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@ r11049:6eb2c87ed64a
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Location: cpp/openttd-patchpack/source/src/ai/ai_instance.cpp
r11049:6eb2c87ed64a
18.8 KiB
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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_instance.cpp Implementation of AIInstance. */
#include "../stdafx.h"
#include "../debug.h"
#include "../settings_type.h"
#include "../vehicle_base.h"
#include "../saveload/saveload.h"
#include "table/strings.h"
#include <squirrel.h>
#include "../script/squirrel.hpp"
#include "../script/squirrel_helper.hpp"
#include "../script/squirrel_class.hpp"
#include "../script/squirrel_std.hpp"
#define DEFINE_SCRIPT_FILES
#include "ai_info.hpp"
#include "ai_storage.hpp"
#include "ai_instance.hpp"
/* Convert all AI related classes to Squirrel data.
* Note: this line a marker in squirrel_export.sh. Do not change! */
#include "api/ai_abstractlist.hpp.sq"
#include "api/ai_accounting.hpp.sq"
#include "api/ai_airport.hpp.sq"
#include "api/ai_base.hpp.sq"
#include "api/ai_bridge.hpp.sq"
#include "api/ai_bridgelist.hpp.sq"
#include "api/ai_cargo.hpp.sq"
#include "api/ai_cargolist.hpp.sq"
#include "api/ai_company.hpp.sq"
#include "api/ai_controller.hpp.sq"
#include "api/ai_date.hpp.sq"
#include "api/ai_depotlist.hpp.sq"
#include "api/ai_engine.hpp.sq"
#include "api/ai_enginelist.hpp.sq"
#include "api/ai_error.hpp.sq"
#include "api/ai_event.hpp.sq"
#include "api/ai_event_types.hpp.sq"
#include "api/ai_execmode.hpp.sq"
#include "api/ai_gamesettings.hpp.sq"
#include "api/ai_group.hpp.sq"
#include "api/ai_grouplist.hpp.sq"
#include "api/ai_industry.hpp.sq"
#include "api/ai_industrylist.hpp.sq"
#include "api/ai_industrytype.hpp.sq"
#include "api/ai_industrytypelist.hpp.sq"
#include "api/ai_list.hpp.sq"
#include "api/ai_log.hpp.sq"
#include "api/ai_map.hpp.sq"
#include "api/ai_marine.hpp.sq"
#include "api/ai_order.hpp.sq"
#include "api/ai_rail.hpp.sq"
#include "api/ai_railtypelist.hpp.sq"
#include "api/ai_road.hpp.sq"
#include "api/ai_sign.hpp.sq"
#include "api/ai_station.hpp.sq"
#include "api/ai_stationlist.hpp.sq"
#include "api/ai_subsidy.hpp.sq"
#include "api/ai_subsidylist.hpp.sq"
#include "api/ai_testmode.hpp.sq"
#include "api/ai_tile.hpp.sq"
#include "api/ai_tilelist.hpp.sq"
#include "api/ai_town.hpp.sq"
#include "api/ai_townlist.hpp.sq"
#include "api/ai_tunnel.hpp.sq"
#include "api/ai_vehicle.hpp.sq"
#include "api/ai_vehiclelist.hpp.sq"
#undef DEFINE_SCRIPT_FILES
/* static */ AIInstance *AIInstance::current_instance = NULL;
AIStorage::~AIStorage()
{
/* Free our pointers */
if (event_data != NULL) AIEventController::FreeEventPointer();
if (log_data != NULL) AILog::FreeLogPointer();
}
static void PrintFunc(bool error_msg, const SQChar *message)
{
/* Convert to OpenTTD internal capable string */
AIController::Print(error_msg, FS2OTTD(message));
}
AIInstance::AIInstance(AIInfo *info) :
controller(NULL),
storage(NULL),
engine(NULL),
instance(NULL),
is_started(false),
is_dead(false),
suspend(0),
callback(NULL)
{
/* Set the instance already, so we can use AIObject::Set commands */
GetCompany(_current_company)->ai_instance = this;
AIInstance::current_instance = this;
this->controller = new AIController();
this->storage = new AIStorage();
this->engine = new Squirrel();
this->engine->SetPrintFunction(&PrintFunc);
/* The import method is available at a very early stage */
this->engine->AddMethod("import", &AILibrary::Import, 4, "?ssi");
/* Register the AIController */
SQAIController_Register(this->engine);
/* Load and execute the script for this AI */
const char *main_script = info->GetMainScript();
if (strcmp(main_script, "%_dummy") == 0) {
extern void AI_CreateAIDummy(HSQUIRRELVM vm);
AI_CreateAIDummy(this->engine->GetVM());
} else if (!this->engine->LoadScript(main_script)) {
this->Died();
return;
}
/* Create the main-class */
this->instance = MallocT<SQObject>(1);
if (!this->engine->CreateClassInstance(info->GetInstanceName(), this->controller, this->instance)) {
this->Died();
return;
}
/* Register the API functions and classes */
this->RegisterAPI();
