ai_core.cpp
Go to the documentation of this file.00001
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00012 #include "../stdafx.h"
00013 #include "../core/bitmath_func.hpp"
00014 #include "../company_base.h"
00015 #include "../company_func.h"
00016 #include "../debug.h"
00017 #include "../network/network.h"
00018 #include "../window_func.h"
00019 #include "../command_func.h"
00020 #include "ai_scanner.hpp"
00021 #include "ai_instance.hpp"
00022 #include "ai_config.hpp"
00023 #include "api/ai_error.hpp"
00024
00025 uint AI::frame_counter = 0;
00026 AIScanner *AI::ai_scanner = NULL;
00027
00028 bool AI::CanStartNew()
00029 {
00030
00031 return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
00032 }
00033
00034 void AI::StartNew(CompanyID company, bool rerandomise_ai)
00035 {
00036 assert(Company::IsValidID(company));
00037
00038
00039 if (_networking && !_network_server) return;
00040
00041 AIConfig *config = AIConfig::GetConfig(company);
00042 AIInfo *info = config->GetInfo();
00043 if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
00044 info = AI::ai_scanner->SelectRandomAI();
00045 assert(info != NULL);
00046
00047 config->ChangeAI(info->GetName(), -1, false, true);
00048 }
00049
00050 _current_company = company;
00051 Company *c = Company::Get(company);
00052
00053 c->ai_info = info;
00054 assert(c->ai_instance == NULL);
00055 c->ai_instance = new AIInstance(info);
00056
00057 InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00058 return;
00059 }
00060
00061 void AI::GameLoop()
00062 {
00063
00064 if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
00065
00066
00067 AI::frame_counter++;
00068 assert(_settings_game.difficulty.competitor_speed <= 4);
00069 if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
00070
00071 const Company *c;
00072 FOR_ALL_COMPANIES(c) {
00073 if (c->is_ai) {
00074 _current_company = c->index;
00075 c->ai_instance->GameLoop();
00076 }
00077 }
00078
00079
00080
00081 if ((AI::frame_counter & 255) == 0) {
00082 CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
00083 if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
00084 }
00085
00086 _current_company = OWNER_NONE;
00087 }
00088
00089 uint AI::GetTick()
00090 {
00091 return AI::frame_counter;
00092 }
00093
00094 void AI::Stop(CompanyID company)
00095 {
00096 if (_networking && !_network_server) return;
00097
00098 CompanyID old_company = _current_company;
00099 _current_company = company;
00100 Company *c = Company::Get(company);
00101
00102 delete c->ai_instance;
00103 c->ai_instance = NULL;
00104
00105 _current_company = old_company;
00106
00107 InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00108 DeleteWindowById(WC_AI_SETTINGS, company);
00109 }
00110
00111 void AI::KillAll()
00112 {
00113
00114 if (Company::GetPoolSize() == 0) return;
00115
00116 const Company *c;
00117 FOR_ALL_COMPANIES(c) {
00118 if (c->is_ai) AI::Stop(c->index);
00119 }
00120 }
00121
00122 void AI::Initialize()
00123 {
00124 if (AI::ai_scanner != NULL) AI::Uninitialize(true);
00125
00126 AI::frame_counter = 0;
00127 if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
00128 }
00129
00130 void AI::Uninitialize(bool keepConfig)
00131 {
00132 AI::KillAll();
00133
00134 if (keepConfig) {
00135
00136
00137 Rescan();
00138 } else {
00139 delete AI::ai_scanner;
00140 AI::ai_scanner = NULL;
00141
00142 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00143 if (_settings_game.ai_config[c] != NULL) {
00144 delete _settings_game.ai_config[c];
00145 _settings_game.ai_config[c] = NULL;
00146 }
00147 if (_settings_newgame.ai_config[c] != NULL) {
00148 delete _settings_newgame.ai_config[c];
00149 _settings_newgame.ai_config[c] = NULL;
00150 }
00151 }
00152 }
00153 }
00154
00155 void AI::ResetConfig()
00156 {
00157
00158
00159
