2009-01-12 17:11:45 +00:00
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/* $Id$ */
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2009-08-21 20:21:05 +00:00
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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2009-01-12 17:11:45 +00:00
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/** @file ai_core.cpp Implementation of AI. */
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#include "../stdafx.h"
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2010-05-31 20:22:57 +00:00
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#include "../core/backup_type.hpp"
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2009-02-03 22:42:42 +00:00
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#include "../core/bitmath_func.hpp"
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2009-01-12 17:11:45 +00:00
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#include "../company_base.h"
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#include "../company_func.h"
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#include "../network/network.h"
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#include "../window_func.h"
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#include "../command_func.h"
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#include "ai_scanner.hpp"
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#include "ai_instance.hpp"
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#include "ai_config.hpp"
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2009-04-25 23:51:15 +00:00
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#include "api/ai_error.hpp"
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2009-01-12 17:11:45 +00:00
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/* static */ uint AI::frame_counter = 0;
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/* static */ AIScanner *AI::ai_scanner = NULL;
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/* static */ bool AI::CanStartNew()
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{
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/* Only allow new AIs on the server and only when that is allowed in multiplayer */
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return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
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}
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2010-01-09 14:41:22 +00:00
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/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
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2009-01-12 17:11:45 +00:00
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{
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2009-05-17 01:00:56 +00:00
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assert(Company::IsValidID(company));
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2009-01-12 17:11:45 +00:00
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/* Clients shouldn't start AIs */
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if (_networking && !_network_server) return;
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2010-01-09 14:41:22 +00:00
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AIConfig *config = AIConfig::GetConfig(company);
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AIInfo *info = config->GetInfo();
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if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
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2009-01-12 17:11:45 +00:00
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info = AI::ai_scanner->SelectRandomAI();
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assert(info != NULL);
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/* Load default data and store the name in the settings */
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2010-01-29 00:03:31 +00:00
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config->ChangeAI(info->GetName(), -1, false, true);
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2009-01-12 17:11:45 +00:00
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}
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2010-06-05 13:29:48 +00:00
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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2009-05-16 23:34:14 +00:00
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Company *c = Company::Get(company);
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2009-01-12 17:11:45 +00:00
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c->ai_info = info;
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2009-01-17 15:14:13 +00:00
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assert(c->ai_instance == NULL);
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2009-01-12 17:11:45 +00:00
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c->ai_instance = new AIInstance(info);
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2010-06-05 13:29:48 +00:00
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cur_company.Restore();
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2009-01-12 17:11:45 +00:00
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InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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return;
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}
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/* static */ void AI::GameLoop()
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{
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/* If we are in networking, only servers run this function, and that only if it is allowed */
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if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
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/* The speed with which AIs go, is limited by the 'competitor_speed' */
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AI::frame_counter++;
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assert(_settings_game.difficulty.competitor_speed <= 4);
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if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
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2010-06-05 12:16:12 +00:00
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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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2009-01-12 17:11:45 +00:00
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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2009-06-10 22:05:01 +00:00
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if (c->is_ai) {
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2010-05-31 20:22:57 +00:00
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cur_company.Change(c->index);
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2009-01-12 17:11:45 +00:00
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c->ai_instance->GameLoop();
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}
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}
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2010-05-31 20:22:57 +00:00
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cur_company.Restore();
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2009-01-12 17:11:45 +00:00
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2009-02-03 22:42:42 +00:00
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/* Occasionally collect garbage; every 255 ticks do one company.
