/network.h"
 
#include "../../company_func.h"
 
#include "../../signs_func.h"
 
#include "../../tunnelbridge.h"
 
#include "../../vehicle_func.h"
 
#include "../../group.h"
 
#include "../ai.hpp"
 
#include "ai_controller.hpp"
 
#include "../ai_storage.hpp"
 
#include "../ai_instance.hpp"
 

	
 
#include <vector>
 

	
 
static AIStorage *GetStorage()
 
{
 
	return AIInstance::GetStorage();
 
}
 

	
 
void AIObject::SetDoCommandDelay(uint ticks)
 
{
 
	assert(ticks > 0);
 
	GetStorage()->delay = ticks;
 
}
 

	
 
uint AIObject::GetDoCommandDelay()
 
{
 
	return GetStorage()->delay;
 
}
 

	
 
void AIObject::SetDoCommandMode(AIModeProc *proc, AIObject *instance)
 
{
 
	GetStorage()->mode = proc;
 
	GetStorage()->mode_instance = instance;
 
}
 

	
 
AIModeProc *AIObject::GetDoCommandMode()
 
{
 
	return GetStorage()->mode;
 
}
 

	
 
AIObject *AIObject::GetDoCommandModeInstance()
 
{
 
	return GetStorage()->mode_instance;
 
}
 

	
 
void AIObject::SetDoCommandCosts(Money value)
 
{
 
	GetStorage()->costs = CommandCost(value);
 
}
 

	
 
void AIObject::IncreaseDoCommandCosts(Money value)
 
{
 
	GetStorage()->costs.AddCost(value);
 
}
 

	
 
Money AIObject::GetDoCommandCosts()
 
{
 
	return GetStorage()->costs.GetCost();
 
}
 

	
 
void AIObject::SetLastError(AIErrorType last_error)
 
{
 
	GetStorage()->last_error = last_error;
 
}
 

	
 
AIErrorType AIObject::GetLastError()
 
{
 
	return GetStorage()->last_error;
 
}
 

	
 
void AIObject::SetLastCost(Money last_cost)
 
{
 
	GetStorage()->last_cost = last_cost;
 
}
 

	
 
Money AIObject::GetLastCost()
 
{
 
	return GetStorage()->last_cost;
 
}
 

	
 
void AIObject::SetRoadType(RoadType road_type)
 
{
 
	GetStorage()->road_type = road_type;
 
}
 

	
 
RoadType AIObject::GetRoadType()
 
{
 
	return GetStorage()->road_type;
 
}
 

	
 
void AIObject::SetRailType(RailType rail_type)
 
{
 
	GetStorage()->rail_type = rail_type;
 
}
 

	
 
RailType AIObject::GetRailType()
 
{
 
	return GetStorage()->rail_type;
 
}
 

	
 
void AIObject::SetLastCommandRes(bool res)
 
{
 
	GetStorage()->last_command_res = res;
 
	/* Also store the results of various global variables */
 
	SetNewVehicleID(_new_vehicle_id);
 
	SetNewSignID(_new_sign_id);
 
	SetNewTunnelEndtile(_build_tunnel_endtile);
 
	SetNewGroupID(_new_group_id);
 
}
 

	
 
bool AIObject::GetLastCommandRes()
 
{
 
	return GetStorage()->last_command_res;
 
}
 

	
 
void AIObject::SetNewVehicleID(VehicleID vehicle_id)
 
{
 
	GetStorage()->new_vehicle_id = vehicle_id;
 
}
 

	
 
VehicleID AIObject::GetNewVehicleID()
 
{
 
	return GetStorage()->new_vehicle_id;
 
}
 

	
 
void AIObject::SetNewSignID(SignID sign_id)
 
{
 
	GetStorage()->new_sign_id = sign_id;
 
}
 

	
 
SignID AIObject::GetNewSignID()
 
{
 
	return GetStorage()->new_sign_id;
 
}
 

	
 
void AIObject::SetNewTunnelEndtile(TileIndex tile)
 
