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https://github.com/JGRennison/OpenTTD-patches.git
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115 lines
3.0 KiB
C
115 lines
3.0 KiB
C
/* $Id$ */
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#ifndef AI_H
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#define AI_H
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#include "../network/network.h"
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#include "../player.h"
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#include "../command_type.h"
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#include "../core/random_func.hpp"
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#include "../settings_type.h"
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/* How DoCommands look like for an AI */
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struct AICommand {
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uint32 tile;
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uint32 p1;
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uint32 p2;
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uint32 procc;
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CommandCallback *callback;
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char *text;
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uint uid;
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AICommand *next;
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};
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/* The struct for an AIScript Player */
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struct AIPlayer {
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bool active; ///< Is this AI active?
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AICommand *queue; ///< The commands that he has in his queue
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AICommand *queue_tail; ///< The tail of this queue
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};
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/* The struct to keep some data about the AI in general */
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struct AIStruct {
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/* General */
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bool enabled; ///< Is AI enabled?
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uint tick; ///< The current tick (something like _frame_counter, only for AIs)
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};
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VARDEF AIStruct _ai;
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VARDEF AIPlayer _ai_player[MAX_PLAYERS];
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// ai.c
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void AI_StartNewAI(PlayerID player);
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void AI_PlayerDied(PlayerID player);
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void AI_RunGameLoop();
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void AI_Initialize();
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void AI_Uninitialize();
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CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
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/** Is it allowed to start a new AI.
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* This function checks some boundries to see if we should launch a new AI.
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* @return True if we can start a new AI.
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*/
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static inline bool AI_AllowNewAI()
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{
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/* If disabled, no AI */
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if (!_ai.enabled)
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return false;
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/* If in network, but no server, no AI */
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if (_networking && !_network_server)
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return false;
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/* If in network, and server, possible AI */
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if (_networking && _network_server) {
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/* Do we want AIs in multiplayer? */
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if (!_patches.ai_in_multiplayer)
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return false;
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/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
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* system, because all commands are delayed by at least 1 tick, which causes
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* a big problem, because it uses variables that are only set AFTER the command
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* is really executed... */
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if (!_patches.ainew_active)
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return false;
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}
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return true;
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}
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#define AI_CHANCE16(a, b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b))
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#define AI_CHANCE16R(a, b, r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
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/**
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* The random-function that should be used by ALL AIs.
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*/
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static inline uint AI_RandomRange(uint max)
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{
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/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
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* but we pick InteractiveRandomRange if we are a network_server or network-client.
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*/
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if (_networking)
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return InteractiveRandomRange(max);
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else
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return RandomRange(max);
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}
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/**
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* The random-function that should be used by ALL AIs.
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*/
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static inline uint32 AI_Random()
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{
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/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
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* but we pick InteractiveRandomRange if we are a network_server or network-client.
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*/
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if (_networking)
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return InteractiveRandom();
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else
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return Random();
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}
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#endif /* AI_H */
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