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* Effectively collecting garbage once every two months per AI. */
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if ((AI::frame_counter & 255) == 0) {
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CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
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2009-06-10 22:05:01 +00:00
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if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
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2009-02-03 22:42:42 +00:00
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}
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2009-01-12 17:11:45 +00:00
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}
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/* static */ uint AI::GetTick()
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{
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return AI::frame_counter;
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}
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/* static */ void AI::Stop(CompanyID company)
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{
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if (_networking && !_network_server) return;
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2010-06-05 12:16:12 +00:00
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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2009-05-16 23:34:14 +00:00
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Company *c = Company::Get(company);
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2009-01-12 17:11:45 +00:00
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delete c->ai_instance;
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c->ai_instance = NULL;
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2010-05-31 20:22:57 +00:00
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cur_company.Restore();
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2009-02-07 17:01:44 +00:00
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2009-01-12 17:11:45 +00:00
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InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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2010-01-29 21:38:55 +00:00
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DeleteWindowById(WC_AI_SETTINGS, company);
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2009-01-12 17:11:45 +00:00
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}
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2010-04-02 17:35:20 +00:00
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/* static */ void AI::Suspend(CompanyID company)
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{
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if (_networking && !_network_server) return;
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2010-06-05 12:16:12 +00:00
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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2010-04-02 17:35:20 +00:00
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Company::Get(company)->ai_instance->Suspend();
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2010-05-31 20:22:57 +00:00
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cur_company.Restore();
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2010-04-02 17:35:20 +00:00
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}
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2009-01-12 17:11:45 +00:00
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/* static */ void AI::KillAll()
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{
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/* It might happen there are no companies .. than we have nothing to loop */
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2009-05-16 23:44:36 +00:00
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if (Company::GetPoolSize() == 0) return;
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2009-01-12 17:11:45 +00:00
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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2009-06-10 22:05:01 +00:00
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if (c->is_ai) AI::Stop(c->index);
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2009-01-12 17:11:45 +00:00
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}
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}
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/* static */ void AI::Initialize()
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{
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if (AI::ai_scanner != NULL) AI::Uninitialize(true);
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AI::frame_counter = 0;
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if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
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}
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/* static */ void AI::Uninitialize(bool keepConfig)
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{
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AI::KillAll();
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if (keepConfig) {
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/* Run a rescan, which indexes all AIInfos again, and check if we can
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* still load all the AIS, while keeping the configs in place */
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Rescan();
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} else {
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delete AI::ai_scanner;
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AI::ai_scanner = NULL;
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (_settings_game.ai_config[c] != NULL) {
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delete _settings_game.ai_config[c];
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_settings_game.ai_config[c] = NULL;
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}
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if (_settings_newgame.ai_config[c] != NULL) {
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delete _settings_newgame.ai_config[c];
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_settings_newgame.ai_config[c] = NULL;
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}
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}
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}
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}
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/* static */ void AI::ResetConfig()
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{
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/* Check for both newgame as current game if we can reload the AIInfo insde
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* the AIConfig. If not, remove the AI from the list (which will assign
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* a random new AI on reload). */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
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2011-06-03 19:18:39 +00:00
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if (!_settings_game.ai_config[c]->ResetInfo(true)) {
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2009-01-12 17:11:45 +00:00
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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());
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_settings_game.ai_config[c]->ChangeAI(NULL);
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2011-06-03 19:18:39 +00:00
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if (Company::IsValidAiID(c)) {
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/* The code belonging to an already running AI was deleted. We can only do
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* one thing here to keep everything sane and that is kill the AI. After
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* killing the offending AI we start a random other one in it's place, just
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* like what would happen if the AI was missing during loading. */
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AI::Stop(c);
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AI::StartNew(c, false);
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}
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} else if (Company::IsValidAiID(c)) {
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/* Update the reference in the Company struct. */
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Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
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2009-01-12 17:11:45 +00:00
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}
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}
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if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
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2011-06-03 19:18:39 +00:00
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if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
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2009-01-12 17:11:45 +00:00
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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());
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_settings_newgame.ai_config[c]->ChangeAI(NULL);
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}
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}
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}
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}
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/* static */ void AI::NewEvent(CompanyID company, AIEvent *event)
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{
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2009-01-24 21:38:30 +00:00
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/* AddRef() and Release() need to be called at least once, so do it here */
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event->AddRef();
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2009-01-12 17:11:45 +00:00
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/* Clients should ignore events */
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2009-01-24 21:38:30 +00:00
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if (_networking && !_network_server) {
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event->Release();
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return;
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}
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2009-01-12 17:11:45 +00:00
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/* Only AIs can have an event-queue */
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2009-06-10 22:05:01 +00:00
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if (!Company::IsValidAiID(company)) {
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2009-01-24 21:38:30 +00:00
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event->Release();
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return;
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}
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2009-01-12 17:11:45 +00:00
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/* Queue the event */
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2010-06-05 12:16:12 +00:00
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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2009-01-12 17:11:45 +00:00
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AIEventController::InsertEvent(event);
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2010-05-31 20:22:57 +00:00
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cur_company.Restore();
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2009-01-24 21:38:30 +00:00
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event->Release();
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2009-01-12 17:11:45 +00:00
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}
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/* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
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{
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2009-01-24 21:38:30 +00:00
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/* AddRef() and Release() need to be called at least once, so do it here */
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event->AddRef();
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2009-01-12 17:11:45 +00:00
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/* Clients should ignore events */
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2009-01-24 21:38:30 +00:00
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if (_networking && !_network_server) {
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event->Release();
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return;
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}
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2009-01-12 17:11:45 +00:00
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/* Try to send the event to all AIs */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (c != skip_company) AI::NewEvent(c, event);
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}
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2009-01-24 21:38:30 +00:00
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event->Release();
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2009-01-12 17:11:45 +00:00
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}
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2010-07-31 22:16:34 +00:00
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/**
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* DoCommand callback function for all commands executed by AIs.
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* @param result The result of the command.
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* @param tile The tile on which the command was executed.
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* @param p1 p1 as given to DoCommandPInternal.
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* @param p2 p2 as given to DoCommandPInternal.
