Files @ r2738:f106c3259c52
Branch filter:

Location: cpp/openttd-patchpack/source/ai/ai.c

truelight
(svn r3283) -Fix: decode_parameters was still used, while _cmd_text is the way
-Fix: _cmd_text is cleared after a command, so we need to store it
temporaray in order to first test the command, before executing
  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
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
/* $Id$ */

#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "../debug.h"
#include "ai.h"
#include "default/default.h"
#include "../string.h"

/* Here we define the events */
#define DEF_EVENTS
#include "ai_event.h"
#undef DEF_EVENTS

/* Here we keep track of all commands that are called via AI_DoCommandChecked,
 *  in special we save the unique_id here. Now this id is given back
 *  when the command fails or succeeds and is detected as added in this storage. */
static AICommand *command_uid[MAX_PLAYERS];
static AICommand *command_uid_tail[MAX_PLAYERS];
static uint uids[MAX_PLAYERS];

/**
 * 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 */
		_cmd_text = com->text;
		DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
		_cmd_text = NULL;

		/* Free item */
		entry_com = com->next;
		if (com->text != NULL)
			free(com->text);
		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;
	com->text  = NULL;

	/* Copy the cmd_text, if needed */
	if (_cmd_text != NULL) {
		com->text = strdup(_cmd_text);
		_cmd_text = NULL;
	}
}

/**
 * Executes a raw DoCommand for the AI.
 */
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
	PlayerID old_lp;
	int32 res = 0;
	char *cmdtext = NULL;

	/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
	 *   person.. should we check for those funny jokes?
	 */

	/* The test already free _cmd_text in most cases, so let's backup the string, else we have a problem ;) */
	if (_cmd_text != NULL)
		cmdtext = strdup(_cmd_text);

	/* 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 ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
		if (cmdtext != NULL)
			free(cmdtext);
		return res;
	}

	/* Recover _cmd_text */
	if (cmdtext != NULL)
		_cmd_text = cmdtext;

	/* 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;

#ifdef ENABLE_NETWORK
	/* Send the command */
	if (_networking)
		/* Network is easy, send it to his handler */
		NetworkSend_Command(tile, p1, p2, procc, NULL);
	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_player, tile, p1, p2, procc);

	/* Set _local_player back */
	_local_player = old_lp;

	/* Free the temp _cmd_text var */
	if (cmdtext != NULL)
		free(cmdtext);

	return res;
}

int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
	AICommand *new;
	uint unique_id = uids[_current_player];
	int32 res;

	res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
	if (CmdFailed(res))
		return CMD_ERROR;
	if (!(flags & DC_EXEC))
		return res;

	uids[_current_player]++;

	/* Save the command and his things, together with the unique_id */
	new = malloc(sizeof(AICommand));
	new->tile  = tile;
	new->p1    = p1;
	new->p2    = p2;
	new->procc = procc;
	new->next  = NULL;
	new->uid   = unique_id;

	/* Add it to the back of the list */
	if (command_uid_tail[_current_player] == NULL)
		command_uid_tail[_current_player] = new;
	else {
		command_uid_tail[_current_player]->next = new;
		command_uid_tail[_current_player] = new;
	}

	if (command_uid[_current_player] == NULL)
		command_uid[_current_player] = new;

	AI_DoCommand(tile, p1, p2, flags, procc);
	return unique_id;
}

/**
 * A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
 *  an event.Z
 */
void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded)
{
	AICommand *command = command_uid[_current_player];

	if (command == NULL)
		return;

	if (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile) {
		/* If we come here, we see a command that isn't at top in our list. This is okay, if the command isn't
		 *  anywhere else in our list, else we have a big problem.. so check for that. If it isn't in our list,
		 *  it is okay, else, drop the game.
		 * Why do we have a big problem in the case it is in our list? Simply, we have a command sooner in
		 *  our list that wasn't triggered to be failed or succeeded, so it is sitting there without an
		 *  event, so the script will never know if it succeeded yes/no, so it can hang.. this is VERY bad
		 *  and should never ever happen. */
		while (command != NULL && (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile)) {
			command = command->next;
		}
		assert(command == NULL);
		return;
	}

	command_uid[_current_player] = command_uid[_current_player]->next;
	if (command_uid[_current_player] == NULL)
		command_uid_tail[_current_player] = NULL;

	ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, tile, command->uid);
	free(command);
}

/**
 * Run 1 tick of the AI. Don't overdo it, keep it realistic.
 */
static void AI_RunTick(PlayerID player)
{
	_current_player = player;

#ifdef GPMI
	if (_ai.gpmi) {
		gpmi_call_RunTick(_ai_player[player].module, _frame_counter);
		return;
	}
#endif /* GPMI */

	{
		extern void AiNewDoGameLoop(Player *p);

		Player *p = GetPlayer(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;

	/* Don't do anything if we are a network-client
	 *  (too bad when a client joins, he thinks the AIs are real, so it wants to control
	 *   them.. this avoids that, while loading a network game in singleplayer, does make
	 *   the AIs to continue ;))
	 */
	if (_networking && !_network_server && !_ai.network_client)
		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 && _ai_player[_ai.network_playas].active) {
		/* Run the script */
		AI_DequeueCommands(_ai.network_playas);
		AI_RunTick(_ai.network_playas);
	} 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 && _ai_player[p->index].active) {
				/* Run the script */
				AI_DequeueCommands(p->index);
				AI_RunTick(p->index);
			}
		}
	}