{
 
	GetStorage()->new_tunnel_endtile = tile;
 
}
 

	
 
TileIndex AIObject::GetNewTunnelEndtile()
 
{
 
	return GetStorage()->new_tunnel_endtile;
 
}
 

	
 
void AIObject::SetNewGroupID(GroupID group_id)
 
{
 
	GetStorage()->new_group_id = group_id;
 
}
 

	
 
GroupID AIObject::GetNewGroupID()
 
{
 
	return GetStorage()->new_group_id;
 
}
 

	
 
void AIObject::SetAllowDoCommand(bool allow)
 
{
 
	GetStorage()->allow_do_command = allow;
 
}
 

	
 
bool AIObject::GetAllowDoCommand()
 
{
 
	return GetStorage()->allow_do_command;
 
}
 

	
 
void *&AIObject::GetEventPointer()
 
{
 
	return GetStorage()->event_data;
 
}
 

	
 
void *&AIObject::GetLogPointer()
 
{
 
	return GetStorage()->log_data;
 
}
 

	
 
void AIObject::SetCallbackVariable(int index, int value)
 
{
 
	if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
 
	GetStorage()->callback_value[index] = value;
 
}
 

	
 
int AIObject::GetCallbackVariable(int index)
 
{
 
	return GetStorage()->callback_value[index];
 
}
 

	
 
bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, AISuspendCallbackProc *callback)
 
{
 
	if (AIObject::GetAllowDoCommand() == false) {
 
		AILog::Error("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), and Load().\n");
 
		return false;
 
	}
 

	
 
	CompanyID old_company;
 
	CommandCost res;
 

	
 
	/* Set the default callback to return a true/false result of the DoCommand */
 
	if (callback == NULL) callback = &AIInstance::DoCommandReturn;
 

	
 
	/* Make sure the last error is reset, so we don't give faulty warnings */
 
	SetLastError(AIError::ERR_NONE);
 

	
 
	/* First, do a test-run to see if we can do this */
 
	res = ::DoCommand(tile, p1, p2, CommandFlagsToDCFlags(GetCommandFlags(cmd)), cmd, text);
 
	/* The command failed, so return */
 
	if (::CmdFailed(res)) {
 
		SetLastError(AIError::StringToError(_error_message));
 
		return false;
 
	}
 

	
 
	/* Check what the callback wants us to do */
 
	if (GetDoCommandMode() != NULL && !GetDoCommandMode()(tile, p1, p2, cmd, res)) {
 
		IncreaseDoCommandCosts(res.GetCost());
 
		return true;
 
	}
 

	
 
#ifdef ENABLE_NETWORK
 
	/* Send the command */
 
	if (_networking) {
 
		/* NetworkSend_Command needs _local_company to be set correctly, so
 
		 * adjust it, and put it back right after the function */
 
		old_company = _local_company;
 
		_local_company = _current_company;
 
		::NetworkSend_Command(tile, p1, p2, cmd, CcAI, text);
 
		_local_company = old_company;
 
		SetLastCost(res.GetCost());
 

	
 
		/* Suspend the AI till the command is really executed */
 
		throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
 
	} else {
 
#else
 
	{
 
#endif
 
		/* For SinglePlayer we execute the command immediatly */
 
		if (!::DoCommandP(tile, p1, p2, cmd, NULL, text)) res = CMD_ERROR;
 
		SetLastCommandRes(!::CmdFailed(res));
 

	
 
		if (::CmdFailed(res)) {
 
			SetLastError(AIError::StringToError(_error_message));
 
			return false;
 
		}
 
		SetLastCost(res.GetCost());
 
		IncreaseDoCommandCosts(res.GetCost());
 

	
 
		/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
 
		 *  both avoids confusion when a developer launched his AI in a
 
		 *  multiplayer game, but also gives time for the GUI and human player
 
		 *  to interact with the game. */
 
		throw AI_VMSuspend(GetDoCommandDelay(), callback);
 
	}
 

	
 
	NOT_REACHED();
 
}