AI Class Reference

Public Types

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 = 1,
  START_NEXT_MAX = 3600, START_NEXT_DEVIATION = 60
}
 

The default months AIs start after eachother.


Static Public Member Functions

static bool CanStartNew ()
 Is it possible to start a new AI company?
static void StartNew (CompanyID company, bool rerandomise_ai=true)
 Start a new AI company.
static void GameLoop ()
 Called every game-tick to let AIs do something.
static uint GetTick ()
 Get the current AI tick.
static void Stop (CompanyID company)
 Stop a company to be controlled by an AI.
static void KillAll ()
 Kill any and all AIs we manage.
static void Initialize ()
 Initialize the AI system.
static void Uninitialize (bool keepConfig)
 Uninitialize the AI system.
static void ResetConfig ()
 Reset all AIConfigs, and make them reload their AIInfo.
static void NewEvent (CompanyID company, AIEvent *event)
 Queue a new event for an AI.
static void BroadcastNewEvent (AIEvent *event, CompanyID skip_company=MAX_COMPANIES)
 Broadcast a new event to all active AIs.
static void Save (CompanyID company)
 Save data from an AI to a savegame.
static void Load (CompanyID company, int version)
 Load data for an AI from a savegame.
static int GetStartNextTime ()
 Get the number of days before the next AI should start.
static char * GetConsoleList (char *p, const char *last)
static const AIInfoList * GetInfoList ()
static const AIInfoList * GetUniqueInfoList ()
static AIInfoFindInfo (const char *name, int version, bool force_exact_match)
static bool ImportLibrary (const char *library, const char *class_name, int version, HSQUIRRELVM vm)
static void Rescan ()
static bool HasAI (const struct ContentInfo *ci, bool md5sum)

Static Private Attributes

static uint frame_counter = 0
static class AIScannerai_scanner = NULL

Detailed Description

Definition at line 24 of file ai.hpp.


Member Function Documentation

bool AI::CanStartNew (  )  [static]

Is it possible to start a new AI company?

Returns:
True if a new AI company can be started.

Definition at line 28 of file ai_core.cpp.

References _network_server, _networking, _settings_game, GameSettings::ai, and AISettings::ai_in_multiplayer.

void AI::ResetConfig (  )  [static]

Reset all AIConfigs, and make them reload their AIInfo.

If the AIInfo could no longer be found, an error is reported to the user.

Definition at line 155 of file ai_core.cpp.

References _settings_game, _settings_newgame, GameSettings::ai_config, AIConfig::ChangeAI(), COMPANY_FIRST, AIConfig::GetName(), AIConfig::HasAI(), MAX_COMPANIES, and AIConfig::ResetInfo().

void AI::StartNew ( CompanyID  company,
bool  rerandomise_ai = true 
) [static]
void AI::Stop ( CompanyID  company  )  [static]

Stop a company to be controlled by an AI.

Parameters:
company The company from which the AI needs to detach.
Precondition:
Company::IsValidAiID(company)

Definition at line 94 of file ai_core.cpp.

References _network_server, _networking, DeleteWindowById(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::PoolItem<&_company_pool >::Get(), and InvalidateWindowData().

Referenced by CmdCompanyCtrl(), and KillAll().

void AI::Uninitialize ( bool  keepConfig  )  [static]

Uninitialize the AI system.

Parameters:
keepConfig Should we keep AIConfigs, or can we free that memory?

Definition at line 130 of file ai_core.cpp.

References _settings_game, _settings_newgame, GameSettings::ai_config, COMPANY_FIRST, KillAll(), and MAX_COMPANIES.

Referenced by Initialize(), ShowHelp(), and ShutdownGame().


The documentation for this class was generated from the following files:

Generated on Wed Mar 3 23:32:59 2010 for OpenTTD by  doxygen 1.6.1