/* The topmost stack item is true if there is data from a savegame
* and false otherwise. */
sq_pushbool(this->engine->vm, false);
}
AIInstance::~AIInstance()
{
if (instance != NULL) this->engine->ReleaseObject(this->instance);
if (engine != NULL) delete this->engine;
delete this->storage;
delete this->controller;
free(this->instance);
}
void AIInstance::RegisterAPI()
{
/* Register all classes */
squirrel_register_std(this->engine);
SQAIAbstractList_Register(this->engine);
SQAIAccounting_Register(this->engine);
SQAIAirport_Register(this->engine);
SQAIBase_Register(this->engine);
SQAIBridge_Register(this->engine);
SQAIBridgeList_Register(this->engine);
SQAIBridgeList_Length_Register(this->engine);
SQAICargo_Register(this->engine);
SQAICargoList_Register(this->engine);
SQAICargoList_IndustryAccepting_Register(this->engine);
SQAICargoList_IndustryProducing_Register(this->engine);
SQAICompany_Register(this->engine);
SQAIDate_Register(this->engine);
SQAIDepotList_Register(this->engine);
SQAIEngine_Register(this->engine);
SQAIEngineList_Register(this->engine);
SQAIError_Register(this->engine);
SQAIEvent_Register(this->engine);
SQAIEventCompanyBankrupt_Register(this->engine);
SQAIEventCompanyInTrouble_Register(this->engine);
SQAIEventCompanyMerger_Register(this->engine);
SQAIEventCompanyNew_Register(this->engine);
SQAIEventController_Register(this->engine);
SQAIEventDisasterZeppelinerCleared_Register(this->engine);
SQAIEventDisasterZeppelinerCrashed_Register(this->engine);
SQAIEventEngineAvailable_Register(this->engine);
SQAIEventEnginePreview_Register(this->engine);
SQAIEventIndustryClose_Register(this->engine);
SQAIEventIndustryOpen_Register(this->engine);
SQAIEventStationFirstVehicle_Register(this->engine);
SQAIEventSubsidyAwarded_Register(this->engine);
SQAIEventSubsidyExpired_Register(this->engine);
SQAIEventSubsidyOffer_Register(this->engine);
SQAIEventSubsidyOfferExpired_Register(this->engine);
SQAIEventVehicleCrashed_Register(this->engine);
SQAIEventVehicleLost_Register(this->engine);
SQAIEventVehicleUnprofitable_Register(this->engine);
SQAIEventVehicleWaitingInDepot_Register(this->engine);
SQAIExecMode_Register(this->engine);
SQAIGameSettings_Register(this->engine);
SQAIGroup_Register(this->engine);
SQAIGroupList_Register(this->engine);
SQAIIndustry_Register(this->engine);
SQAIIndustryList_Register(this->engine);
SQAIIndustryList_CargoAccepting_Register(this->engine);
SQAIIndustryList_CargoProducing_Register(this->engine);
SQAIIndustryType_Register(this->engine);
SQAIIndustryTypeList_Register(this->engine);
SQAIList_Register(this->engine);
SQAILog_Register(this->engine);
SQAIMap_Register(this->engine);
SQAIMarine_Register(this->engine);
SQAIOrder_Register(this->engine);
SQAIRail_Register(this->engine);
SQAIRailTypeList_Register(this->engine);
SQAIRoad_Register(this->engine);
SQAISign_Register(this->engine);
SQAIStation_Register(this->engine);
SQAIStationList_Register(this->engine);
SQAIStationList_Vehicle_Register(this->engine);
SQAISubsidy_Register(this->engine);
SQAISubsidyList_Register(this->engine);
SQAITestMode_Register(this->engine);
SQAITile_Register(this->engine);
SQAITileList_Register(this->engine);
SQAITileList_IndustryAccepting_Register(this->engine);
SQAITileList_IndustryProducing_Register(this->engine);
SQAITileList_StationType_Register(this->engine);
SQAITown_Register(this->engine);
SQAITownList_Register(this->engine);
SQAITunnel_Register(this->engine);
SQAIVehicle_Register(this->engine);
SQAIVehicleList_Register(this->engine);
SQAIVehicleList_SharedOrders_Register(this->engine);
SQAIVehicleList_Station_Register(this->engine);
this->engine->SetGlobalPointer(this->engine);
}
void AIInstance::Continue()
{
assert(this->suspend < 0);
this->suspend = -this->suspend - 1;
}
void AIInstance::Died()
{
DEBUG(ai, 0, "The AI died unexpectedly.");
this->is_dead = true;
if (this->instance != NULL) this->engine->ReleaseObject(this->instance);
delete this->engine;
this->instance = NULL;
this->engine = NULL;
}
void AIInstance::GameLoop()
{
if (this->is_dead) return;
this->controller->ticks++;
if (this->suspend < -1) this->suspend++; // Multiplayer suspend, increase up to -1.