00160 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00161 if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
00162 if (!_settings_game.ai_config[c]->ResetInfo()) {
00163 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());
00164 _settings_game.ai_config[c]->ChangeAI(NULL);
00165 }
00166 }
00167 if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
00168 if (!_settings_newgame.ai_config[c]->ResetInfo()) {
00169 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());
00170 _settings_newgame.ai_config[c]->ChangeAI(NULL);
00171 }
00172 }
00173 }
00174 }
00175
00176 void AI::NewEvent(CompanyID company, AIEvent *event)
00177 {
00178
00179 event->AddRef();
00180
00181
00182 if (_networking && !_network_server) {
00183 event->Release();
00184 return;
00185 }
00186
00187
00188 if (!Company::IsValidAiID(company)) {
00189 event->Release();
00190 return;
00191 }
00192
00193
00194 CompanyID old_company = _current_company;
00195 _current_company = company;
00196 AIEventController::InsertEvent(event);
00197 _current_company = old_company;
00198
00199 event->Release();
00200 }
00201
00202 void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
00203 {
00204
00205 event->AddRef();
00206
00207
00208 if (_networking && !_network_server) {
00209 event->Release();
00210 return;
00211 }
00212
00213
00214 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00215 if (c != skip_company) AI::NewEvent(c, event);
00216 }
00217
00218 event->Release();
00219 }
00220
00221 void CcAI(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
00222 {
00223 AIObject::SetLastCommandRes(result.Succeeded());
00224
00225 if (result.Failed()) {
00226 AIObject::SetLastError(AIError::StringToError(result.GetErrorMessage()));
00227 } else {
00228 AIObject::IncreaseDoCommandCosts(result.GetCost());
00229 AIObject::SetLastCost(result.GetCost());
00230 }
00231
00232 Company::Get(_current_company)->ai_instance->Continue();
00233 }
00234
00235 void AI::Save(CompanyID company)
00236 {
00237 if (!_networking || _network_server) {
00238 Company *c = Company::GetIfValid(company);
00239 assert(c != NULL && c->ai_instance != NULL);
00240
00241 CompanyID old_company = _current_company;
00242 _current_company = company;
00243 c->ai_instance->Save();
00244 _current_company = old_company;
00245 } else {
00246 AIInstance::SaveEmpty();
00247 }
00248 }
00249
00250 void AI::Load(CompanyID company, int version)
00251 {
00252 if (!_networking || _network_server) {
00253 Company *c = Company::GetIfValid(company);
00254 assert(c != NULL && c->ai_instance != NULL);
00255
00256 CompanyID old_company = _current_company;
00257 _current_company = company;
00258 c->ai_instance->Load(version);
00259 _current_company = old_company;
00260 } else {
00261
00262 AIInstance::LoadEmpty();
00263 }
00264 }
00265
00266 int AI::GetStartNextTime()
00267 {
00268
00269 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00270 if (!Company::IsValidID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
00271 }
00272
00273
00274 return DAYS_IN_YEAR;
00275 }
00276
00277 char *AI::GetConsoleList(char *p, const char *last)
00278 {
00279 return AI::ai_scanner->GetAIConsoleList(p, last);
00280 }
00281
00282 const AIInfoList *AI::GetInfoList()
00283 {
00284 return AI::ai_scanner->GetAIInfoList();
00285 }
00286
00287 const AIInfoList *AI::GetUniqueInfoList()
00288 {
00289 return AI::ai_scanner->GetUniqueAIInfoList();
00290 }
00291
00292 AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
00293 {
00294 return AI::ai_scanner->FindInfo(name, version, force_exact_match);
00295 }
00296
00297 bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
00298 {
00299 return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, Company::Get(_current_company)->ai_instance->GetController());
00300 }
00301
00302 void AI::Rescan()
00303 {
00304 AI::ai_scanner->RescanAIDir();
00305 ResetConfig();
00306 }