# ai_core.cpp

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    00001 /* $Id: ai_core.cpp 15562 2009-02-23 20:57:55Z yexo $ */
    00002
    00005 #include "../stdafx.h"
    00006 #include "../core/bitmath_func.hpp"
    00007 #include "../company_base.h"
    00008 #include "../company_func.h"
    00009 #include "../debug.h"
    00010 #include "../network/network.h"
    00011 #include "../settings_type.h"
    00012 #include "../window_func.h"
    00013 #include "../command_func.h"
    00014 #include "ai.hpp"
    00015 #include "ai_scanner.hpp"
    00016 #include "ai_instance.hpp"
    00017 #include "ai_config.hpp"
    00018
    00019 /* static */ uint AI::frame_counter = 0;
    00020 /* static */ AIScanner *AI::ai_scanner = NULL;
    00021
    00022 /* static */ bool AI::CanStartNew()
    00023 {
    00024   /* Only allow new AIs on the server and only when that is allowed in multiplayer */
    00025   return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
    00026 }
    00027
    00028 /* static */ void AI::StartNew(CompanyID company)
    00029 {
    00030   assert(IsValidCompanyID(company));
    00031
    00032   /* Clients shouldn't start AIs */
    00033   if (_networking && !_network_server) return;
    00034
    00035   AIInfo *info = AIConfig::GetConfig(company)->GetInfo();
    00036   if (info == NULL) {
    00037     info = AI::ai_scanner->SelectRandomAI();
    00038     assert(info != NULL);
    00039     /* Load default data and store the name in the settings */
    00040     AIConfig::GetConfig(company)->ChangeAI(info->GetName());
    00041   }
    00042
    00043   _current_company = company;
    00044   Company *c = GetCompany(company);
    00045
    00046   c->ai_info = info;
    00047   assert(c->ai_instance == NULL);
    00048   c->ai_instance = new AIInstance(info);
    00049
    00050   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00051   return;
    00052 }
    00053
    00054 /* static */ void AI::GameLoop()
    00055 {
    00056   /* If we are in networking, only servers run this function, and that only if it is allowed */
    00057   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
    00058
    00059   /* The speed with which AIs go, is limited by the 'competitor_speed' */
    00060   AI::frame_counter++;
    00061   assert(_settings_game.difficulty.competitor_speed <= 4);
    00062   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
    00063
    00064   const Company *c;
    00065   FOR_ALL_COMPANIES(c) {
    00066     if (!IsHumanCompany(c->index)) {
    00067       _current_company = c->index;
    00068       c->ai_instance->GameLoop();
    00069     }
    00070   }
    00071
    00072   /* Occasionally collect garbage; every 255 ticks do one company.
    00073    * Effectively collecting garbage once every two months per AI. */
    00074   if ((AI::frame_counter & 255) == 0) {
    00075     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
    00076     if (IsValidCompanyID(cid) && !IsHumanCompany(cid)) GetCompany(cid)->ai_instance->CollectGarbage();
    00077   }
    00078
    00079   _current_company = OWNER_NONE;
    00080 }
    00081
    00082 /* static */ uint AI::GetTick()
    00083 {
    00084   return AI::frame_counter;
    00085 }
    00086
    00087 /* static */ void AI::Stop(CompanyID company)
    00088 {
    00089   if (_networking && !_network_server) return;
    00090
    00091   CompanyID old_company = _current_company;
    00092   _current_company = company;
    00093   Company *c = GetCompany(company);
    00094
    00095   delete c->ai_instance;
    00096   c->ai_instance = NULL;
    00097
    00098   _current_company = old_company;
    00099
    00100   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00101 }
    00102
    00103 /* static */ void AI::KillAll()
    00104 {
    00105   /* It might happen there are no companies .. than we have nothing to loop */
    00106   if (GetCompanyPoolSize() == 0) return;
    00107
    00108   const Company *c;
    00109   FOR_ALL_COMPANIES(c) {
    00110     if (!IsHumanCompany(c->index)) AI::Stop(c->index);
    00111   }
    00112 }
    00113
    00114 /* static */ void AI::Initialize()
    00115 {
    00116   if (AI::ai_scanner != NULL) AI::Uninitialize(true);
    00117
    00118   AI::frame_counter = 0;
    00119   if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
    00120 }
    00121
    00122 /* static */ void AI::Uninitialize(bool keepConfig)
    00123 {
    00124   AI::KillAll();
    00125
    00126   if (keepConfig) {
    00127     /* Run a rescan, which indexes all AIInfos again, and check if we can
    00128      *  still load all the AIS, while keeping the configs in place */
    00129     Rescan();
    00130   } else {
    00131     delete AI::ai_scanner;
    00132     AI::ai_scanner = NULL;
    00133
    00134     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00135       if (_settings_game.ai_config[c] != NULL) {
    00136         delete _settings_game.ai_config[c];
    00137         _settings_game.ai_config[c] = NULL;
    00138       }
    00139       if (_settings_newgame.ai_config[c] != NULL) {
    00140         delete _settings_newgame.ai_config[c];
    00141         _settings_newgame.ai_config[c] = NULL;
    00142       }
    00143     }
    00144   }
    00145 }
    00146
    00147 /* static */ void AI::ResetConfig()
    00148 {
    00149   /* Check for both newgame as current game if we can reload the AIInfo insde