if (this->suspend < 0) return; // Multiplayer suspend, wait for Continue().
if (--this->suspend > 0) return; // Singleplayer suspend, decrease to 0.
/* If there is a callback to call, call that first */
if (this->callback != NULL) {
try {
this->callback(this);
} catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback();
return;
}
}
this->suspend = 0;
this->callback = NULL;
if (!this->is_started) {
try {
/* Run the constructor if it exists. Don't allow any DoCommands in it. */
if (this->engine->MethodExists(*this->instance, "constructor")) {
AIObject::SetAllowDoCommand(false);
this->engine->CallMethod(*this->instance, "constructor");
AIObject::SetAllowDoCommand(true);
}
this->CallLoad();
/* Start the AI by calling Start() */
if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend)) this->Died();
} catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback();
}
this->is_started = true;
return;
}
/* Continue the VM */
try {
if (!this->engine->Resume(_settings_game.ai.ai_max_opcode_till_suspend)) this->Died();
} catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback();
}
}
void AIInstance::CollectGarbage()
{
if (this->is_started && !this->is_dead) this->engine->CollectGarbage();
}
/* static */ void AIInstance::DoCommandReturn(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetLastCommandRes());
}
/* static */ void AIInstance::DoCommandReturnVehicleID(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetNewVehicleID());
}
/* static */ void AIInstance::DoCommandReturnSignID(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetNewSignID());
}
/* static */ void AIInstance::DoCommandReturnGroupID(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetNewGroupID());
}
/* static */ AIStorage *AIInstance::GetStorage()
{
assert(IsValidCompanyID(_current_company) && !IsHumanCompany(_current_company));
return GetCompany(_current_company)->ai_instance->storage;
}
/*
* All data is stored in the following format:
* First 1 byte indicating if there is a data blob at all.
* 1 byte indicating the type of data.
* The data itself, this differs per type:
* - integer: a binary representation of the integer (int32).
* - string: First one byte with the string length, then a 0-terminated char
* array. The string can't be longer then 255 bytes (including
* terminating '\0').
* - array: All data-elements of the array are saved recursive in this
* format, and ended with an element of the type
* SQSL_ARRAY_TABLE_END.
* - table: All key/value pairs are saved in this format (first key 1, then
* value 1, then key 2, etc.). All keys and values can have an
* arbitrary type (as long as it is supported by the save function
* of course). The table is ended with an element of the type
* SQSL_ARRAY_TABLE_END.
* - bool: A single byte with value 1 representing true and 0 false.
* - null: No data.
*/
/** The type of the data that follows in the savegame. */
enum SQSaveLoadType {
SQSL_INT = 0x00, ///< The following data is an integer.
SQSL_STRING = 0x01, ///< The following data is an string.
SQSL_ARRAY = 0x02, ///< The following data is an array.
SQSL_TABLE = 0x03, ///< The following data is an table.
SQSL_BOOL = 0x04, ///< The following data is a boolean.
SQSL_NULL = 0x05, ///< A null variable.
SQSL_ARRAY_TABLE_END = 0xFF, ///< Marks the end of an array or table, no data follows.
