/* $Id$ */ /* * 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 . */ /** @file ai_core.cpp Implementation of AI. */ #include "../stdafx.h" #include "../core/backup_type.hpp" #include "../core/bitmath_func.hpp" #include "../company_base.h" #include "../company_func.h" #include "../network/network.h" #include "../window_func.h" #include "../command_func.h" #include "../fileio_func.h" #include "ai_scanner.hpp" #include "ai_instance.hpp" #include "ai_config.hpp" #include "../script/api/script_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, bool rerandomise_ai) { assert(Company::IsValidID(company)); /* Clients shouldn't start AIs */ if (_networking && !_network_server) return; AIConfig *config = AIConfig::GetConfig(company); AIInfo *info = config->GetInfo(); if (info == NULL || (rerandomise_ai && config->IsRandomAI())) { info = AI::ai_scanner->SelectRandomAI(); assert(info != NULL); /* Load default data and store the name in the settings */ config->ChangeAI(info->GetName(), -1, false, true); } Backup cur_company(_current_company, company, FILE_LINE); Company *c = Company::Get(company); c->ai_info = info; assert(c->ai_instance == NULL); c->ai_instance = new AIInstance(); c->ai_instance->Initialize(info); cur_company.Restore(); 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; Backup cur_company(_current_company, FILE_LINE); const Company *c; FOR_ALL_COMPANIES(c) { if (c->is_ai) { cur_company.Change(c->index); c->ai_instance->GameLoop(); } } cur_company.Restore(); /* 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(); } } /* static */ uint AI::GetTick() { return AI::frame_counter; } /* static */ void AI::Stop(CompanyID company) { if (_networking && !_network_server) return; Backup cur_company(_current_company, company, FILE_LINE); Company *c = Company::Get(company); delete c->ai_instance; c->ai_instance = NULL; cur_company.Restore(); InvalidateWindowData(WC_AI_DEBUG, 0, -1); DeleteWindowById(WC_AI_SETTINGS, company); } /* static */ void AI::Suspend(CompanyID company) { if (_networking && !_network_server) return; Backup cur_company(_current_company, company, FILE_LINE); Company::Get(company)->ai_instance->Suspend(); cur_company.Restore(); } /* 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) { TarScanner::DoScan(TarScanner::AI); 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(true)) { 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 (Company::IsValidAiID(c)) { /* The code belonging to an already running AI was deleted. We can only do * one thing here to keep everything sane and that is kill the AI. After * killing the offending AI we start a random other one in it's place, just * like what would happen if the AI was missing during loading. */ AI::Stop(c); AI::StartNew(c, false); } } else if (Company::IsValidAiID(c)) { /* Update the reference in the Company struct. */ Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo(); } } if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) { if (!_settings_newgame.ai_config[c]->ResetInfo(false)) { 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, ScriptEvent *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 */ Backup cur_company(_current_company, company, FILE_LINE); Company::Get(_current_company)->ai_instance->InsertEvent(event); cur_company.Restore(); event->Release(); } /* static */ void AI::BroadcastNewEvent(ScriptEvent *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(); } /** * DoCommand callback function for all commands executed by AIs. * @param result The result of the command. * @param tile The tile on which the command was executed. * @param p1 p1 as given to DoCommandPInternal. * @param p2 p2 as given to DoCommandPInternal. */ void CcAI(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2) { Company::Get(_current_company)->ai_instance->DoCommandCallback(result, tile, p1, p2); 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); Backup cur_company(_current_company, company, FILE_LINE); c->ai_instance->Save(); cur_company.Restore(); } 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); Backup cur_company(_current_company, company, FILE_LINE); c->ai_instance->Load(version); cur_company.Restore(); } 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, bool newest_only) { return AI::ai_scanner->GetAIConsoleList(p, last, newest_only); } /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last) { return AI::ai_scanner->GetAIConsoleLibraryList(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, bool force_exact_match) { return AI::ai_scanner->FindInfo(name, version, force_exact_match); } /* static */ AILibrary *AI::FindLibrary(const char *library, int version) { return AI::ai_scanner->FindLibrary(library, version); } /* static */ void AI::Rescan() { TarScanner::DoScan(TarScanner::AI); AI::ai_scanner->RescanAIDir(); ResetConfig(); InvalidateWindowData(WC_AI_LIST, 0, 1); SetWindowClassesDirty(WC_AI_DEBUG); SetWindowDirty(WC_AI_SETTINGS, 0); }