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 "../fileio_func.h"
00021 #include "ai_scanner.hpp"
00022 #include "ai_instance.hpp"
00023 #include "ai_config.hpp"
00024 #include "ai_info.hpp"
00025 #include "ai.hpp"
00026 #include "../script/api/script_error.hpp"
00027 
00028 /* static */ uint AI::frame_counter = 0;
00029 /* static */ AIScannerInfo *AI::scanner_info = NULL;
00030 /* static */ AIScannerLibrary *AI::scanner_library = NULL;
00031 
00032 /* static */ bool AI::CanStartNew()
00033 {
00034   /* Only allow new AIs on the server and only when that is allowed in multiplayer */
00035   return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
00036 }
00037 
00038 /* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
00039 {
00040   assert(Company::IsValidID(company));
00041 
00042   /* Clients shouldn't start AIs */
00043   if (_networking && !_network_server) return;
00044 
00045   AIConfig *config = AIConfig::GetConfig(company);
00046   AIInfo *info = config->GetInfo();
00047   if (info == NULL || (rerandomise_ai && config->IsRandom())) {
00048     info = AI::scanner_info->SelectRandomAI();
00049     assert(info != NULL);
00050     /* Load default data and store the name in the settings */
00051     config->Change(info->GetName(), -1, false, true);
00052   }
00053 
00054   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00055   Company *c = Company::Get(company);
00056 
00057   c->ai_info = info;
00058   assert(c->ai_instance == NULL);
00059   c->ai_instance = new AIInstance();
00060   c->ai_instance->Initialize(info);
00061 
00062   cur_company.Restore();
00063 
00064   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00065   return;
00066 }
00067 
00068 /* static */ void AI::GameLoop()
00069 {
00070   /* If we are in networking, only servers run this function, and that only if it is allowed */
00071   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
00072 
00073   /* The speed with which AIs go, is limited by the 'competitor_speed' */
00074   AI::frame_counter++;
00075   assert(_settings_game.difficulty.competitor_speed <= 4);
00076   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
00077 
00078   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00079   const Company *c;
00080   FOR_ALL_COMPANIES(c) {
00081     if (c->is_ai) {
00082       cur_company.Change(c->index);
00083       c->ai_instance->GameLoop();
00084     }
00085   }
00086   cur_company.Restore();
00087 
00088   /* Occasionally collect garbage; every 255 ticks do one company.
00089    * Effectively collecting garbage once every two months per AI. */
00090   if ((AI::frame_counter & 255) == 0) {
00091     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
00092     if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
00093   }
00094 }
00095 
00096 /* static */ uint AI::GetTick()
00097 {
00098   return AI::frame_counter;
00099 }
00100 
00101 /* static */ void AI::Stop(CompanyID company)
00102 {
00103   if (_networking && !_network_server) return;
00104 
00105   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00106   Company *c = Company::Get(company);
00107 
00108   delete c->ai_instance;
00109   c->ai_instance = NULL;
00110 
00111   cur_company.Restore();
00112 
00113   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00114   DeleteWindowById(WC_AI_SETTINGS, company);
00115 }
00116 
00117 /* static */ void AI::Suspend(CompanyID company)
00118 {
00119   if (_networking && !_network_server) return;
00120 
00121   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00122   Company::Get(company)->ai_instance->Suspend();
00123 
00124   cur_company.Restore();
00125 }
00126 
00127 /* static */ void AI::KillAll()
00128 {
00129   /* It might happen there are no companies .. than we have nothing to loop */
00130   if (Company::GetPoolSize() == 0) return;
00131 
00132   const Company *c;
00133   FOR_ALL_COMPANIES(c) {
00134     if (c->is_ai) AI::Stop(c->index);
00135   }
00136 }
00137 
00138 /* static */ void AI::Initialize()
00139 {
00140   if (AI::scanner_info != NULL) AI::Uninitialize(true);
00141 
00142   AI::frame_counter = 0;
00143   if (AI::scanner_info == NULL) {
00144     TarScanner::DoScan(TarScanner::AI);
00145     AI::scanner_info = new AIScannerInfo();
00146     AI::scanner_info->Initialize("AIScanner");
00147     AI::scanner_library = new AIScannerLibrary();
00148     AI::scanner_library->Initialize("AISCanner");
00149   }
00150 }
00151 
00152 /* static */ void AI::Uninitialize(bool keepConfig)
00153 {
00154   AI::KillAll();
00155 
00156   if (keepConfig) {
00157     /* Run a rescan, which indexes all AIInfos again, and check if we can
00158      *  still load all the AIS, while keeping the configs in place */
00159     Rescan();
00160   } else {
00161     delete AI::scanner_info;
00162     delete AI::scanner_library;
00163     AI::scanner_info = NULL;
00164     AI::scanner_library = NULL;
00165 
00166     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00167       if (_settings_game.ai_config[c] != NULL) {
00168         delete _settings_game.ai_config[c];
00169         _settings_game.ai_config[c] = NULL;
00170       }
00171       if (_settings_newgame.ai_config[c] != NULL) {
00172         delete _settings_newgame.ai_config[c];
00173         _settings_newgame.ai_config[c] = NULL;
00174       }
00175     }
00176   }
00177 }
00178 
00179 /* static */ void AI::ResetConfig()
00180 {
00181   /* Check for both newgame as current game if we can reload the AIInfo insde
00182    *  the AIConfig. If not, remove the AI from the list (which will assign
