# ai_core.cpp

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    00001 /* $Id: ai_core.cpp 24900 2013-01-08 22:46:42Z planetmaker $ */
    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/backup_type.hpp"
    00014 #include "../core/bitmath_func.hpp"
    00015 #include "../company_base.h"
    00016 #include "../company_func.h"
    00017 #include "../network/network.h"
    00018 #include "../window_func.h"
    00019 #include "ai_scanner.hpp"
    00020 #include "ai_instance.hpp"
    00021 #include "ai_config.hpp"
    00022 #include "ai_info.hpp"
    00023 #include "ai.hpp"
    00024
    00025 /* static */ uint AI::frame_counter = 0;
    00026 /* static */ AIScannerInfo *AI::scanner_info = NULL;
    00027 /* static */ AIScannerLibrary *AI::scanner_library = 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, bool rerandomise_ai)
    00036 {
    00037   assert(Company::IsValidID(company));
    00038
    00039   /* Clients shouldn't start AIs */
    00040   if (_networking && !_network_server) return;
    00041
    00042   AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
    00043   AIInfo *info = config->GetInfo();
    00044   if (info == NULL || (rerandomise_ai && config->IsRandom())) {
    00045     info = AI::scanner_info->SelectRandomAI();
    00046     assert(info != NULL);
    00047     /* Load default data and store the name in the settings */
    00048     config->Change(info->GetName(), -1, false, true);
    00049   }
    00050
    00051   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00052   Company *c = Company::Get(company);
    00053
    00054   c->ai_info = info;
    00055   assert(c->ai_instance == NULL);
    00056   c->ai_instance = new AIInstance();
    00057   c->ai_instance->Initialize(info);
    00058
    00059   cur_company.Restore();
    00060
    00061   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00062   return;
    00063 }
    00064
    00065 /* static */ void AI::GameLoop()
    00066 {
    00067   /* If we are in networking, only servers run this function, and that only if it is allowed */
    00068   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
    00069
    00070   /* The speed with which AIs go, is limited by the 'competitor_speed' */
    00071   AI::frame_counter++;
    00072   assert(_settings_game.difficulty.competitor_speed <= 4);
    00073   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
    00074
    00075   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00076   const Company *c;
    00077   FOR_ALL_COMPANIES(c) {
    00078     if (c->is_ai) {
    00079       cur_company.Change(c->index);
    00080       c->ai_instance->GameLoop();
    00081     }
    00082   }
    00083   cur_company.Restore();
    00084
    00085   /* Occasionally collect garbage; every 255 ticks do one company.
    00086    * Effectively collecting garbage once every two months per AI. */
    00087   if ((AI::frame_counter & 255) == 0) {
    00088     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
    00089     if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
    00090   }
    00091 }
    00092
    00093 /* static */ uint AI::GetTick()
    00094 {
    00095   return AI::frame_counter;
    00096 }
    00097
    00098 /* static */ void AI::Stop(CompanyID company)
    00099 {
    00100   if (_networking && !_network_server) return;
    00101
    00102   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00103   Company *c = Company::Get(company);
    00104
    00105   delete c->ai_instance;
    00106   c->ai_instance = NULL;
    00107   c->ai_info = NULL;
    00108
    00109   cur_company.Restore();
    00110
    00111   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00112   DeleteWindowById(WC_AI_SETTINGS, company);
    00113 }
    00114
    00115 /* static */ void AI::Pause(CompanyID company)
    00116 {
    00117   /* The reason why dedicated servers are forbidden to execute this
    00118    * command is not because it is unsafe, but because there is no way
    00119    * for the server owner to unpause the script again. */
    00120   if (_network_dedicated) return;
    00121
    00122   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00123   Company::Get(company)->ai_instance->Pause();
    00124
    00125   cur_company.Restore();
    00126 }
    00127
    00128 /* static */ void AI::Unpause(CompanyID company)
    00129 {
    00130   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00131   Company::Get(company)->ai_instance->Unpause();
