# ai_core.cpp

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    00001 /* $Id: ai_core.cpp 25592 2013-07-12 18:54:27Z 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/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   config->AnchorUnchangeableSettings();
    00051
    00052   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00053   Company *c = Company::Get(company);
    00054
    00055   c->ai_info = info;
    00056   assert(c->ai_instance == NULL);
    00057   c->ai_instance = new AIInstance();
    00058   c->ai_instance->Initialize(info);
    00059
    00060   cur_company.Restore();
    00061
    00062   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00063   return;
    00064 }
    00065
    00066 /* static */ void AI::GameLoop()
    00067 {
    00068   /* If we are in networking, only servers run this function, and that only if it is allowed */
    00069   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
    00070
    00071   /* The speed with which AIs go, is limited by the 'competitor_speed' */
    00072   AI::frame_counter++;
    00073   assert(_settings_game.difficulty.competitor_speed <= 4);
    00074   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
    00075
    00076   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00077   const Company *c;
    00078   FOR_ALL_COMPANIES(c) {
    00079     if (c->is_ai) {
    00080       cur_company.Change(c->index);
    00081       c->ai_instance->GameLoop();
    00082     }
    00083   }
    00084   cur_company.Restore();
    00085
    00086   /* Occasionally collect garbage; every 255 ticks do one company.
    00087    * Effectively collecting garbage once every two months per AI. */
    00088   if ((AI::frame_counter & 255) == 0) {
    00089     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
    00090     if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
    00091   }
    00092 }
    00093
    00094 /* static */ uint AI::GetTick()
    00095 {
    00096   return AI::frame_counter;
    00097 }
    00098
    00099 /* static */ void AI::Stop(CompanyID company)
    00100 {
    00101   if (_networking && !_network_server) return;
    00102
    00103   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00104   Company *c = Company::Get(company);
    00105
    00106   delete c->ai_instance;
    00107   c->ai_instance = NULL;
    00108   c->ai_info = NULL;
    00109
    00110   cur_company.Restore();
    00111
    00112   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00113   DeleteWindowById(WC_AI_SETTINGS, company);
    00114 }
    00115
    00116 /* static */ void AI::Pause(CompanyID company)
    00117 {
    00118   /* The reason why dedicated servers are forbidden to execute this
    00119    * command is not because it is unsafe, but because there is no way
    00120    * for the server owner to unpause the script again. */
    00121   if (_network_dedicated) return;
    00122
    00123   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00124   Company::Get(company)->ai_instance->Pause();
    00125
    00126   cur_company.Restore();
    00127 }
    00128
    00129 /* static */ void AI::Unpause(CompanyID company)
    00130 {
    00131   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00132   Company::Get(company)->ai_instance->Unpause();
    00133
    00134   cur_company.Restore();
    00135 }
    00136
    00137 /* static */ bool AI::IsPaused(CompanyID company)
    00138 {
    00139   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00140   bool paused = Company::Get(company)->ai_instance->IsPaused();
    00141
    00142   cur_company.Restore();
    00143
    00144   return paused;
    00145 }
    00146
    00147 /* static */ void AI::KillAll()
    00148 {
    00149   /* It might happen there are no companies .. than we have nothing to loop */
    00150   if (Company::GetPoolSize() == 0) return;
    00151
    00152   const Company *c;
    00153   FOR_ALL_COMPANIES(c) {
    00154     if (c->is_ai) AI::Stop(c->index);
    00155   }
    00156 }
    00157
    00158 /* static */ void AI::Initialize()
    00159 {
    00160   if (AI::scanner_info != NULL) AI::Uninitialize(true);
    00161
    00162   AI::frame_counter = 0;
    00163   if (AI::scanner_info == NULL) {
    00164     TarScanner::DoScan(TarScanner::AI);
    00165     AI::scanner_info = new AIScannerInfo();
    00166     AI::scanner_info->Initialize();
    00167     AI::scanner_library = new AIScannerLibrary();
    00168     AI::scanner_library->Initialize();
    00169   }
    00170 }
    00171
    00172 /* static */ void AI::Uninitialize(bool keepConfig)
    00173 {
    00174   AI::KillAll();
    00175
    00176   if (keepConfig) {
    00177     /* Run a rescan, which indexes all AIInfos again, and check if we can
    00178      *  still load all the AIS, while keeping the configs in place */
    00179     Rescan();
    00180   } else {
    00181     delete AI::scanner_info;
    00182     delete AI::scanner_library;
    00183     AI::scanner_info = NULL;
    00184     AI::scanner_library = NULL;
    00185
    00186     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00187       if (_settings_game.ai_config[c] != NULL) {
    00188         delete _settings_game.ai_config[c];
    00189         _settings_game.ai_config[c] = NULL;
    00190       }
    00191       if (_settings_newgame.ai_config[c] != NULL) {
    00192         delete _settings_newgame.ai_config[c];
    00193         _settings_newgame.ai_config[c] = NULL;
    00194       }
    00195     }
    00196   }
    00197 }
    00198
    00199 /* static */ void AI::ResetConfig()
    00200 {
    00201   /* Check for both newgame as current game if we can reload the AIInfo inside
    00202    *  the AIConfig. If not, remove the AI from the list (which will assign
    00203    *  a random new AI on reload). */
    00204   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00205     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
    00206       if (!_settings_game.ai_config[c]->ResetInfo(true)) {
    00207         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());
