ai_core.cpp

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00001 /* $Id: ai_core.cpp 18953 2010-01-29 21:38:55Z yexo $ */
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_scanner.hpp"
00021 #include "ai_instance.hpp"
00022 #include "ai_config.hpp"
00023 #include "api/ai_error.hpp"
00024 
00025 /* static */ uint AI::frame_counter = 0;
00026 /* static */ AIScanner *AI::ai_scanner = NULL;
00027 
00028 /* static */ bool AI::CanStartNew()
00029 {
00030   /* Only allow new AIs on the server and only when that is allowed in multiplayer */
00031   return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
00032 }
00033 
00034 /* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
00035 {
00036   assert(Company::IsValidID(company));
00037 
00038   /* Clients shouldn't start AIs */
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     /* Load default data and store the name in the settings */
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 /* 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   DeleteWindowById(WC_AI_SETTINGS, company);
00109 }
00110 
00111 /* static */ void AI::KillAll()
00112 {
00113   /* It might happen there are no companies .. than we have nothing to loop */
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 /* static */ 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 /* static */ void AI::Uninitialize(bool keepConfig)
00131 {
00132   AI::KillAll();
00133 
00134   if (keepConfig) {
00135     /* Run a rescan, which indexes all AIInfos again, and check if we can
00136      *  still load all the AIS, while keeping the configs in place */
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 /* static */ void AI::ResetConfig()
00156 {
00157   /* Check for both newgame as current game if we can reload the AIInfo insde
00158    *  the AIConfig. If not, remove the AI from the list (which will assign
00159    *  a random new AI on reload). */
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 /* static */ void AI::NewEvent(CompanyID company, AIEvent *event)
00177 {
00178   /* AddRef() and Release() need to be called at least once, so do it here */
00179   event->AddRef();
00180 
00181   /* Clients should ignore events */
00182   if (_networking && !_network_server) {
00183     event->Release();
00184     return;
00185   }
00186 
00187   /* Only AIs can have an event-queue */
00188   if (!Company::IsValidAiID(company)) {
00189     event->Release();
00190     return;
00191   }
00192 
00193   /* Queue the event */
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 /* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
00203 {
00204   /* AddRef() and Release() need to be called at least once, so do it here */
00205   event->AddRef();
00206 
00207   /* Clients should ignore events */
00208   if (_networking && !_network_server) {
00209     event->Release();
00210     return;
00211   }
00212 
00213   /* Try to send the event to all AIs */
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 /* static */ 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 /* static */ 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     /* Read, but ignore, the load data */
00262     AIInstance::LoadEmpty();
00263   }
00264 }
00265 
00266 /* static */ int AI::GetStartNextTime()
00267 {
00268   /* Find the first company which doesn't exist yet */
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   /* Currently no AI can be started, check again in a year. */
00274   return DAYS_IN_YEAR;
00275 }
00276 
00277 /* static */ char *AI::GetConsoleList(char *p, const char *last)
00278 {
00279   return AI::ai_scanner->GetAIConsoleList(p, last);
00280 }
00281 
00282 /* static */ const AIInfoList *AI::GetInfoList()
00283 {
00284   return AI::ai_scanner->GetAIInfoList();
00285 }
00286 
00287 /* static */ const AIInfoList *AI::GetUniqueInfoList()
00288 {
00289   return AI::ai_scanner->GetUniqueAIInfoList();
00290 }
00291 
00292 /* static */ 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 /* static */ 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 /* static */ void AI::Rescan()
00303 {
00304   AI::ai_scanner->RescanAIDir();
00305   ResetConfig();
00306 }

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