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Location: cpp/openttd-patchpack/source/src/ai/ai.cpp
r10578:bf5b3032607f
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(svn r14836) -Update (r14835): remove changed string from other languages
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/** @file ai.cpp Base for all AIs. */
#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command_func.h"
#include "../network/network.h"
#include "../core/alloc_func.hpp"
#include "../company_func.h"
#include "../company_base.h"
#include "ai.h"
#include "default/default.h"
#include "trolly/trolly.h"
#include "../signal_func.h"
AIStruct _ai;
AICompany _ai_company[MAX_COMPANIES];
/**
* Dequeues commands put in the queue via AI_PutCommandInQueue.
*/
static void AI_DequeueCommands(CompanyID company)
{
AICommand *com, *entry_com;
entry_com = _ai_company[company].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_company[company].queue = NULL;
_ai_company[company].queue_tail = NULL;
/* Dequeue all commands */
while ((com = entry_com) != NULL) {
_current_company = company;
DoCommandP(com->tile, com->p1, com->p2, com->cmd, com->callback, com->text);
/* Free item */
entry_com = com->next;
free(com->text);
free(com);
}
}
/**
* Needed for SP; we need to delay DoCommand with 1 tick, because else events
* will make infinite loops (AIScript).
*/
static void AI_PutCommandInQueue(CompanyID company, TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback* callback, const char *text = NULL)
{
AICommand *com;
if (_ai_company[company].queue_tail == NULL) {
/* There is no item in the queue yet, create the queue */
_ai_company[company].queue = MallocT<AICommand>(1);
_ai_company[company].queue_tail = _ai_company[company].queue;
} else {
/* Add an item at the end */
_ai_company[company].queue_tail->next = MallocT<AICommand>(1);
_ai_company[company].queue_tail = _ai_company[company].queue_tail->next;
}
/* This is our new item */
com = _ai_company[company].queue_tail;
/* Assign the info */
com->tile = tile;
com->p1 = p1;
com->p2 = p2;
com->cmd = cmd;
com->callback = callback;
com->next = NULL;
com->text = text == NULL ? NULL : strdup(text);
}
/**
* Executes a raw DoCommand for the AI.
*/
CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 cmd, CommandCallback* callback, const char *text)
{
CompanyID old_local_company;
CommandCost res;
/* 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 = DoCommand(tile, p1, p2, flags & ~DC_EXEC, cmd, text);
/* 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;
}
/* NetworkSend_Command needs _local_company to be set correctly, so
* adjust it, and put it back right after the function */
old_local_company = _local_company;
_local_company = _current_company;
#ifdef ENABLE_NETWORK
/* Send the command */
if (_networking) {
/* Network is easy, send it to his handler */
NetworkSend_Command(tile, p1, p2, cmd, callback, text);
} else {
#else
{
#endif
/* 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_company, tile, p1, p2, cmd, callback, text);
}
/* Set _local_company back */
_local_company = old_local_company;
return res;
}
CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 cmd, const char *text)
{
return AI_DoCommandCc(tile, p1, p2, flags, cmd, NULL, text);
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
static void AI_RunTick(CompanyID company)
{
extern void AiNewDoGameLoop(Company *c);
Company *c = GetCompany(company);
_current_company = company;
if (_settings_game.ai.ainew_active) {
AiNewDoGameLoop(c);
} else {
/* Enable all kind of cheats the old AI needs in order to operate correctly... */
_is_old_ai_company = true;
AiDoGameLoop(c);
_is_old_ai_company = false;
}
/* AI could change some track, so update signals */
UpdateSignalsInBuffer();
}
/**
* The gameloop for AIs.
* Handles one tick for all the AIs.
*/
void AI_RunGameLoop()
{
/* Don't do anything if ai is disabled */
if (!_ai.enabled) return;
/* Don't do anything if we are a network-client, or the AI has been disabled */
if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
/* New tick */
_ai.tick++;
/* Make sure the AI follows the difficulty rule.. */
assert(_settings_game.difficulty.competitor_speed <= 4);
if ((_ai.tick & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
/* Check for AI-client (so joining a network with an AI) */
if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai) {
/* This should always be true, else something went wrong... */
assert(_ai_company[c->index].active);
/* Run the script */
AI_DequeueCommands(c->index);
AI_RunTick(c->index);
}
}
}
_current_company = OWNER_NONE;
}
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
void AI_StartNewAI(CompanyID company)
{
assert(IsValidCompanyID(company));
/* Called if a new AI is booted */
_ai_company[company].active = true;
}
/**
* This AI company died. Give it some chance to make a final puf.
*/
void AI_CompanyDied(CompanyID company)
{
/* Called if this AI died */
_ai_company[company].active = false;
if (_companies_ainew[company].pathfinder == NULL) return;
AyStarMain_Free(_companies_ainew[company].pathfinder);
delete _companies_ainew[company].pathfinder;
_companies_ainew[company].pathfinder = NULL;
}
/**
* Initialize some AI-related stuff.
*/
void AI_Initialize()
{
/* First, make sure all AIs are DEAD! */
AI_Uninitialize();
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_company, 0, sizeof(_ai_company));
_ai.enabled = true;
}
/**
* Deinitializer for AI-related stuff.
*/
void AI_Uninitialize()
{
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) AI_CompanyDied(c);
}
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