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Location: cpp/openttd-patchpack/source/ai/ai.c
r2726:4a845b005405
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(svn r3271) Remove some debug statements of mine which somehow got into svn.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 | /* $Id$ */
#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "../debug.h"
#include "ai.h"
#include "default/default.h"
#include "../string.h"
/* Here we define the events */
#define DEF_EVENTS
#include "ai_event.h"
#undef DEF_EVENTS
/* Here we keep track of all commands that are called via AI_DoCommandChecked,
* in special we save the unique_id here. Now this id is given back
* when the command fails or succeeds and is detected as added in this storage. */
static AICommand *command_uid[MAX_PLAYERS];
static AICommand *command_uid_tail[MAX_PLAYERS];
static uint uids[MAX_PLAYERS];
/**
* 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)
{
PlayerID 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 ((CmdFailed(res)) || !(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;
}
int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
AICommand *new;
uint unique_id = uids[_current_player]++;
int32 res;
res = AI_DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc);
if (CmdFailed(res))
return CMD_ERROR;
/* Save the command and his things, together with the unique_id */
new = malloc(sizeof(AICommand));
new->tile = tile;
new->p1 = p1;
new->p2 = p2;
new->procc = procc;
new->next = NULL;
new->dp[0] = unique_id;
/* Add it to the back of the list */
if (command_uid_tail[_current_player] == NULL)
command_uid_tail[_current_player] = new;
else
command_uid_tail[_current_player]->next = new;
if (command_uid[_current_player] == NULL)
command_uid[_current_player] = new;
AI_DoCommand(tile, p1, p2, flags, procc);
return unique_id;
}
/**
* A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
* an event.Z
*/
void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded)
{
AICommand *command = command_uid[_current_player];
if (command == NULL)
return;
if (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile) {
/* If we come here, we see a command that isn't at top in our list. This is okay, if the command isn't
* anywhere else in our list, else we have a big problem.. so check for that. If it isn't in our list,
* it is okay, else, drop the game.
* Why do we have a big problem in the case it is in our list? Simply, we have a command sooner in
* our list that wasn't triggered to be failed or succeeded, so it is sitting there without an
* event, so the script will never know if it succeeded yes/no, so it can hang.. this is VERY bad
* and should never ever happen. */
while (command != NULL && (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile)) {
command = command->next;
}
assert(command == NULL);
return;
}
command_uid[_current_player] = command_uid[_current_player]->next;
if (command_uid[_current_player] == NULL)
command_uid_tail[_current_player] = NULL;
ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, tile, command->dp[0]);
free(command);
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
static void AI_RunTick(PlayerID player)
{
_current_player = player;
#ifdef GPMI
if (_ai.gpmi) {
gpmi_call_RunTick(_ai_player[player].module, _frame_counter);
return;
}
#endif /* GPMI */
{
extern void AiNewDoGameLoop(Player *p);
Player *p = GetPlayer(player);
if (_patches.ainew_active) {
AiNewDoGameLoop(p);
} else {
/* Enable all kind of cheats the old AI needs in order to operate correctly... */
_is_old_ai_player = true;
AiDoGameLoop(p);
_is_old_ai_player = false;
}
}
}
/**
* 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;
/* Don't do anything if we are a network-client
* (too bad when a client joins, he thinks the AIs are real, so it wants to control
* them.. this avoids that, while loading a network game in singleplayer, does make
* the AIs to continue ;))
*/
if (_networking && !_network_server && !_ai.network_client)
return;
/* New tick */
_ai.tick++;
/* Make sure the AI follows the difficulty rule.. */
assert(_opt.diff.competitor_speed <= 4);