	_current_player = OWNER_NONE;
}

#ifdef GPMI

void AI_ShutdownAIControl(bool with_error)
{
	if (_ai.gpmi_mod != NULL)
		gpmi_mod_unload(_ai.gpmi_mod);
	if (_ai.gpmi_pkg != NULL)
		gpmi_pkg_unload(_ai.gpmi_pkg);

	if (with_error) {
		DEBUG(ai, 0)("[AI] Failed to load AI Control, switching back to built-in AIs..");
		_ai.gpmi = false;
	}
}

void (*ottd_GetNextAIData)(char **library, char **param);
void (*ottd_SetAIParam)(char *param);

void AI_LoadAIControl(void)
{
	/* Load module */
	_ai.gpmi_mod = gpmi_mod_load("ottd_ai_control_mod", NULL);
	if (_ai.gpmi_mod == NULL) {
		AI_ShutdownAIControl(true);
		return;
	}

	/* Load package */
	if (gpmi_pkg_load("ottd_ai_control_pkg", 0, NULL, NULL, &_ai.gpmi_pkg)) {
		AI_ShutdownAIControl(true);
		return;
	}

	/* Now link all the functions */
	{
		ottd_GetNextAIData = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_GetNextAIData");
		ottd_SetAIParam = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_SetAIParam");

		if (ottd_GetNextAIData == NULL || ottd_SetAIParam == NULL)
			AI_ShutdownAIControl(true);
	}

	ottd_SetAIParam(_ai.gpmi_param);
}

/**
 * Dump an entry of the GPMI error stack (callback routine). This helps the user to trace errors back to their roots.
 */
void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string)
{
	DEBUG(ai, 0)("%s", string);
}

#endif /* GPMI */

/**
 * A new AI sees the day of light. You can do here what ever you think is needed.
 */
void AI_StartNewAI(PlayerID player)
{
	assert(player < MAX_PLAYERS);

#ifdef GPMI
	/* Keep this in a different IF, because the function can turn _ai.gpmi off!! */
	if (_ai.gpmi && _ai.gpmi_mod == NULL)
		AI_LoadAIControl();

	if (_ai.gpmi) {
		char *library = NULL;
		char *params = NULL;

		ottd_GetNextAIData(&library, &params);
		gpmi_error_stack_enable = 1;

		if (library != NULL) {
			_ai_player[player].module = gpmi_mod_load(library, params);
			free(library);
		}
		if (params != NULL)
			free(params);

		if (_ai_player[player].module == NULL) {
			DEBUG(ai, 0)("[AI] Failed to load AI, aborting. GPMI error stack:");
			gpmi_err_stack_process_str(AI_PrintErrorStack);
			return;
		}
		gpmi_error_stack_enable = 0;

	}
#endif /* GPMI */

	/* 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(PlayerID player)
{
	if (_ai.network_client && _ai.network_playas == player)
		_ai.network_playas = OWNER_SPECTATOR;

	/* Called if this AI died */
	_ai_player[player].active = false;

	if (command_uid[player] != NULL) {
		while (command_uid[player] != NULL) {
			AICommand *command = command_uid[player];
			command_uid[player] = command->next;
			free(command);
		}

		command_uid[player] = NULL;
		command_uid_tail[player] = NULL;
	}

#ifdef GPMI
	if (_ai_player[player].module != NULL)
		gpmi_mod_unload(_ai_player[player].module);
#endif /* GPMI */
}

/**
 * Initialize some AI-related stuff.
 */
void AI_Initialize(void)
{
	bool tmp_ai_network_client = _ai.network_client;
	bool tmp_ai_gpmi = _ai.gpmi;
#ifdef GPMI
	char *tmp_ai_gpmi_param = strdup(_ai.gpmi_param);
#endif /* GPMI */

	/* First, make sure all AIs are DEAD! */
	AI_Uninitialize();

	memset(&_ai, 0, sizeof(_ai));
	memset(_ai_player, 0, sizeof(_ai_player));
	memset(uids, 0, sizeof(uids));
	memset(command_uid, 0, sizeof(command_uid));
	memset(command_uid_tail, 0, sizeof(command_uid_tail));

	_ai.network_client = tmp_ai_network_client;
	_ai.network_playas = OWNER_SPECTATOR;
	_ai.enabled = true;
	_ai.gpmi = tmp_ai_gpmi;
#ifdef GPMI
	ttd_strlcpy(_ai.gpmi_param, tmp_ai_gpmi_param, sizeof(_ai.gpmi_param));
	free(tmp_ai_gpmi_param);
#endif /* GPMI */
}

/**
 * Deinitializer for AI-related stuff.
 */
void AI_Uninitialize(void)
{
	Player* p;

	FOR_ALL_PLAYERS(p) {
		if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index);
	}

#ifdef GPMI
	AI_ShutdownAIControl(false);
#endif /* GPMI */
}