# ai_core.cpp

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    00001 /* $Id$ */
    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 "../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   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    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   cur_company.Restore();
    00058
    00059   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00060   return;
    00061 }
    00062
    00063 /* static */ void AI::GameLoop()
    00064 {
    00065   /* If we are in networking, only servers run this function, and that only if it is allowed */
    00066   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
    00067
    00068   /* The speed with which AIs go, is limited by the 'competitor_speed' */
    00069   AI::frame_counter++;
    00070   assert(_settings_game.difficulty.competitor_speed <= 4);
    00071   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
    00072
    00073   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00074   const Company *c;
    00075   FOR_ALL_COMPANIES(c) {
    00076     if (c->is_ai) {
    00077       cur_company.Change(c->index);
    00078       c->ai_instance->GameLoop();
    00079     }
    00080   }
    00081   cur_company.Restore();
    00082
    00083   /* Occasionally collect garbage; every 255 ticks do one company.
    00084    * Effectively collecting garbage once every two months per AI. */
    00085   if ((AI::frame_counter & 255) == 0) {
    00086     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
    00087     if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
    00088   }
    00089 }
    00090
    00091 /* static */ uint AI::GetTick()
    00092 {
    00093   return AI::frame_counter;
    00094 }
    00095
    00096 /* static */ void AI::Stop(CompanyID company)
    00097 {
    00098   if (_networking && !_network_server) return;
    00099
    00100   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00101   Company *c = Company::Get(company);
    00102
    00103   delete c->ai_instance;
    00104   c->ai_instance = NULL;
    00105
    00106   cur_company.Restore();
    00107
    00108   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00109   DeleteWindowById(WC_AI_SETTINGS, company);
    00110 }
    00111
    00112 /* static */ void AI::Suspend(CompanyID company)
    00113 {
    00114   if (_networking && !_network_server) return;
    00115
    00116   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00117   Company::Get(company)->ai_instance->Suspend();
    00118
    00119   cur_company.Restore();
    00120 }
    00121
    00122 /* static */ void AI::KillAll()
    00123 {
    00124   /* It might happen there are no companies .. than we have nothing to loop */
    00125   if (Company::GetPoolSize() == 0) return;
    00126
    00127   const Company *c;
    00128   FOR_ALL_COMPANIES(c) {
    00129     if (c->is_ai) AI::Stop(c->index);
    00130   }
    00131 }
    00132
    00133 /* static */ void AI::Initialize()
    00134 {
    00135   if (AI::ai_scanner != NULL) AI::Uninitialize(true);
    00136
    00137   AI::frame_counter = 0;
    00138   if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
    00139 }
    00140
    00141 /* static */ void AI::Uninitialize(bool keepConfig)
    00142 {
    00143   AI::KillAll();
    00144
    00145   if (keepConfig) {
    00146     /* Run a rescan, which indexes all AIInfos again, and check if we can
    00147      *  still load all the AIS, while keeping the configs in place */
    00148     Rescan();
    00149   } else {
    00150     delete AI::ai_scanner;
    00151     AI::ai_scanner = NULL;
    00152
    00153     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00154       if (_settings_game.ai_config[c] != NULL) {
    00155         delete _settings_game.ai_config[c];
    00156         _settings_game.ai_config[c] = NULL;
    00157       }
    00158       if (_settings_newgame.ai_config[c] != NULL) {
    00159         delete _settings_newgame.ai_config[c];
    00160         _settings_newgame.ai_config[c] = NULL;
    00161       }
    00162     }
    00163   }
    00164 }
    00165
    00166 /* static */ void AI::ResetConfig()
    00167 {
    00168   /* Check for both newgame as current game if we can reload the AIInfo insde
    00169    *  the AIConfig. If not, remove the AI from the list (which will assign
    00170    *  a random new AI on reload). */
    00171   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00172     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
    00173       if (!_settings_game.ai_config[c]->ResetInfo()) {
    00174         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());
    00175         _settings_game.ai_config[c]->ChangeAI(NULL);
    00176       }
    00177     }
    00178     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