};
static byte _ai_sl_byte;
static const SaveLoad _ai_byte[] = {
SLEG_VAR(_ai_sl_byte, SLE_UINT8),
SLE_END()
};
enum {
AISAVE_MAX_DEPTH = 25, ///< The maximum recursive depth for items stored in the savegame.
};
/* static */ bool AIInstance::SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test)
{
if (max_depth == 0) {
AILog::Error("Savedata can only be nested to 5 deep. No data saved.");
return false;
}
switch (sq_gettype(vm, index)) {
case OT_INTEGER: {
if (!test) {
_ai_sl_byte = SQSL_INT;
SlObject(NULL, _ai_byte);
}
SQInteger res;
sq_getinteger(vm, index, &res);
if (!test) {
int value = (int)res;
SlArray(&value, 1, SLE_INT32);
}
return true;
}
case OT_STRING: {
if (!test) {
_ai_sl_byte = SQSL_STRING;
SlObject(NULL, _ai_byte);
}
const SQChar *res;
sq_getstring(vm, index, &res);
/* @bug if a string longer than 512 characters is given to FS2OTTD, the
* internal buffer overflows. */
const char *buf = FS2OTTD(res);
size_t len = strlen(buf) + 1;
if (len >= 255) {
AILog::Error("Maximum string length is 254 chars. No data saved.");
return false;
}
if (!test) {
_ai_sl_byte = (byte)len;
SlObject(NULL, _ai_byte);
SlArray((void*)buf, len, SLE_CHAR);
}
return true;
}
case OT_ARRAY: {
if (!test) {
_ai_sl_byte = SQSL_ARRAY;
SlObject(NULL, _ai_byte);
}
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, index - 1))) {
/* Store the value */
bool res = SaveObject(vm, -1, max_depth - 1, test);
sq_pop(vm, 2);
if (!res) {
sq_pop(vm, 1);
return false;
}
}
sq_pop(vm, 1);
if (!test) {
_ai_sl_byte = SQSL_ARRAY_TABLE_END;
SlObject(NULL, _ai_byte);
}
return true;
}
case OT_TABLE: {
if (!test) {
_ai_sl_byte = SQSL_TABLE;
SlObject(NULL, _ai_byte);
}
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, index - 1))) {
/* Store the key + value */
bool res = SaveObject(vm, -2, max_depth - 1, test) && SaveObject(vm, -1, max_depth - 1, test);
sq_pop(vm, 2);
if (!res) {
sq_pop(vm, 1);
return false;
}
}
sq_pop(vm, 1);
if (!test) {
_ai_sl_byte = SQSL_ARRAY_TABLE_END;
SlObject(NULL, _ai_byte);
}
return true;
}
case OT_BOOL: {
if (!test) {
_ai_sl_byte = SQSL_BOOL;
SlObject(NULL, _ai_byte);
}
SQBool res;
sq_getbool(vm, index, &res);
if (!test) {
_ai_sl_byte = res ? 1 : 0;
SlObject(NULL, _ai_byte);
}
return true;
}
case OT_NULL: {
if (!test) {
_ai_sl_byte = SQSL_NULL;
SlObject(NULL, _ai_byte);
}
return true;
}
default:
AILog::Error("You tried to save unsupported type. No data saved.");
return false;
}
}
/* static */ void AIInstance::SaveEmpty()
{
_ai_sl_byte = 0;
SlObject(NULL, _ai_byte);
}
void AIInstance::Save()
{
/* Don't save data if the AI didn't start yet. */
if (this->engine == NULL) {
SaveEmpty();
return;
}
HSQUIRRELVM vm = this->engine->GetVM();
if (!this->is_started) {
SQBool res;
sq_getbool(vm, -1, &res);
if (!res) {
SaveEmpty();
return;
}
/* Push the loaded savegame data to the top of the stack. */
sq_push(vm, -2);
_ai_sl_byte = 1;
SlObject(NULL, _ai_byte);
/* Save the data that was just loaded. */
SaveObject(vm, -1, AISAVE_MAX_DEPTH, false);
sq_poptop(vm);
} else if (this->engine->MethodExists(*this->instance, "Save")) {
HSQOBJECT savedata;
/* We don't want to be interrupted during the save function. */
AIObject::SetAllowDoCommand(false);
this->engine->CallMethod(*this->instance, "Save", &savedata);
AIObject::SetAllowDoCommand(true);
if (!sq_istable(savedata)) {
