diff --git a/src/ai/api/ai_object.cpp b/src/ai/api/ai_object.cpp new file mode 100644 --- /dev/null +++ b/src/ai/api/ai_object.cpp @@ -0,0 +1,264 @@ +/* $Id$ */ + +/** @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 + +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(); +}