    00179       if (!_settings_newgame.ai_config[c]->ResetInfo()) {
    00180         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());
    00181         _settings_newgame.ai_config[c]->ChangeAI(NULL);
    00182       }
    00183     }
    00184   }
    00185 }
    00186
    00187 /* static */ void AI::NewEvent(CompanyID company, AIEvent *event)
    00188 {
    00189   /* AddRef() and Release() need to be called at least once, so do it here */
    00190   event->AddRef();
    00191
    00192   /* Clients should ignore events */
    00193   if (_networking && !_network_server) {
    00194     event->Release();
    00195     return;
    00196   }
    00197
    00198   /* Only AIs can have an event-queue */
    00199   if (!Company::IsValidAiID(company)) {
    00200     event->Release();
    00201     return;
    00202   }
    00203
    00204   /* Queue the event */
    00205   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00206   AIEventController::InsertEvent(event);
    00207   cur_company.Restore();
    00208
    00209   event->Release();
    00210 }
    00211
    00212 /* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
    00213 {
    00214   /* AddRef() and Release() need to be called at least once, so do it here */
    00215   event->AddRef();
    00216
    00217   /* Clients should ignore events */
    00218   if (_networking && !_network_server) {
    00219     event->Release();
    00220     return;
    00221   }
    00222
    00223   /* Try to send the event to all AIs */
    00224   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00225     if (c != skip_company) AI::NewEvent(c, event);
    00226   }
    00227
    00228   event->Release();
    00229 }
    00230
    00238 void CcAI(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
    00239 {
    00240   AIObject::SetLastCommandRes(result.Succeeded());
    00241
    00242   if (result.Failed()) {
    00243     AIObject::SetLastError(AIError::StringToError(result.GetErrorMessage()));
    00244   } else {
    00245     AIObject::IncreaseDoCommandCosts(result.GetCost());
    00246     AIObject::SetLastCost(result.GetCost());
    00247   }
    00248
    00249   Company::Get(_current_company)->ai_instance->Continue();
    00250 }
    00251
    00252 /* static */ void AI::Save(CompanyID company)
    00253 {
    00254   if (!_networking || _network_server) {
    00255     Company *c = Company::GetIfValid(company);
    00256     assert(c != NULL && c->ai_instance != NULL);
    00257
    00258     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00259     c->ai_instance->Save();
    00260     cur_company.Restore();
    00261   } else {
    00262     AIInstance::SaveEmpty();
    00263   }
    00264 }
    00265
    00266 /* static */ void AI::Load(CompanyID company, int version)
    00267 {
    00268   if (!_networking || _network_server) {
    00269     Company *c = Company::GetIfValid(company);
    00270     assert(c != NULL && c->ai_instance != NULL);
    00271
    00272     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
    00273     c->ai_instance->Load(version);
    00274     cur_company.Restore();
    00275   } else {
    00276     /* Read, but ignore, the load data */
    00277     AIInstance::LoadEmpty();
    00278   }
    00279 }
    00280
    00281 /* static */ int AI::GetStartNextTime()
    00282 {
    00283   /* Find the first company which doesn't exist yet */
    00284   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00285     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
    00286   }
    00287
    00288   /* Currently no AI can be started, check again in a year. */
    00289   return DAYS_IN_YEAR;
    00290 }
    00291
    00292 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
    00293 {
    00294   return AI::ai_scanner->GetAIConsoleList(p, last, newest_only);
    00295 }
    00296
    00297 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
    00298 {
    00299    return AI::ai_scanner->GetAIConsoleLibraryList(p, last);
    00300 }
    00301
    00302 /* static */ const AIInfoList *AI::GetInfoList()
    00303 {
    00304   return AI::ai_scanner->GetAIInfoList();
    00305 }
    00306
    00307 /* static */ const AIInfoList *AI::GetUniqueInfoList()
    00308 {
    00309   return AI::ai_scanner->GetUniqueAIInfoList();
    00310 }
    00311
    00312 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
    00313 {
    00314   return AI::ai_scanner->FindInfo(name, version, force_exact_match);
    00315 }
    00316
    00317 /* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
    00318 {
    00319   return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, Company::Get(_current_company)->ai_instance->GetController());
    00320 }
    00321
    00322 /* static */ void AI::Rescan()
    00323 {
    00324   AI::ai_scanner->RescanAIDir();
    00325   ResetConfig();
    00326 }