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(svn r22827) -Codechange: pass the/a more proper sub directory when opening (some) files instead of the default one
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file ai.hpp Base functions for all AIs. */
#ifndef AI_HPP
#define AI_HPP
#ifdef ENABLE_AI
#include "api/ai_event_types.hpp"
#include "../date_type.h"
#include "../core/string_compare_type.hpp"
#include <map>
/** A list that maps AI names to their AIInfo object. */
typedef std::map<const char *, class AIInfo *, StringCompare> AIInfoList;
/**
* Main AI class. Contains all functions needed to start, stop, save and load AIs.
*/
class AI {
public:
/**
* The default months AIs start after eachother.
*/
enum StartNext {
START_NEXT_EASY = DAYS_IN_YEAR * 2,
START_NEXT_MEDIUM = DAYS_IN_YEAR,
START_NEXT_HARD = DAYS_IN_YEAR / 2,
START_NEXT_MIN = 1,
START_NEXT_MAX = 3600,
START_NEXT_DEVIATION = 60,
};
/**
* Is it possible to start a new AI company?
* @return True if a new AI company can be started.
*/
static bool CanStartNew();
/**
* Start a new AI company.
* @param company At which slot the AI company should start.
* @param rerandomise_ai Whether to rerandomise the configured AI.
*/
static void StartNew(CompanyID company, bool rerandomise_ai = true);
/**
* Called every game-tick to let AIs do something.
*/
static void GameLoop();
/**
* Get the current AI tick.
*/
static uint GetTick();
/**
* Stop a company to be controlled by an AI.
* @param company The company from which the AI needs to detach.
* @pre Company::IsValidAiID(company)
*/
static void Stop(CompanyID company);
/**
* Suspend an AI for the reminder of the current tick. If the AI is
* in a state when it cannot be suspended, it will continue to run
* until it can be suspended.
* @param company The company for which the AI should be suspended.
* @pre Company::IsValidAiID(company)
*/
static void Suspend(CompanyID company);
/**
* Kill any and all AIs we manage.
*/
static void KillAll();
/**
* Initialize the AI system.
*/
static void Initialize();
/**
* Uninitialize the AI system
* @param keepConfig Should we keep AIConfigs, or can we free that memory?
*/
static void Uninitialize(bool keepConfig);
/**
* Reset all AIConfigs, and make them reload their AIInfo.
* If the AIInfo could no longer be found, an error is reported to the user.
*/
static void ResetConfig();
/**
* Queue a new event for an AI.
*/
static void NewEvent(CompanyID company, AIEvent *event);
/**
* Broadcast a new event to all active AIs.
*/
static void BroadcastNewEvent(AIEvent *event, CompanyID skip_company = MAX_COMPANIES);
/**
* Save data from an AI to a savegame.
*/
static void Save(CompanyID company);
/**
* Load data for an AI from a savegame.
*/
static void Load(CompanyID company, int version);
/**
* Get the number of days before the next AI should start.
*/
static int GetStartNextTime();
/** Wrapper function for AIScanner::GetAIConsoleList */
static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
/** Wrapper function for AIScanner::GetAIConsoleLibraryList */
static char *GetConsoleLibraryList(char *p, const char *last);
/** Wrapper function for AIScanner::GetAIInfoList */
static const AIInfoList *GetInfoList();
/** Wrapper function for AIScanner::GetUniqueAIInfoList */
static const AIInfoList *GetUniqueInfoList();
/** Wrapper function for AIScanner::FindInfo */
static AIInfo *FindInfo(const char *name, int version, bool force_exact_match);
/** Wrapper function for AIScanner::ImportLibrary */
static bool ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm);
/**
* Rescans all searchpaths for available AIs. If a used AI is no longer
* found it is removed from the config.
*/
static void Rescan();
#if defined(ENABLE_NETWORK)
/** Wrapper function for AIScanner::HasAI */
static bool HasAI(const struct ContentInfo *ci, bool md5sum);
#endif
private:
static uint frame_counter; ///< Tick counter for the AI code
static class AIScanner *ai_scanner; ///< AIScanner instance that is used to find AIs
};
#else /* ENABLE_AI */
#include "../company_type.h"
#define NewEvent(cid, event) nop()
#define BroadcastNewEvent(...) nop()
class AI {
public:
static void StartNew(CompanyID company, bool rerandomise_ai = true) {}
static void Stop(CompanyID company) {}
static void Initialize() {}
static void Uninitialize(bool keepConfig) {}
static void KillAll() {}
static void GameLoop() {}
static bool HasAI(const struct ContentInfo *ci, bool md5sum) { return false; }
static void Rescan() {}
static char *GetConsoleList(char *p, const char *last, bool newest_only = false) { return p; }
static void nop() { }
};
#endif /* ENABLE_AI */
#endif /* AI_HPP */
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