    00208         _settings_game.ai_config[c]->Change(NULL);
    00209         if (Company::IsValidAiID(c)) {
    00210           /* The code belonging to an already running AI was deleted. We can only do
    00211            * one thing here to keep everything sane and that is kill the AI. After
    00212            * killing the offending AI we start a random other one in it's place, just
    00213            * like what would happen if the AI was missing during loading. */
    00214           AI::Stop(c);
    00215           AI::StartNew(c, false);
    00216         }
    00217       } else if (Company::IsValidAiID(c)) {
    00218         /* Update the reference in the Company struct. */
    00219         Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
    00220       }
    00221     }
    00222     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
    00223       if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
    00224         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());
    00225         _settings_newgame.ai_config[c]->Change(NULL);
    00226       }
    00227     }
    00228   }
    00229 }
    00230
    00231 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
    00232 {
    00233   /* AddRef() and Release() need to be called at least once, so do it here */
    00234   event->AddRef();
    00235
    00236   /* Clients should ignore events */
    00237   if (_networking && !_network_server) {
    00238     event->Release();
    00239     return;
    00240   }
    00241
    00242   /* Only AIs can have an event-queue */
    00243   if (!Company::IsValidAiID(company)) {
    00244     event->Release();
    00245     return;
    00246   }
    00247
    00248   /* Queue the event */
    00249   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00250   Company::Get(_current_company)->ai_instance->InsertEvent(event);
    00251   cur_company.Restore();
    00252
    00253   event->Release();
    00254 }
    00255
    00256 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
    00257 {
    00258   /* AddRef() and Release() need to be called at least once, so do it here */
    00259   event->AddRef();
    00260
    00261   /* Clients should ignore events */
    00262   if (_networking && !_network_server) {
    00263     event->Release();
    00264     return;
    00265   }
    00266
    00267   /* Try to send the event to all AIs */
    00268   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00269     if (c != skip_company) AI::NewEvent(c, event);
    00270   }
    00271
    00272   event->Release();
    00273 }
    00274
    00275 /* static */ void AI::Save(CompanyID company)
    00276 {
    00277   if (!_networking || _network_server) {
    00278     Company *c = Company::GetIfValid(company);
    00279     assert(c != NULL && c->ai_instance != NULL);
    00280
    00281     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00282     c->ai_instance->Save();
    00283     cur_company.Restore();
    00284   } else {
    00285     AIInstance::SaveEmpty();
    00286   }
    00287 }
    00288
    00289 /* static */ void AI::Load(CompanyID company, int version)
    00290 {
    00291   if (!_networking || _network_server) {
    00292     Company *c = Company::GetIfValid(company);
    00293     assert(c != NULL && c->ai_instance != NULL);
    00294
    00295     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00296     c->ai_instance->Load(version);
    00297     cur_company.Restore();
    00298   } else {
    00299     /* Read, but ignore, the load data */
    00300     AIInstance::LoadEmpty();
    00301   }
    00302 }
    00303
    00304 /* static */ int AI::GetStartNextTime()
    00305 {
    00306   /* Find the first company which doesn't exist yet */
    00307   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00308     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
    00309   }
    00310
    00311   /* Currently no AI can be started, check again in a year. */
    00312   return DAYS_IN_YEAR;
    00313 }
    00314
    00315 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
    00316 {
    00317   return AI::scanner_info->GetConsoleList(p, last, newest_only);
    00318 }
    00319
    00320 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
    00321 {
    00322    return AI::scanner_library->GetConsoleList(p, last, true);
    00323 }
    00324
    00325 /* static */ const ScriptInfoList *AI::GetInfoList()
    00326 {
    00327   return AI::scanner_info->GetInfoList();
    00328 }
    00329
    00330 /* static */ const ScriptInfoList *AI::GetUniqueInfoList()
    00331 {
    00332   return AI::scanner_info->GetUniqueInfoList();
    00333 }
    00334
    00335 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
    00336 {
    00337   return AI::scanner_info->FindInfo(name, version, force_exact_match);
    00338 }
    00339
    00340 /* static */ AILibrary *AI::FindLibrary(const char *library, int version)
    00341 {
    00342   return AI::scanner_library->FindLibrary(library, version);
    00343 }
    00344
    00345 /* static */ void AI::Rescan()
    00346 {
    00347   TarScanner::DoScan(TarScanner::AI);
    00348
    00349   AI::scanner_info->RescanDir();
    00350   AI::scanner_library->RescanDir();
    00351   ResetConfig();
    00352
    00353   InvalidateWindowData(WC_AI_LIST, 0, 1);
    00354   SetWindowClassesDirty(WC_AI_DEBUG);
    00355   InvalidateWindowClassesData(WC_AI_SETTINGS);
    00356 }
    00357
    00358 #if defined(ENABLE_NETWORK)
    00359
    00366 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
    00367 {
    00368   return AI::scanner_info->HasScript(ci, md5sum);
    00369 }
    00370
    00371 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
    00372 {
    00373   return AI::scanner_library->HasScript(ci, md5sum);
    00374 }
    00375
    00376 #endif /* defined(ENABLE_NETWORK) */
    00377
    00378 /* static */ AIScannerInfo *AI::GetScannerInfo()
    00379 {
    00380   return AI::scanner_info;
    00381 }
    00382
    00383 /* static */ AIScannerLibrary *AI::GetScannerLibrary()
    00384 {
    00385   return AI::scanner_library;
    00386 }
    00387