    00150    *  the AIConfig. If not, remove the AI from the list (which will assign
    00151    *  a random new AI on reload). */
    00152   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00153     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
    00154       if (!_settings_game.ai_config[c]->ResetInfo()) {
    00155         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());
    00156         _settings_game.ai_config[c]->ChangeAI(NULL);
    00157       }
    00158     }
    00159     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
    00160       if (!_settings_newgame.ai_config[c]->ResetInfo()) {
    00161         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());
    00162         _settings_newgame.ai_config[c]->ChangeAI(NULL);
    00163       }
    00164     }
    00165   }
    00166 }
    00167
    00168 /* static */ void AI::NewEvent(CompanyID company, AIEvent *event)
    00169 {
    00170   /* AddRef() and Release() need to be called at least once, so do it here */
    00171   event->AddRef();
    00172
    00173   /* Clients should ignore events */
    00174   if (_networking && !_network_server) {
    00175     event->Release();
    00176     return;
    00177   }
    00178
    00179   /* Only AIs can have an event-queue */
    00180   if (!IsValidCompanyID(company) || IsHumanCompany(company)) {
    00181     event->Release();
    00182     return;
    00183   }
    00184
    00185   /* Queue the event */
    00186   CompanyID old_company = _current_company;
    00187   _current_company = company;
    00188   AIEventController::InsertEvent(event);
    00189   _current_company = old_company;
    00190
    00191   event->Release();
    00192 }
    00193
    00194 /* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
    00195 {
    00196   /* AddRef() and Release() need to be called at least once, so do it here */
    00197   event->AddRef();
    00198
    00199   /* Clients should ignore events */
    00200   if (_networking && !_network_server) {
    00201     event->Release();
    00202     return;
    00203   }
    00204
    00205   /* Try to send the event to all AIs */
    00206   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00207     if (c != skip_company) AI::NewEvent(c, event);
    00208   }
    00209
    00210   event->Release();
    00211 }
    00212
    00213 void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
    00214 {
    00215   AIObject::SetLastCommandRes(success);
    00216
    00217   if (!success) {
    00218     AIObject::SetLastError(AIError::StringToError(_error_message));
    00219   } else {
    00220     AIObject::IncreaseDoCommandCosts(AIObject::GetLastCost());
    00221   }
    00222
    00223   GetCompany(_current_company)->ai_instance->Continue();
    00224 }
    00225
    00226 /* static */ void AI::Save(CompanyID company)
    00227 {
    00228   if (!_networking || _network_server) {
    00229     assert(IsValidCompanyID(company));
    00230     assert(GetCompany(company)->ai_instance != NULL);
    00231
    00232     CompanyID old_company = _current_company;
    00233     _current_company = company;
    00234     GetCompany(company)->ai_instance->Save();
    00235     _current_company = old_company;
    00236   } else {
    00237     AIInstance::SaveEmpty();
    00238   }
    00239 }
    00240
    00241 /* static */ void AI::Load(CompanyID company, int version)
    00242 {
    00243   if (!_networking || _network_server) {
    00244     assert(IsValidCompanyID(company));
    00245     assert(GetCompany(company)->ai_instance != NULL);
    00246
    00247     CompanyID old_company = _current_company;
    00248     _current_company = company;
    00249     GetCompany(company)->ai_instance->Load(version);
    00250     _current_company = old_company;
    00251   } else {
    00252     /* Read, but ignore, the load data */
    00253     AIInstance::LoadEmpty();
    00254   }
    00255 }
    00256
    00257 /* static */ int AI::GetStartNextTime()
    00258 {
    00259   /* Find the first company which doesn't exist yet */
    00260   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00261     if (!IsValidCompanyID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
    00262   }
    00263
    00264   /* Currently no AI can be started, check again in a year. */
    00265   return DAYS_IN_YEAR;
    00266 }
    00267
    00268 /* static */ char *AI::GetConsoleList(char *p, const char *last)
    00269 {
    00270   return AI::ai_scanner->GetAIConsoleList(p, last);
    00271 }
    00272
    00273 /* static */ const AIInfoList *AI::GetInfoList()
    00274 {
    00275   return AI::ai_scanner->GetAIInfoList();
    00276 }
    00277
    00278 /* static */ const AIInfoList *AI::GetUniqueInfoList()
    00279 {
    00280   return AI::ai_scanner->GetUniqueAIInfoList();
    00281 }
    00282
    00283 /* static */ AIInfo *AI::FindInfo(const char *name, int version)
    00284 {
    00285   return AI::ai_scanner->FindInfo(name, version);
    00286 }
    00287
    00288 /* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
    00289 {
    00290   return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, GetCompany(_current_company)->ai_instance->GetController());
    00291 }
    00292
    00293 /* static */ void AI::Rescan()
    00294 {
    00295   AI::ai_scanner->RescanAIDir();
    00296   ResetConfig();
    00297 }