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*/
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2010-01-11 18:46:09 +00:00
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void CcAI(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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2009-01-12 17:11:45 +00:00
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{
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2010-01-11 18:46:09 +00:00
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AIObject::SetLastCommandRes(result.Succeeded());
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2009-01-12 17:11:45 +00:00
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2010-01-11 18:46:09 +00:00
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if (result.Failed()) {
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AIObject::SetLastError(AIError::StringToError(result.GetErrorMessage()));
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2009-01-12 17:11:45 +00:00
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} else {
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2010-01-11 18:46:09 +00:00
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AIObject::IncreaseDoCommandCosts(result.GetCost());
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AIObject::SetLastCost(result.GetCost());
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2009-01-12 17:11:45 +00:00
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}
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2009-05-16 23:34:14 +00:00
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Company::Get(_current_company)->ai_instance->Continue();
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2009-01-12 17:11:45 +00:00
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}
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/* static */ void AI::Save(CompanyID company)
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{
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if (!_networking || _network_server) {
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2009-05-18 16:21:28 +00:00
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Company *c = Company::GetIfValid(company);
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assert(c != NULL && c->ai_instance != NULL);
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2009-01-12 17:11:45 +00:00
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2010-06-05 12:16:12 +00:00
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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2009-05-18 16:21:28 +00:00
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c->ai_instance->Save();
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2010-05-31 20:22:57 +00:00
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cur_company.Restore();
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2009-01-12 17:11:45 +00:00
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} else {
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AIInstance::SaveEmpty();
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}
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}
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2009-01-13 01:46:46 +00:00
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/* static */ void AI::Load(CompanyID company, int version)
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2009-01-12 17:11:45 +00:00
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{
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if (!_networking || _network_server) {
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2009-05-18 16:21:28 +00:00
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Company *c = Company::GetIfValid(company);
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assert(c != NULL && c->ai_instance != NULL);
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2009-01-12 17:11:45 +00:00
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2010-06-05 12:16:12 +00:00
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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2009-05-18 16:21:28 +00:00
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c->ai_instance->Load(version);
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2010-05-31 20:22:57 +00:00
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cur_company.Restore();
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2009-01-12 17:11:45 +00:00
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} else {
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/* Read, but ignore, the load data */
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AIInstance::LoadEmpty();
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}
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}
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2009-01-13 14:00:26 +00:00
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/* static */ int AI::GetStartNextTime()
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{
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2009-01-13 16:53:03 +00:00
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/* Find the first company which doesn't exist yet */
|
2009-01-13 14:00:26 +00:00
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|
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
|
2009-05-17 01:00:56 +00:00
|
|
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if (!Company::IsValidID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
|
2009-01-13 14:00:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
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/* Currently no AI can be started, check again in a year. */
|
2009-01-13 22:58:03 +00:00
|
|
|
return DAYS_IN_YEAR;
|
2009-01-13 14:00:26 +00:00
|
|
|
}
|
|
|
|
|
2011-02-07 09:51:16 +00:00
|
|
|
/* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
|
2009-01-12 17:11:45 +00:00
|
|
|
{
|
2011-02-07 09:51:16 +00:00
|
|
|
return AI::ai_scanner->GetAIConsoleList(p, last, newest_only);
|
2009-01-12 17:11:45 +00:00
|
|
|
}
|
|
|
|
|
2011-01-03 14:52:30 +00:00
|
|
|
/* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
|
|
|
|
{
|
|
|
|
return AI::ai_scanner->GetAIConsoleLibraryList(p, last);
|
|
|
|
}
|
|
|
|
|
2009-01-12 17:11:45 +00:00
|
|
|
/* static */ const AIInfoList *AI::GetInfoList()
|
|
|
|
{
|
|
|
|
return AI::ai_scanner->GetAIInfoList();
|
|
|
|
}
|
|
|
|
|
2009-01-20 16:49:10 +00:00
|
|
|
/* static */ const AIInfoList *AI::GetUniqueInfoList()
|
|
|
|
{
|
|
|
|
return AI::ai_scanner->GetUniqueAIInfoList();
|
|
|
|
}
|
|
|
|
|
2010-01-29 00:03:31 +00:00
|
|
|
/* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
|
2009-01-12 17:11:45 +00:00
|
|
|
{
|
2010-01-29 00:03:31 +00:00
|
|
|
return AI::ai_scanner->FindInfo(name, version, force_exact_match);
|
2009-01-12 17:11:45 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
|
|
|
|
{
|
2009-05-16 23:34:14 +00:00
|
|
|
return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, Company::Get(_current_company)->ai_instance->GetController());
|
2009-01-12 17:11:45 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* static */ void AI::Rescan()
|
|
|
|
{
|
|
|
|
AI::ai_scanner->RescanAIDir();
|
|
|
|
ResetConfig();
|
|
|
|
}
|