(svn r3304) -Add: allow AI-events to see the UID of the command

-Fix: improved the logic of the UID code for AIs
pull/155/head
truelight 19 years ago
parent c5adf63d77
commit 607e518ab8

@ -156,7 +156,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
AICommand *new;
uint unique_id = uids[_current_player];
uint unique_id = uids[_current_player] + 1; // + 1, because 0 is reserved
int32 res;
res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
@ -192,13 +192,16 @@ int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint pr
}
/**
* A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
* an event.Z
* Find the right UID for this command.
*/
void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded)
void AI_GetCommandUID(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile)
{
AICommand *command = command_uid[_current_player];
/* Reset to 0, meaning no UID. Then we start detecting if we have an UID for this command */
_ai_current_uid = 0;
_ai_current_tile = INVALID_TILE;
if (command == NULL)
return;
@ -217,14 +220,29 @@ void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool suc
return;
}
/* Remove this command from the list */
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);
/* Broadcast our current UID and tile */
_ai_current_uid = command->uid;
_ai_current_tile = tile;
free(command);
}
/**
* A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
* an event.
*/
void AI_CommandResult(bool succeeded)
{
if (_ai_current_uid == 0)
return;
ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, _ai_current_tile);
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/

@ -51,6 +51,8 @@ typedef struct AIStruct {
VARDEF AIStruct _ai;
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
VARDEF uint _ai_current_uid; //! Keeps track of the current UID, if any (0 means none)
VARDEF TileIndex _ai_current_tile; //! Keeps track of the current Tile.
// ai.c
void AI_StartNewAI(PlayerID player);
@ -60,7 +62,8 @@ void AI_Initialize(void);
void AI_Uninitialize(void);
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool failed);
void AI_GetCommandUID(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile);
void AI_CommandResult(bool failed);
/** Is it allowed to start a new AI.
* This function checks some boundries to see if we should launch a new AI.

@ -13,7 +13,7 @@
* tell us ASAP! */
# define ai_event(player, event, ...) \
if ((player) < MAX_PLAYERS && _ai_player[(player)].module != NULL) \
gpmi_event(_ai_player[(player)].module, (event), ##__VA_ARGS__)
gpmi_event(_ai_player[(player)].module, (event), _ai_current_uid, ##__VA_ARGS__)
#else /* GPMI */

@ -403,6 +403,8 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
int x = TileX(tile) * 16;
int y = TileY(tile) * 16;
AI_GetCommandUID(cmd, p1, p2, tile);
/* Do not even think about executing out-of-bounds tile-commands */
if (tile > MapSize()) {
_cmd_text = NULL;
@ -477,12 +479,12 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
if (res & 0xFFFF) _error_message = res & 0xFFFF;
/* Trigger an event special for the AI, so it knows the build has failed
* Because the commands are always delayed, this is the only way. */
AI_CommandResult(cmd, p1, p2, tile, false);
AI_CommandResult(false);
goto show_error;
}
// no money? Only check if notest is off
if (!notest && res != 0 && !CheckPlayerHasMoney(res)) {
AI_CommandResult(cmd, p1, p2, tile, false);
AI_CommandResult(false);
goto show_error;
}
}
@ -519,12 +521,12 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
} else {
if (CmdFailed(res2)) {
if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
AI_CommandResult(cmd, p1, p2, tile, false);
AI_CommandResult(false);
goto show_error;
}
}
AI_CommandResult(cmd, p1, p2, tile, true);
AI_CommandResult(true);
SubtractMoneyFromPlayer(res2);

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