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Location: cpp/openttd-patchpack/source/ai/ai.c
r2446:da39b6c95b6c
5.5 KiB
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(svn r2972) Fix the speed of the AI
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 | /* $Id$ */
#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "ai.h"
/**
* Dequeues commands put in the queue via AI_PutCommandInQueue.
*/
void AI_DequeueCommands(byte player)
{
AICommand *com, *entry_com;
entry_com = _ai_player[player].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_player[player].queue = NULL;
_ai_player[player].queue_tail = NULL;
/* Dequeue all commands */
while ((com = entry_com) != NULL) {
_current_player = player;
/* Copy the DP back in place */
memcpy(_decode_parameters, com->dp, sizeof(com->dp));
DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
/* Free item */
entry_com = com->next;
free(com);
}
}
/**
* Needed for SP; we need to delay DoCommand with 1 tick, because else events
* will make infinite loops (AIScript).
*/
void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
{
AICommand *com;
if (_ai_player[player].queue_tail == NULL) {
/* There is no item in the queue yet, create the queue */
_ai_player[player].queue = malloc(sizeof(AICommand));
_ai_player[player].queue_tail = _ai_player[player].queue;
} else {
/* Add an item at the end */
_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
}
/* This is our new item */
com = _ai_player[player].queue_tail;
/* Assign the info */
com->tile = tile;
com->p1 = p1;
com->p2 = p2;
com->procc = procc;
com->next = NULL;
/* Copy the decode_parameters */
memcpy(com->dp, _decode_parameters, sizeof(com->dp));
}
/**
* Executes a raw DoCommand for the AI.
*/
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
byte old_lp;
int32 res = 0;
/* 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 = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
/* The command failed, or you didn't want to execute, or you are quering, return */
if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
return res;
/* If we did a DC_EXEC, and the command did not return an error, execute it
over the network */
if (flags & DC_AUTO) procc |= CMD_AUTO;
if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
/* NetworkSend_Command needs _local_player to be set correctly, so
adjust it, and put it back right after the function */
old_lp = _local_player;
_local_player = _current_player;
/* Send the command */
if (_networking)
/* Network is easy, send it to his handler */
NetworkSend_Command(tile, p1, p2, procc, NULL);
else
/* 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_player, tile, p1, p2, procc);
/* Set _local_player back */
_local_player = old_lp;
return res;
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
void AI_RunTick(byte player)
{
extern void AiNewDoGameLoop(Player *p);
Player *p = GetPlayer(player);
_current_player = player;
if (_patches.ainew_active)
AiNewDoGameLoop(p);
else {
/* Enable all kind of cheats the old AI needs in order to operate correctly... */
_is_old_ai_player = true;
AiDoGameLoop(p);
_is_old_ai_player = false;
}
}
/**
* The gameloop for AIs.
* Handles one tick for all the AIs.
*/
void AI_RunGameLoop(void)
{
/* Don't do anything if ai is disabled */
if (!_ai.enabled)
return;
/* New tick */
_ai.tick++;
/* Make sure the AI follows the difficulty rule.. */
assert(_opt.diff.competitor_speed <= 4);
if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
return;
/* Check for AI-client (so joining a network with an AI) */
if (_ai.network_client) {
/* Run the script */
AI_DequeueCommands(_ai.network_player);
AI_RunTick(_ai.network_player);
} else if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) {
/* This should always be true, else something went wrong... */
assert(_ai_player[p->index].active);
/* Run the script */
AI_DequeueCommands(p->index);
AI_RunTick(p->index);
}
}
}
_current_player = OWNER_NONE;
}
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
void AI_StartNewAI(byte player)
{
/* Called if a new AI is booted */
_ai_player[player].active = true;
}
/**
* This AI player died. Give it some chance to make a final puf.
*/
void AI_PlayerDied(byte player)
{
/* Called if this AI died */
_ai_player[player].active = false;
}
/**
* Initialize some AI-related stuff.
*/
void AI_Initialize(void)
{
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
_ai.enabled = true;
}
/**
* Deinitializer for AI-related stuff.
*/
void AI_Uninitialize(void)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) {
AI_PlayerDied(p->index);
}
}
}
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