# 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 }