00183    *  a random new AI on reload). */
00184   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00185     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
00186       if (!_settings_game.ai_config[c]->ResetInfo(true)) {
00187         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());
00188         _settings_game.ai_config[c]->Change(NULL);
00189         if (Company::IsValidAiID(c)) {
00190           /* The code belonging to an already running AI was deleted. We can only do
00191            * one thing here to keep everything sane and that is kill the AI. After
00192            * killing the offending AI we start a random other one in it's place, just
00193            * like what would happen if the AI was missing during loading. */
00194           AI::Stop(c);
00195           AI::StartNew(c, false);
00196         }
00197       } else if (Company::IsValidAiID(c)) {
00198         /* Update the reference in the Company struct. */
00199         Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
00200       }
00201     }
00202     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
00203       if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
00204         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());
00205         _settings_newgame.ai_config[c]->Change(NULL);
00206       }
00207     }
00208   }
00209 }
00210 
00211 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
00212 {
00213   /* AddRef() and Release() need to be called at least once, so do it here */
00214   event->AddRef();
00215 
00216   /* Clients should ignore events */
00217   if (_networking && !_network_server) {
00218     event->Release();
00219     return;
00220   }
00221 
00222   /* Only AIs can have an event-queue */
00223   if (!Company::IsValidAiID(company)) {
00224     event->Release();
00225     return;
00226   }
00227 
00228   /* Queue the event */
00229   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00230   Company::Get(_current_company)->ai_instance->InsertEvent(event);
00231   cur_company.Restore();
00232 
00233   event->Release();
00234 }
00235 
00236 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
00237 {
00238   /* AddRef() and Release() need to be called at least once, so do it here */
00239   event->AddRef();
00240 
00241   /* Clients should ignore events */
00242   if (_networking && !_network_server) {
00243     event->Release();
00244     return;
00245   }
00246 
00247   /* Try to send the event to all AIs */
00248   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00249     if (c != skip_company) AI::NewEvent(c, event);
00250   }
00251 
00252   event->Release();
00253 }
00254 
00255 /* static */ void AI::Save(CompanyID company)
00256 {
00257   if (!_networking || _network_server) {
00258     Company *c = Company::GetIfValid(company);
00259     assert(c != NULL && c->ai_instance != NULL);
00260 
00261     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00262     c->ai_instance->Save();
00263     cur_company.Restore();
00264   } else {
00265     AIInstance::SaveEmpty();
00266   }
00267 }
00268 
00269 /* static */ void AI::Load(CompanyID company, int version)
00270 {
00271   if (!_networking || _network_server) {
00272     Company *c = Company::GetIfValid(company);
00273     assert(c != NULL && c->ai_instance != NULL);
00274 
00275     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00276     c->ai_instance->Load(version);
00277     cur_company.Restore();
00278   } else {
00279     /* Read, but ignore, the load data */
00280     AIInstance::LoadEmpty();
00281   }
00282 }
00283 
00284 /* static */ int AI::GetStartNextTime()
00285 {
00286   /* Find the first company which doesn't exist yet */
00287   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00288     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
00289   }
00290 
00291   /* Currently no AI can be started, check again in a year. */
00292   return DAYS_IN_YEAR;
00293 }
00294 
00295 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
00296 {
00297   return AI::scanner_info->GetConsoleList(p, last, newest_only);
00298 }
00299 
00300 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
00301 {
00302    return AI::scanner_library->GetConsoleList(p, last, true);
00303 }
00304 
00305 /* static */ const ScriptInfoList *AI::GetInfoList()
00306 {
00307   return AI::scanner_info->GetInfoList();
00308 }
00309 
00310 /* static */ const ScriptInfoList *AI::GetUniqueInfoList()
00311 {
00312   return AI::scanner_info->GetUniqueInfoList();
00313 }
00314 
00315 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
00316 {
00317   return AI::scanner_info->FindInfo(name, version, force_exact_match);
00318 }
00319 
00320 /* static */ AILibrary *AI::FindLibrary(const char *library, int version)
00321 {
00322   return AI::scanner_library->FindLibrary(library, version);
00323 }
00324 
00325 /* static */ void AI::Rescan()
00326 {
00327   TarScanner::DoScan(TarScanner::AI);
00328 
00329   AI::scanner_info->RescanDir();
00330   AI::scanner_library->RescanDir();
00331   ResetConfig();
00332 
00333   InvalidateWindowData(WC_AI_LIST, 0, 1);
00334   SetWindowClassesDirty(WC_AI_DEBUG);
00335   SetWindowDirty(WC_AI_SETTINGS, 0);
00336 }
00337 
00338 #if defined(ENABLE_NETWORK)
00339 
00346 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
00347 {
00348   return AI::scanner_info->HasScript(ci, md5sum);
00349 }
00350 
00351 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
00352 {
00353   return AI::scanner_library->HasScript(ci, md5sum);
00354 }
00355 
00356 #endif /* defined(ENABLE_NETWORK) */