OpenTTD-patches/src/ai/ai.hpp
Patric Stout e3c639a09f Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
2019-03-20 19:24:55 +01:00

177 lines
5.5 KiB
C++

/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file ai.hpp Base functions for all AIs. */
#ifndef AI_HPP
#define AI_HPP
#include "../script/api/script_event_types.hpp"
#include "../core/string_compare_type.hpp"
#include "ai_scanner.hpp"
#include <map>
/** A list that maps AI names to their AIInfo object. */
typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
/**
* Main AI class. Contains all functions needed to start, stop, save and load AIs.
*/
class AI {
public:
/**
* The default months AIs start after each other.
*/
enum StartNext {
START_NEXT_EASY = DAYS_IN_YEAR * 2,
START_NEXT_MEDIUM = DAYS_IN_YEAR,
START_NEXT_HARD = DAYS_IN_YEAR / 2,
START_NEXT_MIN = 0,
START_NEXT_MAX = 3600,
START_NEXT_DEVIATION = 60,
};
/**
* Is it possible to start a new AI company?
* @return True if a new AI company can be started.
*/
static bool CanStartNew();
/**
* Start a new AI company.
* @param company At which slot the AI company should start.
* @param rerandomise_ai Whether to rerandomise the configured AI.
*/
static void StartNew(CompanyID company, bool rerandomise_ai = true);
/**
* Called every game-tick to let AIs do something.
*/
static void GameLoop();
/**
* Get the current AI tick.
*/
static uint GetTick();
/**
* Stop a company to be controlled by an AI.
* @param company The company from which the AI needs to detach.
* @pre Company::IsValidAiID(company)
*/
static void Stop(CompanyID company);
/**
* Suspend the AI and then pause execution of the script. The script
* will not be resumed from its suspended state until the script has
* been unpaused.
* @param company The company for which the AI should be paused.
* @pre Company::IsValidAiID(company)
*/
static void Pause(CompanyID company);
/**
* Resume execution of the AI. This function will not actually execute
* the script, but set a flag so that the script is executed my the usual
* mechanism that executes the script.
* @param company The company for which the AI should be unpaused.
* @pre Company::IsValidAiID(company)
*/
static void Unpause(CompanyID company);
/**
* Checks if the AI is paused.
* @param company The company for which to check if the AI is paused.
* @pre Company::IsValidAiID(company)
* @return true if the AI is paused, otherwise false.
*/
static bool IsPaused(CompanyID company);
/**
* Kill any and all AIs we manage.
*/
static void KillAll();
/**
* Initialize the AI system.
*/
static void Initialize();
/**
* Uninitialize the AI system
* @param keepConfig Should we keep AIConfigs, or can we free that memory?
*/
static void Uninitialize(bool keepConfig);
/**
* Reset all AIConfigs, and make them reload their AIInfo.
* If the AIInfo could no longer be found, an error is reported to the user.
*/
static void ResetConfig();
/**
* Queue a new event for an AI.
*/
static void NewEvent(CompanyID company, ScriptEvent *event);
/**
* Broadcast a new event to all active AIs.
*/
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company = MAX_COMPANIES);
/**
* Save data from an AI to a savegame.
*/
static void Save(CompanyID company);
/**
* Load data for an AI from a savegame.
*/
static void Load(CompanyID company, int version);
/**
* Get the number of days before the next AI should start.
*/
static int GetStartNextTime();
/** Wrapper function for AIScanner::GetAIConsoleList */
static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
/** Wrapper function for AIScanner::GetAIConsoleLibraryList */
static char *GetConsoleLibraryList(char *p, const char *last);
/** Wrapper function for AIScanner::GetAIInfoList */
static const ScriptInfoList *GetInfoList();
/** Wrapper function for AIScanner::GetUniqueAIInfoList */
static const ScriptInfoList *GetUniqueInfoList();
/** Wrapper function for AIScanner::FindInfo */
static class AIInfo *FindInfo(const char *name, int version, bool force_exact_match);
/** Wrapper function for AIScanner::FindLibrary */
static class AILibrary *FindLibrary(const char *library, int version);
/**
* Rescans all searchpaths for available AIs. If a used AI is no longer
* found it is removed from the config.
*/
static void Rescan();
/** Gets the ScriptScanner instance that is used to find AIs */
static AIScannerInfo *GetScannerInfo();
/** Gets the ScriptScanner instance that is used to find AI Libraries */
static AIScannerLibrary *GetScannerLibrary();
/** Wrapper function for AIScanner::HasAI */
static bool HasAI(const struct ContentInfo *ci, bool md5sum);
static bool HasAILibrary(const ContentInfo *ci, bool md5sum);
private:
static uint frame_counter; ///< Tick counter for the AI code
static class AIScannerInfo *scanner_info; ///< ScriptScanner instance that is used to find AIs
static class AIScannerLibrary *scanner_library; ///< ScriptScanner instance that is used to find AI Libraries
};
#endif /* AI_HPP */