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Location: cpp/openttd-patchpack/source/src/ai/ai.hpp
r11049:6eb2c87ed64a
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(svn r15389) -Feature: Add ability to select which base graphics set is used from the Game Options window. The change takes effect when the window is closed. This option can only be used from the intro menu, as reloading graphics during a game may cause issues.
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/** @file ai.hpp Base functions for all AIs. */
#ifndef AI_HPP
#define AI_HPP
#include "api/ai_event_types.hpp"
#include "../date_type.h"
#include "../core/string_compare_type.hpp"
typedef std::map<const char *, class AIInfo *, StringCompare> AIInfoList;
void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2);
class AI {
public:
/**
* The default months AIs start after eachother.
*/
enum StartNext {
START_NEXT_EASY = DAYS_IN_YEAR * 2,
START_NEXT_MEDIUM = DAYS_IN_YEAR,
START_NEXT_HARD = DAYS_IN_YEAR / 2,
START_NEXT_MIN = 1,
START_NEXT_MAX = 3600,
START_NEXT_DEVIATION = 60,
};
/**
* Is it possible to start a new AI company?
* @return True if a new AI company can be started.
*/
static bool CanStartNew();
/**
* Start a new AI company.
* @param company At which slot the AI company should start.
*/
static void StartNew(CompanyID company);
/**
* Called every game-tick to let AIs do something.
*/
static void GameLoop();
/**
* Get the current AI tick.
*/
static uint GetTick();
/**
* Stop a company to be controlled by an AI.
* @param company The company from which the AI needs to detach.
* @pre !IsHumanCompany(company).
*/
static void Stop(CompanyID company);
/**
* Kill any and all AIs we manage.
*/
static void KillAll();
/**
* Initialize the AI system.
*/
static void Initialize();
/**
* Uninitialize the AI system
* @param keepConfig Should we keep AIConfigs, or can we free that memory?
*/
static void Uninitialize(bool keepConfig);
/**
* Reset all AIConfigs, and make them reload their AIInfo.
* If the AIInfo could no longer be found, an error is reported to the user.
*/
static void ResetConfig();
/**
* Queue a new event for an AI.
*/
static void NewEvent(CompanyID company, AIEvent *event);
/**
* Broadcast a new event to all active AIs.
*/
static void BroadcastNewEvent(AIEvent *event, CompanyID skip_company = MAX_COMPANIES);
/**
* Save data from an AI to a savegame.
*/
static void Save(CompanyID company);
/**
* Load data for an AI from a savegame.
*/
static void Load(CompanyID company, int version);
/**
* Get the number of days before the next AI should start.
*/
static int GetStartNextTime();
static char *GetConsoleList(char *p, const char *last);
static const AIInfoList *GetInfoList();
static const AIInfoList *GetUniqueInfoList();
static AIInfo *FindInfo(const char *name, int version);
static bool ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm);
static void Rescan();
#if defined(ENABLE_NETWORK)
static bool HasAI(const struct ContentInfo *ci, bool md5sum);
#endif
private:
static uint frame_counter;
static class AIScanner *ai_scanner;
};
#endif /* AI_HPP */
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