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/script_storage.hpp"
00027 #include "../script/api/script_error.hpp"
00028 
00029 /* static */ uint AI::frame_counter = 0;
00030 /* static */ AIScannerInfo *AI::scanner_info = NULL;
00031 /* static */ AIScannerLibrary *AI::scanner_library = NULL;
00032 
00033 /* static */ bool AI::CanStartNew()
00034 {
00035   /* Only allow new AIs on the server and only when that is allowed in multiplayer */
00036   return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
00037 }
00038 
00039 /* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
00040 {
00041   assert(Company::IsValidID(company));
00042 
00043   /* Clients shouldn't start AIs */
00044   if (_networking && !_network_server) return;
00045 
00046   AIConfig *config = AIConfig::GetConfig(company);
00047   AIInfo *info = config->GetInfo();
00048   if (info == NULL || (rerandomise_ai && config->IsRandom())) {
00049     info = AI::scanner_info->SelectRandomAI();
00050     assert(info != NULL);
00051     /* Load default data and store the name in the settings */
00052     config->Change(info->GetName(), -1, false, true);
00053   }
00054 
00055   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00056   Company *c = Company::Get(company);
00057 
00058   c->ai_info = info;
00059   assert(c->ai_instance == NULL);
00060   c->ai_instance = new AIInstance();
00061   c->ai_instance->Initialize(info);
00062 
00063   cur_company.Restore();
00064 
00065   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00066   return;
00067 }
00068 
00069 /* static */ void AI::GameLoop()
00070 {
00071   /* If we are in networking, only servers run this function, and that only if it is allowed */
00072   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
00073 
00074   /* The speed with which AIs go, is limited by the 'competitor_speed' */
00075   AI::frame_counter++;
00076   assert(_settings_game.difficulty.competitor_speed <= 4);
00077   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
00078 
00079   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00080   const Company *c;
00081   FOR_ALL_COMPANIES(c) {
00082     if (c->is_ai) {
00083       cur_company.Change(c->index);
00084       c->ai_instance->GameLoop();
00085     }
00086   }
00087   cur_company.Restore();
00088 
00089   /* Occasionally collect garbage; every 255 ticks do one company.
00090    * Effectively collecting garbage once every two months per AI. */
00091   if ((AI::frame_counter & 255) == 0) {
00092     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
00093     if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
00094   }
00095 }
00096 
00097 /* static */ uint AI::GetTick()
00098 {
00099   return AI::frame_counter;
00100 }
00101 
00102 /* static */ void AI::Stop(CompanyID company)
00103 {
00104   if (_networking && !_network_server) return;
00105 
00106   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00107   Company *c = Company::Get(company);
00108 
00109   delete c->ai_instance;
00110   c->ai_instance = NULL;
00111 
00112   cur_company.Restore();
00113 
00114   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00115   DeleteWindowById(WC_AI_SETTINGS, company);
00116 }
00117 
00118 /* static */ void AI::Suspend(CompanyID company)
00119 {
00120   if (_networking && !_network_server) return;
00121 
00122   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00123   Company::Get(company)->ai_instance->Suspend();
00124 
00125   cur_company.Restore();
00126 }
00127 
00128 /* static */ void AI::KillAll()
00129 {
00130   /* It might happen there are no companies .. than we have nothing to loop */
00131   if (Company::GetPoolSize() == 0) return;
00132 
00133   const Company *c;
00134   FOR_ALL_COMPANIES(c) {
00135     if (c->is_ai) AI::Stop(c->index);
00136   }
00137 }
00138 
00139 /* static */ void AI::Initialize()
00140 {
00141   if (AI::scanner_info != NULL) AI::Uninitialize(true);
00142 
00143   AI::frame_counter = 0;
00144   if (AI::scanner_info == NULL) {
00145     TarScanner::DoScan(TarScanner::AI);
00146     AI::scanner_info = new AIScannerInfo();
00147     AI::scanner_info->Initialize();
00148     AI::scanner_library = new AIScannerLibrary();
00149     AI::scanner_library->Initialize();
00150   }
00151 }
00152 
00153 /* static */ void AI::Uninitialize(bool keepConfig)
00154 {
00155   AI::KillAll();
00156 
00157   if (keepConfig) {
00158     /* Run a rescan, which indexes all AIInfos again, and check if we can
00159      *  still load all the AIS, while keeping the configs in place */
00160     Rescan();
00161   } else {
00162     delete AI::scanner_info;
00163     delete AI::scanner_library;
00164     AI::scanner_info = NULL;
00165     AI::scanner_library = NULL;
00166 
00167     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00168       if (_settings_game.ai_config[c] != NULL) {
00169         delete _settings_game.ai_config[c];
00170         _settings_game.ai_config[c] = NULL;
00171       }
00172       if (_settings_newgame.ai_config[c] != NULL) {
00173         delete _settings_newgame.ai_config[c];
00174         _settings_newgame.ai_config[c] = NULL;
00175       }
00176     }
00177   }
00178 }
00179 
00180 /* static */ void AI::ResetConfig()
00181 {
00182   /* Check for both newgame as current game if we can reload the AIInfo insde
00183    *  the AIConfig. If not, remove the AI from the list (which will assign