    00132
    00133   cur_company.Restore();
    00134 }
    00135
    00136 /* static */ bool AI::IsPaused(CompanyID company)
    00137 {
    00138   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00139   bool paused = Company::Get(company)->ai_instance->IsPaused();
    00140
    00141   cur_company.Restore();
    00142
    00143   return paused;
    00144 }
    00145
    00146 /* static */ void AI::KillAll()
    00147 {
    00148   /* It might happen there are no companies .. than we have nothing to loop */
    00149   if (Company::GetPoolSize() == 0) return;
    00150
    00151   const Company *c;
    00152   FOR_ALL_COMPANIES(c) {
    00153     if (c->is_ai) AI::Stop(c->index);
    00154   }
    00155 }
    00156
    00157 /* static */ void AI::Initialize()
    00158 {
    00159   if (AI::scanner_info != NULL) AI::Uninitialize(true);
    00160
    00161   AI::frame_counter = 0;
    00162   if (AI::scanner_info == NULL) {
    00163     TarScanner::DoScan(TarScanner::AI);
    00164     AI::scanner_info = new AIScannerInfo();
    00165     AI::scanner_info->Initialize();
    00166     AI::scanner_library = new AIScannerLibrary();
    00167     AI::scanner_library->Initialize();
    00168   }
    00169 }
    00170
    00171 /* static */ void AI::Uninitialize(bool keepConfig)
    00172 {
    00173   AI::KillAll();
    00174
    00175   if (keepConfig) {
    00176     /* Run a rescan, which indexes all AIInfos again, and check if we can
    00177      *  still load all the AIS, while keeping the configs in place */
    00178     Rescan();
    00179   } else {
    00180     delete AI::scanner_info;
    00181     delete AI::scanner_library;
    00182     AI::scanner_info = NULL;
    00183     AI::scanner_library = NULL;
    00184
    00185     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00186       if (_settings_game.ai_config[c] != NULL) {
    00187         delete _settings_game.ai_config[c];
    00188         _settings_game.ai_config[c] = NULL;
    00189       }
    00190       if (_settings_newgame.ai_config[c] != NULL) {
    00191         delete _settings_newgame.ai_config[c];
    00192         _settings_newgame.ai_config[c] = NULL;
    00193       }
    00194     }
    00195   }
    00196 }
    00197
    00198 /* static */ void AI::ResetConfig()
    00199 {
    00200   /* Check for both newgame as current game if we can reload the AIInfo inside
    00201    *  the AIConfig. If not, remove the AI from the list (which will assign
    00202    *  a random new AI on reload). */
    00203   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00204     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
    00205       if (!_settings_game.ai_config[c]->ResetInfo(true)) {
    00206         DEBUG(script, 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());
    00207         _settings_game.ai_config[c]->Change(NULL);
    00208         if (Company::IsValidAiID(c)) {
    00209           /* The code belonging to an already running AI was deleted. We can only do
    00210            * one thing here to keep everything sane and that is kill the AI. After
    00211            * killing the offending AI we start a random other one in it's place, just
    00212            * like what would happen if the AI was missing during loading. */
    00213           AI::Stop(c);
    00214           AI::StartNew(c, false);
    00215         }
    00216       } else if (Company::IsValidAiID(c)) {
    00217         /* Update the reference in the Company struct. */
    00218         Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
    00219       }
    00220     }
    00221     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
    00222       if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
    00223         DEBUG(script, 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());
    00224         _settings_newgame.ai_config[c]->Change(NULL);
    00225       }
    00226     }
    00227   }
    00228 }
    00229
    00230 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
    00231 {
    00232   /* AddRef() and Release() need to be called at least once, so do it here */
    00233   event->AddRef();
    00234
    00235   /* Clients should ignore events */
    00236   if (_networking && !_network_server) {
    00237     event->Release();
    00238     return;
    00239   }
    00240
    00241   /* Only AIs can have an event-queue */
    00242   if (!Company::IsValidAiID(company)) {
    00243     event->Release();