if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
return;
/* Check for AI-client (so joining a network with an AI) */
if (_ai.network_client && _ai_player[_ai.network_playas].active) {
/* Run the script */
AI_DequeueCommands(_ai.network_playas);
AI_RunTick(_ai.network_playas);
} 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 && _ai_player[p->index].active) {
/* Run the script */
AI_DequeueCommands(p->index);
AI_RunTick(p->index);
}
}
}
_current_player = OWNER_NONE;
}
#ifdef GPMI
void AI_ShutdownAIControl(bool with_error)
{
if (_ai.gpmi_mod != NULL)
gpmi_mod_unload(_ai.gpmi_mod);
if (_ai.gpmi_pkg != NULL)
gpmi_pkg_unload(_ai.gpmi_pkg);
if (with_error) {
DEBUG(ai, 0)("[AI] Failed to load AI Control, switching back to built-in AIs..");
_ai.gpmi = false;
}
}
void (*ottd_GetNextAIData)(char **library, char **param);
void (*ottd_SetAIParam)(char *param);
void AI_LoadAIControl(void)
{
/* Load module */
_ai.gpmi_mod = gpmi_mod_load("ottd_ai_control_mod", NULL);
if (_ai.gpmi_mod == NULL) {
AI_ShutdownAIControl(true);
return;
}
/* Load package */
if (gpmi_pkg_load("ottd_ai_control_pkg", 0, NULL, NULL, &_ai.gpmi_pkg)) {
AI_ShutdownAIControl(true);
return;
}
/* Now link all the functions */
{
ottd_GetNextAIData = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_GetNextAIData");
ottd_SetAIParam = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_SetAIParam");
if (ottd_GetNextAIData == NULL || ottd_SetAIParam == NULL)
AI_ShutdownAIControl(true);
}
ottd_SetAIParam(_ai.gpmi_param);
}
/**
* Dump an entry of the GPMI error stack (callback routine). This helps the user to trace errors back to their roots.
*/
void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string)
{
DEBUG(ai, 0)("%s", string);
}
#endif /* GPMI */
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
void AI_StartNewAI(PlayerID player)
{
assert(player < MAX_PLAYERS);
#ifdef GPMI
/* Keep this in a different IF, because the function can turn _ai.gpmi off!! */
if (_ai.gpmi && _ai.gpmi_mod == NULL)
AI_LoadAIControl();
if (_ai.gpmi) {
char *library = NULL;
char *params = NULL;
ottd_GetNextAIData(&library, ¶ms);
gpmi_error_stack_enable = 1;
if (library != NULL) {
_ai_player[player].module = gpmi_mod_load(library, params);
free(library);
}
if (params != NULL)
free(params);
if (_ai_player[player].module == NULL) {
DEBUG(ai, 0)("[AI] Failed to load AI, aborting. GPMI error stack:");
gpmi_err_stack_process_str(AI_PrintErrorStack);
return;
}
gpmi_error_stack_enable = 0;
}
#endif /* GPMI */
/* 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(PlayerID player)
{
if (_ai.network_client && _ai.network_playas == player)
_ai.network_playas = OWNER_SPECTATOR;
/* Called if this AI died */
_ai_player[player].active = false;
if (command_uid[player] != NULL) {
while (command_uid[player] != NULL) {
AICommand *command = command_uid[player];
command_uid[player] = command->next;
free(command);
}
command_uid[player] = NULL;
command_uid_tail[player] = NULL;
}
#ifdef GPMI
if (_ai_player[player].module != NULL)
gpmi_mod_unload(_ai_player[player].module);
#endif /* GPMI */
}
/**
* Initialize some AI-related stuff.
*/
void AI_Initialize(void)
{
bool tmp_ai_network_client = _ai.network_client;
bool tmp_ai_gpmi = _ai.gpmi;
#ifdef GPMI
char *tmp_ai_gpmi_param = strdup(_ai.gpmi_param);
#endif /* GPMI */
/* First, make sure all AIs are DEAD! */
AI_Uninitialize();
memset(&_ai, 0, sizeof(_ai));
memset(_ai_player, 0, sizeof(_ai_player));
memset(uids, 0, sizeof(uids));
memset(command_uid, 0, sizeof(command_uid));
memset(command_uid_tail, 0, sizeof(command_uid_tail));
_ai.network_client = tmp_ai_network_client;
_ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
_ai.gpmi = tmp_ai_gpmi;
#ifdef GPMI
ttd_strlcpy(_ai.gpmi_param, tmp_ai_gpmi_param, sizeof(_ai.gpmi_param));
free(tmp_ai_gpmi_param);
#endif /* GPMI */
}
/**
* Deinitializer for AI-related stuff.
*/
void AI_Uninitialize(void)
{
Player* p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index);
}
#ifdef GPMI
AI_ShutdownAIControl(false);
#endif /* GPMI */
}
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