AILog::Error("Save function should return a table.");
SaveEmpty();
return;
}
sq_pushobject(vm, savedata);
if (SaveObject(vm, -1, AISAVE_MAX_DEPTH, true)) {
_ai_sl_byte = 1;
SlObject(NULL, _ai_byte);
SaveObject(vm, -1, AISAVE_MAX_DEPTH, false);
} else {
_ai_sl_byte = 0;
SlObject(NULL, _ai_byte);
}
sq_pop(vm, 1);
} else {
AILog::Warning("Save function is not implemented");
_ai_sl_byte = 0;
SlObject(NULL, _ai_byte);
}
}
/* static */ bool AIInstance::LoadObjects(HSQUIRRELVM vm)
{
SlObject(NULL, _ai_byte);
switch (_ai_sl_byte) {
case SQSL_INT: {
int value;
SlArray(&value, 1, SLE_INT32);
if (vm != NULL) sq_pushinteger(vm, (SQInteger)value);
return true;
}
case SQSL_STRING: {
SlObject(NULL, _ai_byte);
static char buf[256];
SlArray(buf, _ai_sl_byte, SLE_CHAR);
if (vm != NULL) sq_pushstring(vm, OTTD2FS(buf), -1);
return true;
}
case SQSL_ARRAY: {
if (vm != NULL) sq_newarray(vm, 0);
while (LoadObjects(vm)) {
if (vm != NULL) sq_arrayappend(vm, -2);
/* The value is popped from the stack by squirrel. */
}
return true;
}
case SQSL_TABLE: {
if (vm != NULL) sq_newtable(vm);
while (LoadObjects(vm)) {
LoadObjects(vm);
if (vm != NULL) sq_rawset(vm, -3);
/* The key (-2) and value (-1) are popped from the stack by squirrel. */
}
return true;
}
case SQSL_BOOL: {
SlObject(NULL, _ai_byte);
if (vm != NULL) sq_pushinteger(vm, (SQBool)(_ai_sl_byte != 0));
return true;
}
case SQSL_NULL: {
if (vm != NULL) sq_pushnull(vm);
return true;
}
case SQSL_ARRAY_TABLE_END: {
return false;
}
default: NOT_REACHED();
}
}
/* static */ void AIInstance::LoadEmpty()
{
SlObject(NULL, _ai_byte);
/* Check if there was anything saved at all. */
if (_ai_sl_byte == 0) return;
LoadObjects(NULL);
}
void AIInstance::Load(int version)
{
if (this->engine == NULL || version == -1) {
LoadEmpty();
return;
}
HSQUIRRELVM vm = this->engine->GetVM();
SlObject(NULL, _ai_byte);
/* Check if there was anything saved at all. */
if (_ai_sl_byte == 0) return;
/* First remove the value "false" since we have data to load. */
sq_poptop(vm);
sq_pushinteger(vm, version);
LoadObjects(vm);
sq_pushbool(vm, true);
}
void AIInstance::CallLoad()
{
HSQUIRRELVM vm = this->engine->GetVM();
/* Is there save data that we should load? */
SQBool res;
sq_getbool(vm, -1, &res);
sq_poptop(vm);
if (!res) return;
if (!this->engine->MethodExists(*this->instance, "Load")) {
AILog::Warning("Loading failed: there was data for the AI to load, but the AI does not have a Load() function.");
/* Pop the savegame data and version. */
sq_pop(vm, 2);
return;
}
AIObject::SetAllowDoCommand(false);
/* Go to the instance-root */
sq_pushobject(vm, *this->instance);
/* Find the function-name inside the script */
sq_pushstring(vm, OTTD2FS("Load"), -1);
/* Change the "Load" string in a function pointer */
sq_get(vm, -2);
/* Push the main instance as "this" object */
sq_pushobject(vm, *this->instance);
/* Push the version data and savegame data as arguments */
sq_push(vm, -5);
sq_push(vm, -5);
/* Call the AI load function. sq_call removes the arguments (but not the
* function pointer) from the stack. */
sq_call(vm, 3, SQFalse, SQFalse);
/* Pop 1) The version, 2) the savegame data, 3) the object instance, 4) the function pointer. */
sq_pop(vm, 4);
AIObject::SetAllowDoCommand(true);
}
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