Files @ r12162:c4894f5339c3
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Location: cpp/openttd-patchpack/source/src/ai/ai_core.cpp

rubidium
(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
/* $Id$ */

/** @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"
#include "api/ai_error.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(Company::IsValidID(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 = Company::Get(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 (c->is_ai) {
			_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 (Company::IsValidAiID(cid)) Company::Get(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 = Company::Get(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 (Company::GetPoolSize() == 0) return;

	const Company *c;
	FOR_ALL_COMPANIES(c) {
		if (c->is_ai) 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 (!Company::IsValidAiID(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());
	}

	Company::Get(_current_company)->ai_instance->Continue();
}

/* static */ void AI::Save(CompanyID company)
{
	if (!_networking || _network_server) {
		Company *c = Company::GetIfValid(company);
		assert(c != NULL && c->ai_instance != NULL);

		CompanyID old_company = _current_company;
		_current_company = company;
		c->ai_instance->Save();
		_current_company = old_company;
	} else {
		AIInstance::SaveEmpty();
	}
}

/* static */ void AI::Load(CompanyID company, int version)
{
	if (!_networking || _network_server) {
		Company *c = Company::GetIfValid(company);
		assert(c != NULL && c->ai_instance != NULL);

		CompanyID old_company = _current_company;
		_current_company = company;
		c->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 (!Company::IsValidID(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, Company::Get(_current_company)->ai_instance->GetController());
}

/* static */ void AI::Rescan()
{
	AI::ai_scanner->RescanAIDir();
	ResetConfig();
}