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Location: cpp/openttd-patchpack/source/src/ai/ai_core.cpp
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(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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/** @file ai_core.cpp Implementation of AI. */
#include "../stdafx.h"
#include "../openttd.h"
#include "../company_type.h"
#include "../company_base.h"
#include "../company_func.h"
#include "../debug.h"
#include "../network/network.h"
#include "../settings_type.h"
#include "../window_type.h"
#include "../window_func.h"
#include "../command_func.h"
#include "ai.hpp"
#include "ai_info.hpp"
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
/* static */ uint AI::frame_counter = 0;
/* static */ AIScanner *AI::ai_scanner = NULL;
/* static */ bool AI::CanStartNew()
{
/* Only allow new AIs on the server and only when that is allowed in multiplayer */
return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
}
/* static */ void AI::StartNew(CompanyID company)
{
assert(IsValidCompanyID(company));
/* Clients shouldn't start AIs */
if (_networking && !_network_server) return;
AIInfo *info = AIConfig::GetConfig(company)->GetInfo();
if (info == NULL) {
info = AI::ai_scanner->SelectRandomAI();
assert(info != NULL);
/* Load default data and store the name in the settings */
AIConfig::GetConfig(company)->ChangeAI(info->GetDirName());
}
_current_company = company;
Company *c = GetCompany(company);
c->ai_info = info;
c->ai_instance = new AIInstance(info);
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
return;
}
/* static */ void AI::GameLoop()
{
/* If we are in networking, only servers run this function, and that only if it is allowed */
if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
/* The speed with which AIs go, is limited by the 'competitor_speed' */
AI::frame_counter++;
assert(_settings_game.difficulty.competitor_speed <= 4);
if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
const Company *c;
FOR_ALL_COMPANIES(c) {
if (!IsHumanCompany(c->index)) {
_current_company = c->index;
c->ai_instance->GameLoop();
}
}
_current_company = OWNER_NONE;
}
/* static */ uint AI::GetTick()
{
return AI::frame_counter;
}
/* static */ void AI::Stop(CompanyID company)
{
if (_networking && !_network_server) return;
_current_company = company;
Company *c = GetCompany(company);
delete c->ai_instance;
c->ai_instance = NULL;
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
}
/* static */ void AI::KillAll()
{
/* It might happen there are no companies .. than we have nothing to loop */
if (GetCompanyPoolSize() == 0) return;
const Company *c;
FOR_ALL_COMPANIES(c) {
if (!IsHumanCompany(c->index)) AI::Stop(c->index);
}
}
/* static */ void AI::Initialize()
{
if (AI::ai_scanner != NULL) AI::Uninitialize(true);
AI::frame_counter = 0;
if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
}
/* static */ void AI::Uninitialize(bool keepConfig)
{
AI::KillAll();
if (keepConfig) {
/* Run a rescan, which indexes all AIInfos again, and check if we can
* still load all the AIS, while keeping the configs in place */
Rescan();
} else {
delete AI::ai_scanner;
AI::ai_scanner = NULL;
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != NULL) {
delete _settings_game.ai_config[c];
_settings_game.ai_config[c] = NULL;
}
if (_settings_newgame.ai_config[c] != NULL) {
delete _settings_newgame.ai_config[c];
_settings_newgame.ai_config[c] = NULL;
}
}
}
}
/* static */ void AI::ResetConfig()
{
/* Check for both newgame as current game if we can reload the AIInfo insde
* the AIConfig. If not, remove the AI from the list (which will assign
* a random new AI on reload). */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
if (!_settings_game.ai_config[c]->ResetInfo()) {
DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
_settings_game.ai_config[c]->ChangeAI(NULL);
}
}
if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
if (!_settings_newgame.ai_config[c]->ResetInfo()) {
DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
_settings_newgame.ai_config[c]->ChangeAI(NULL);
}
}
}
}
/* static */ void AI::NewEvent(CompanyID company, AIEvent *event)
{
/* Clients should ignore events */
if (_networking && !_network_server) return;
/* Only AIs can have an event-queue */
if (!IsValidCompanyID(company) || IsHumanCompany(company)) return;
/* Queue the event */
CompanyID old_company = _current_company;
_current_company = company;
AIEventController::InsertEvent(event);
_current_company = old_company;
}
/* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
{
/* Clients should ignore events */
if (_networking && !_network_server) return;
/* Try to send the event to all AIs */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (c != skip_company) AI::NewEvent(c, event);
}
}
void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
AIObject::SetLastCommandRes(success);
if (!success) {
AIObject::SetLastError(AIError::StringToError(_error_message));
} else {
AIObject::IncreaseDoCommandCosts(AIObject::GetLastCost());
}
GetCompany(_current_company)->ai_instance->Continue();
}
/* static */ void AI::Save(CompanyID company)
{
if (!_networking || _network_server) {
assert(IsValidCompanyID(company));
assert(GetCompany(company)->ai_instance != NULL);
CompanyID old_company = _current_company;
_current_company = company;
GetCompany(company)->ai_instance->Save();
_current_company = old_company;
} else {
AIInstance::SaveEmpty();
}
}
/* static */ void AI::Load(CompanyID company)
{
if (!_networking || _network_server) {
assert(IsValidCompanyID(company));
assert(GetCompany(company)->ai_instance != NULL);
CompanyID old_company = _current_company;
_current_company = company;
GetCompany(company)->ai_instance->Load();
_current_company = old_company;
} else {
/* Read, but ignore, the load data */
AIInstance::LoadEmpty();
}
}
/* static */ char *AI::GetConsoleList(char *p, const char *last)
{
return AI::ai_scanner->GetAIConsoleList(p, last);
}
/* static */ const AIInfoList *AI::GetInfoList()
{
return AI::ai_scanner->GetAIInfoList();
}
/* static */ AIInfo *AI::GetCompanyInfo(const char *name)
{
return AI::ai_scanner->FindAI(name);
}
/* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
{
return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, GetCompany(_current_company)->ai_instance->GetController());
}
/* static */ void AI::Rescan()
{
AI::ai_scanner->RescanAIDir();
ResetConfig();
}
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