Files
@ r11718:aded86618f59
Branch filter:
Location: cpp/openttd-patchpack/source/src/ai/ai_core.cpp
r11718:aded86618f59
7.9 KiB
text/x-c
(svn r16111) -Cleanup: remove some duplicate/unused strings
-Change: move a string to a more sensible location
-Change: move a string to a more sensible location
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 | /* $Id$ */
/** @file ai_core.cpp Implementation of AI. */
#include "../stdafx.h"
#include "../core/bitmath_func.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../debug.h"
#include "../network/network.h"
#include "../settings_type.h"
#include "../window_func.h"
#include "../command_func.h"
#include "ai.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->GetName());
}
_current_company = company;
Company *c = GetCompany(company);
c->ai_info = info;
assert(c->ai_instance == NULL);
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();
}
}
/* Occasionally collect garbage; every 255 ticks do one company.
* Effectively collecting garbage once every two months per AI. */
if ((AI::frame_counter & 255) == 0) {
CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
if (IsValidCompanyID(cid) && !IsHumanCompany(cid)) GetCompany(cid)->ai_instance->CollectGarbage();
}
_current_company = OWNER_NONE;
}
/* static */ uint AI::GetTick()
{
return AI::frame_counter;
}
/* static */ void AI::Stop(CompanyID company)
{
if (_networking && !_network_server) return;
CompanyID old_company = _current_company;
_current_company = company;
Company *c = GetCompany(company);
delete c->ai_instance;
c->ai_instance = NULL;
_current_company = old_company;
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)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Only AIs can have an event-queue */
if (!IsValidCompanyID(company) || IsHumanCompany(company)) {
event->Release();
return;
}
/* Queue the event */
CompanyID old_company = _current_company;
_current_company = company;
AIEventController::InsertEvent(event);
_current_company = old_company;
event->Release();
}
/* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
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);
}
event->Release();
}
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, int version)
{
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(version);
_current_company = old_company;
} else {
/* Read, but ignore, the load data */
AIInstance::LoadEmpty();
}
}
/* static */ int AI::GetStartNextTime()
{
/* Find the first company which doesn't exist yet */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (!IsValidCompanyID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
}
/* Currently no AI can be started, check again in a year. */
return DAYS_IN_YEAR;
}
/* 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 */ const AIInfoList *AI::GetUniqueInfoList()
{
return AI::ai_scanner->GetUniqueAIInfoList();
}
/* static */ AIInfo *AI::FindInfo(const char *name, int version)
{
return AI::ai_scanner->FindInfo(name, version);
}
/* 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();
}
|