ai_core.cpp

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00001 /* $Id: ai_core.cpp 17693 2009-10-04 17:16:41Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
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.hpp"
00021 #include "ai_scanner.hpp"
00022 #include "ai_instance.hpp"
00023 #include "ai_config.hpp"
00024 #include "api/ai_error.hpp"
00025 
00026 /* static */ uint AI::frame_counter = 0;
00027 /* static */ AIScanner *AI::ai_scanner = NULL;
00028 
00029 /* static */ bool AI::CanStartNew()
00030 {
00031   /* Only allow new AIs on the server and only when that is allowed in multiplayer */
00032   return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
00033 }
00034 
00035 /* static */ void AI::StartNew(CompanyID company)
00036 {
00037   assert(Company::IsValidID(company));
00038 
00039   /* Clients shouldn't start AIs */
00040   if (_networking && !_network_server) return;
00041 
00042   AIInfo *info = AIConfig::GetConfig(company)->GetInfo();
00043   if (info == NULL) {
00044     info = AI::ai_scanner->SelectRandomAI();
00045     assert(info != NULL);
00046     /* Load default data and store the name in the settings */
00047     AIConfig::GetConfig(company)->ChangeAI(info->GetName());
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 /* static */ void AI::GameLoop()
00062 {
00063   /* If we are in networking, only servers run this function, and that only if it is allowed */
00064   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
00065 
00066   /* The speed with which AIs go, is limited by the 'competitor_speed' */
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   /* Occasionally collect garbage; every 255 ticks do one company.
00080    * Effectively collecting garbage once every two months per AI. */
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 /* static */ uint AI::GetTick()
00090 {
00091   return AI::frame_counter;
00092 }
00093 
00094 /* static */ 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 }
00109 
00110 /* static */ void AI::KillAll()
00111 {
00112   /* It might happen there are no companies .. than we have nothing to loop */
00113   if (Company::GetPoolSize() == 0) return;
00114 
00115   const Company *c;
00116   FOR_ALL_COMPANIES(c) {
00117     if (c->is_ai) AI::Stop(c->index);
00118   }
00119 }
00120 
00121 /* static */ void AI::Initialize()
00122 {
00123   if (AI::ai_scanner != NULL) AI::Uninitialize(true);
00124 
00125   AI::frame_counter = 0;
00126   if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
00127 }
00128 
00129 /* static */ void AI::Uninitialize(bool keepConfig)
00130 {
00131   AI::KillAll();
00132 
00133   if (keepConfig) {
00134     /* Run a rescan, which indexes all AIInfos again, and check if we can
00135      *  still load all the AIS, while keeping the configs in place */
00136     Rescan();
00137   } else {
00138     delete AI::ai_scanner;
00139     AI::ai_scanner = NULL;
00140 
00141     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00142       if (_settings_game.ai_config[c] != NULL) {
00143         delete _settings_game.ai_config[c];
00144         _settings_game.ai_config[c] = NULL;
00145       }
00146       if (_settings_newgame.ai_config[c] != NULL) {
00147         delete _settings_newgame.ai_config[c];
00148         _settings_newgame.ai_config[c] = NULL;
00149       }
00150     }
00151   }
00152 }
00153 
00154 /* static */ void AI::ResetConfig()
00155 {
00156   /* Check for both newgame as current game if we can reload the AIInfo insde
00157    *  the AIConfig. If not, remove the AI from the list (which will assign
00158    *  a random new AI on reload). */
00159   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00160     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
00161       if (!_settings_game.ai_config[c]->ResetInfo()) {
00162         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());
00163         _settings_game.ai_config[c]->ChangeAI(NULL);
00164       }
00165     }
00166     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
00167       if (!_settings_newgame.ai_config[c]->ResetInfo()) {
00168         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());
