mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
390 lines
11 KiB
C++
390 lines
11 KiB
C++
/* $Id$ */
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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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/** @file ai_core.cpp Implementation of AI. */
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#include "../stdafx.h"
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#include "../core/backup_type.hpp"
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#include "../core/bitmath_func.hpp"
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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 "ai_scanner.hpp"
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#include "ai_instance.hpp"
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#include "ai_config.hpp"
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#include "ai_info.hpp"
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#include "ai.hpp"
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#include "../safeguards.h"
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/* static */ uint AI::frame_counter = 0;
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/* static */ AIScannerInfo *AI::scanner_info = NULL;
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/* static */ AIScannerLibrary *AI::scanner_library = 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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/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
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{
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assert(Company::IsValidID(company));
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/* Clients shouldn't start AIs */
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if (_networking && !_network_server) return;
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AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
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AIInfo *info = config->GetInfo();
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if (info == NULL || (rerandomise_ai && config->IsRandom())) {
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info = AI::scanner_info->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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config->Change(info->GetName(), -1, false, true);
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}
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config->AnchorUnchangeableSettings();
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company *c = Company::Get(company);
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c->ai_info = info;
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assert(c->ai_instance == NULL);
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c->ai_instance = new AIInstance();
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c->ai_instance->Initialize(info);
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cur_company.Restore();
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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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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->is_ai) {
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cur_company.Change(c->index);
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c->ai_instance->GameLoop();
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}
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}
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cur_company.Restore();
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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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if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
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}
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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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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company *c = Company::Get(company);
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delete c->ai_instance;
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c->ai_instance = NULL;
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c->ai_info = NULL;
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cur_company.Restore();
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InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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DeleteWindowById(WC_AI_SETTINGS, company);
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}
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/* static */ void AI::Pause(CompanyID company)
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{
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/* The reason why dedicated servers are forbidden to execute this
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* command is not because it is unsafe, but because there is no way
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* for the server owner to unpause the script again. */
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if (_network_dedicated) return;
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company::Get(company)->ai_instance->Pause();
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cur_company.Restore();
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}
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/* static */ void AI::Unpause(CompanyID company)
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{
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company::Get(company)->ai_instance->Unpause();
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cur_company.Restore();
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}
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/* static */ bool AI::IsPaused(CompanyID company)
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{
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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bool paused = Company::Get(company)->ai_instance->IsPaused();
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cur_company.Restore();
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return paused;
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}
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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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if (Company::GetPoolSize() == 0) return;
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->is_ai) AI::Stop(c->index);
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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::scanner_info != NULL) AI::Uninitialize(true);
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AI::frame_counter = 0;
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if (AI::scanner_info == NULL) {
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TarScanner::DoScan(TarScanner::AI);
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AI::scanner_info = new AIScannerInfo();
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AI::scanner_info->Initialize();
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AI::scanner_library = new AIScannerLibrary();
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AI::scanner_library->Initialize();
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}
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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::scanner_info;
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delete AI::scanner_library;
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AI::scanner_info = NULL;
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AI::scanner_library = 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 inside
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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]->HasScript()) {
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if (!_settings_game.ai_config[c]->ResetInfo(true)) {
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DEBUG(script, 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]->Change(NULL);
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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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}
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}
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if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
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if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
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DEBUG(script, 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]->Change(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, ScriptEvent *event)
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{
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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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/* Clients should ignore events */
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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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/* Only AIs can have an event-queue */
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if (!Company::IsValidAiID(company)) {
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event->Release();
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return;
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}
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/* Queue the event */
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company::Get(_current_company)->ai_instance->InsertEvent(event);
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cur_company.Restore();
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event->Release();
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}
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/* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
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{
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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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/* Clients should ignore events */
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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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/* 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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event->Release();
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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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Company *c = Company::GetIfValid(company);
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assert(c != NULL && c->ai_instance != NULL);
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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c->ai_instance->Save();
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cur_company.Restore();
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} else {
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AIInstance::SaveEmpty();
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}
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}
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/* static */ void AI::Load(CompanyID company, int version)
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{
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if (!_networking || _network_server) {
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Company *c = Company::GetIfValid(company);
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assert(c != NULL && c->ai_instance != NULL);
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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c->ai_instance->Load(version);
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cur_company.Restore();
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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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/* static */ int AI::GetStartNextTime()
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{
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/* Find the first company which doesn't exist yet */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
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}
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/* Currently no AI can be started, check again in a year. */
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return DAYS_IN_YEAR;
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}
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/* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
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{
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return AI::scanner_info->GetConsoleList(p, last, newest_only);
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}
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/* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
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{
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return AI::scanner_library->GetConsoleList(p, last, true);
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}
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/* static */ const ScriptInfoList *AI::GetInfoList()
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{
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return AI::scanner_info->GetInfoList();
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}
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/* static */ const ScriptInfoList *AI::GetUniqueInfoList()
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{
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return AI::scanner_info->GetUniqueInfoList();
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}
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/* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
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{
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return AI::scanner_info->FindInfo(name, version, force_exact_match);
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}
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/* static */ AILibrary *AI::FindLibrary(const char *library, int version)
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{
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return AI::scanner_library->FindLibrary(library, version);
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}
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/* static */ void AI::Rescan()
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{
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TarScanner::DoScan(TarScanner::AI);
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AI::scanner_info->RescanDir();
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AI::scanner_library->RescanDir();
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ResetConfig();
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InvalidateWindowData(WC_AI_LIST, 0, 1);
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SetWindowClassesDirty(WC_AI_DEBUG);
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InvalidateWindowClassesData(WC_AI_SETTINGS);
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}
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#if defined(ENABLE_NETWORK)
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/**
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* Check whether we have an AI (library) with the exact characteristics as ci.
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* @param ci the characteristics to search on (shortname and md5sum)
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* @param md5sum whether to check the MD5 checksum
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* @return true iff we have an AI (library) matching.
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*/
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/* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
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{
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return AI::scanner_info->HasScript(ci, md5sum);
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}
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/* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
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{
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return AI::scanner_library->HasScript(ci, md5sum);
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}
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#endif /* defined(ENABLE_NETWORK) */
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/* static */ AIScannerInfo *AI::GetScannerInfo()
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{
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return AI::scanner_info;
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}
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/* static */ AIScannerLibrary *AI::GetScannerLibrary()
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{
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return AI::scanner_library;
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}
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