    00244     return;
    00245   }
    00246
    00247   /* Queue the event */
    00248   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00249   Company::Get(_current_company)->ai_instance->InsertEvent(event);
    00250   cur_company.Restore();
    00251
    00252   event->Release();
    00253 }
    00254
    00255 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
    00256 {
    00257   /* AddRef() and Release() need to be called at least once, so do it here */
    00258   event->AddRef();
    00259
    00260   /* Clients should ignore events */
    00261   if (_networking && !_network_server) {
    00262     event->Release();
    00263     return;
    00264   }
    00265
    00266   /* Try to send the event to all AIs */
    00267   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00268     if (c != skip_company) AI::NewEvent(c, event);
    00269   }
    00270
    00271   event->Release();
    00272 }
    00273
    00274 /* static */ void AI::Save(CompanyID company)
    00275 {
    00276   if (!_networking || _network_server) {
    00277     Company *c = Company::GetIfValid(company);
    00278     assert(c != NULL && c->ai_instance != NULL);
    00279
    00280     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00281     c->ai_instance->Save();
    00282     cur_company.Restore();
    00283   } else {
    00284     AIInstance::SaveEmpty();
    00285   }
    00286 }
    00287
    00288 /* static */ void AI::Load(CompanyID company, int version)
    00289 {
    00290   if (!_networking || _network_server) {
    00291     Company *c = Company::GetIfValid(company);
    00292     assert(c != NULL && c->ai_instance != NULL);
    00293
    00294     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00295     c->ai_instance->Load(version);
    00296     cur_company.Restore();
    00297   } else {
    00298     /* Read, but ignore, the load data */
    00299     AIInstance::LoadEmpty();
    00300   }
    00301 }
    00302
    00303 /* static */ int AI::GetStartNextTime()
    00304 {
    00305   /* Find the first company which doesn't exist yet */
    00306   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00307     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
    00308   }
    00309
    00310   /* Currently no AI can be started, check again in a year. */
    00311   return DAYS_IN_YEAR;
    00312 }
    00313
    00314 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
    00315 {
    00316   return AI::scanner_info->GetConsoleList(p, last, newest_only);
    00317 }
    00318
    00319 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
    00320 {
    00321    return AI::scanner_library->GetConsoleList(p, last, true);
    00322 }
    00323
    00324 /* static */ const ScriptInfoList *AI::GetInfoList()
    00325 {
    00326   return AI::scanner_info->GetInfoList();
    00327 }
    00328
    00329 /* static */ const ScriptInfoList *AI::GetUniqueInfoList()
    00330 {
    00331   return AI::scanner_info->GetUniqueInfoList();
    00332 }
    00333
    00334 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
    00335 {
    00336   return AI::scanner_info->FindInfo(name, version, force_exact_match);
    00337 }
    00338
    00339 /* static */ AILibrary *AI::FindLibrary(const char *library, int version)
    00340 {
    00341   return AI::scanner_library->FindLibrary(library, version);
    00342 }
    00343
    00344 /* static */ void AI::Rescan()
    00345 {
    00346   TarScanner::DoScan(TarScanner::AI);
    00347
    00348   AI::scanner_info->RescanDir();
    00349   AI::scanner_library->RescanDir();
    00350   ResetConfig();
    00351
    00352   InvalidateWindowData(WC_AI_LIST, 0, 1);
    00353   SetWindowClassesDirty(WC_AI_DEBUG);
    00354   InvalidateWindowClassesData(WC_AI_SETTINGS);
    00355 }
    00356
    00357 #if defined(ENABLE_NETWORK)
    00358
    00365 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
    00366 {
    00367   return AI::scanner_info->HasScript(ci, md5sum);
    00368 }
    00369
    00370 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
    00371 {
    00372   return AI::scanner_library->HasScript(ci, md5sum);
    00373 }
    00374
    00375 #endif /* defined(ENABLE_NETWORK) */
    00376
    00377 /* static */ AIScannerInfo *AI::GetScannerInfo()
    00378 {
    00379   return AI::scanner_info;
    00380 }
    00381
    00382 /* static */ AIScannerLibrary *AI::GetScannerLibrary()
    00383 {
    00384   return AI::scanner_library;
    00385 }
    00386