00169         _settings_newgame.ai_config[c]->ChangeAI(NULL);
00170       }
00171     }
00172   }
00173 }
00174 
00175 /* static */ void AI::NewEvent(CompanyID company, AIEvent *event)
00176 {
00177   /* AddRef() and Release() need to be called at least once, so do it here */
00178   event->AddRef();
00179 
00180   /* Clients should ignore events */
00181   if (_networking && !_network_server) {
00182     event->Release();
00183     return;
00184   }
00185 
00186   /* Only AIs can have an event-queue */
00187   if (!Company::IsValidAiID(company)) {
00188     event->Release();
00189     return;
00190   }
00191 
00192   /* Queue the event */
00193   CompanyID old_company = _current_company;
00194   _current_company = company;
00195   AIEventController::InsertEvent(event);
00196   _current_company = old_company;
00197 
00198   event->Release();
00199 }
00200 
00201 /* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
00202 {
00203   /* AddRef() and Release() need to be called at least once, so do it here */
00204   event->AddRef();
00205 
00206   /* Clients should ignore events */
00207   if (_networking && !_network_server) {
00208     event->Release();
00209     return;
00210   }
00211 
00212   /* Try to send the event to all AIs */
00213   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00214     if (c != skip_company) AI::NewEvent(c, event);
00215   }
00216 
00217   event->Release();
00218 }
00219 
00220 void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
00221 {
00222   AIObject::SetLastCommandRes(success);
00223 
00224   if (!success) {
00225     AIObject::SetLastError(AIError::StringToError(_error_message));
00226   } else {
00227     AIObject::IncreaseDoCommandCosts(AIObject::GetLastCost());
00228   }
00229 
00230   Company::Get(_current_company)->ai_instance->Continue();
00231 }
00232 
00233 /* static */ void AI::Save(CompanyID company)
00234 {
00235   if (!_networking || _network_server) {
00236     Company *c = Company::GetIfValid(company);
00237     assert(c != NULL && c->ai_instance != NULL);
00238 
00239     CompanyID old_company = _current_company;
00240     _current_company = company;
00241     c->ai_instance->Save();
00242     _current_company = old_company;
00243   } else {
00244     AIInstance::SaveEmpty();
00245   }
00246 }
00247 
00248 /* static */ void AI::Load(CompanyID company, int version)
00249 {
00250   if (!_networking || _network_server) {
00251     Company *c = Company::GetIfValid(company);
00252     assert(c != NULL && c->ai_instance != NULL);
00253 
00254     CompanyID old_company = _current_company;
00255     _current_company = company;
00256     c->ai_instance->Load(version);
00257     _current_company = old_company;
00258   } else {
00259     /* Read, but ignore, the load data */
00260     AIInstance::LoadEmpty();
00261   }
00262 }
00263 
00264 /* static */ int AI::GetStartNextTime()
00265 {
00266   /* Find the first company which doesn't exist yet */
00267   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00268     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
00269   }
00270 
00271   /* Currently no AI can be started, check again in a year. */
00272   return DAYS_IN_YEAR;
00273 }
00274 
00275 /* static */ char *AI::GetConsoleList(char *p, const char *last)
00276 {
00277   return AI::ai_scanner->GetAIConsoleList(p, last);
00278 }
00279 
00280 /* static */ const AIInfoList *AI::GetInfoList()
00281 {
00282   return AI::ai_scanner->GetAIInfoList();
00283 }
00284 
00285 /* static */ const AIInfoList *AI::GetUniqueInfoList()
00286 {
00287   return AI::ai_scanner->GetUniqueAIInfoList();
00288 }
00289 
00290 /* static */ AIInfo *AI::FindInfo(const char *name, int version)
00291 {
00292   return AI::ai_scanner->FindInfo(name, version);
00293 }
00294 
00295 /* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
00296 {
00297   return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, Company::Get(_current_company)->ai_instance->GetController());
00298 }
00299 
00300 /* static */ void AI::Rescan()
00301 {
00302   AI::ai_scanner->RescanAIDir();
00303   ResetConfig();
00304 }

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