00184    *  a random new AI on reload). */
00185   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00186     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
00187       if (!_settings_game.ai_config[c]->ResetInfo(true)) {
00188         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());
00189         _settings_game.ai_config[c]->Change(NULL);
00190         if (Company::IsValidAiID(c)) {
00191           /* The code belonging to an already running AI was deleted. We can only do
00192            * one thing here to keep everything sane and that is kill the AI. After
00193            * killing the offending AI we start a random other one in it's place, just
00194            * like what would happen if the AI was missing during loading. */
00195           AI::Stop(c);
00196           AI::StartNew(c, false);
00197         }
00198       } else if (Company::IsValidAiID(c)) {
00199         /* Update the reference in the Company struct. */
00200         Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
00201       }
00202     }
00203     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
00204       if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
00205         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());
00206         _settings_newgame.ai_config[c]->Change(NULL);
00207       }
00208     }
00209   }
00210 }
00211 
00212 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
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   /* Only AIs can have an event-queue */
00224   if (!Company::IsValidAiID(company)) {
00225     event->Release();
00226     return;
00227   }
00228 
00229   /* Queue the event */
00230   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00231   Company::Get(_current_company)->ai_instance->InsertEvent(event);
00232   cur_company.Restore();
00233 
00234   event->Release();
00235 }
00236 
00237 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
00238 {
00239   /* AddRef() and Release() need to be called at least once, so do it here */
00240   event->AddRef();
00241 
00242   /* Clients should ignore events */
00243   if (_networking && !_network_server) {
00244     event->Release();
00245     return;
00246   }
00247 
00248   /* Try to send the event to all AIs */
00249   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00250     if (c != skip_company) AI::NewEvent(c, event);
00251   }
00252 
00253   event->Release();
00254 }
00255 
00256 /* static */ void AI::Save(CompanyID company)
00257 {
00258   if (!_networking || _network_server) {
00259     Company *c = Company::GetIfValid(company);
00260     assert(c != NULL && c->ai_instance != NULL);
00261 
00262     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00263     c->ai_instance->Save();
00264     cur_company.Restore();
00265   } else {
00266     AIInstance::SaveEmpty();
00267   }
00268 }
00269 
00270 /* static */ void AI::Load(CompanyID company, int version)
00271 {
00272   if (!_networking || _network_server) {
00273     Company *c = Company::GetIfValid(company);
00274     assert(c != NULL && c->ai_instance != NULL);
00275 
00276     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00277     c->ai_instance->Load(version);
00278     cur_company.Restore();
00279   } else {
00280     /* Read, but ignore, the load data */
00281     AIInstance::LoadEmpty();
00282   }
00283 }
00284 
00285 /* static */ int AI::GetStartNextTime()
00286 {
00287   /* Find the first company which doesn't exist yet */
00288   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00289     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
00290   }
00291 
00292   /* Currently no AI can be started, check again in a year. */
00293   return DAYS_IN_YEAR;
00294 }
00295 
00296 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
00297 {
00298   return AI::scanner_info->GetConsoleList(p, last, newest_only);
00299 }
00300 
00301 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
00302 {
00303    return AI::scanner_library->GetConsoleList(p, last, true);
00304 }
00305 
00306 /* static */ const ScriptInfoList *AI::GetInfoList()
00307 {
00308   return AI::scanner_info->GetInfoList();
00309 }
00310 
00311 /* static */ const ScriptInfoList *AI::GetUniqueInfoList()
00312 {
00313   return AI::scanner_info->GetUniqueInfoList();
00314 }
00315 
00316 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
00317 {
00318   return AI::scanner_info->FindInfo(name, version, force_exact_match);
00319 }
00320 
00321 /* static */ AILibrary *AI::FindLibrary(const char *library, int version)
00322 {
00323   return AI::scanner_library->FindLibrary(library, version);
00324 }
00325 
00326 /* static */ void AI::Rescan()
00327 {
00328   TarScanner::DoScan(TarScanner::AI);
00329 
00330   AI::scanner_info->RescanDir();
00331   AI::scanner_library->RescanDir();
00332   ResetConfig();
00333 
00334   InvalidateWindowData(WC_AI_LIST, 0, 1);
00335   SetWindowClassesDirty(WC_AI_DEBUG);
00336   InvalidateWindowClassesData(WC_AI_SETTINGS);
00337 }
00338 
00339 #if defined(ENABLE_NETWORK)
00340 
00347 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
00348 {
00349   return AI::scanner_info->HasScript(ci, md5sum);
00350 }
00351 
00352 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
00353 {
00354   return AI::scanner_library->HasScript(ci, md5sum);
00355 }
00356 
00357 #endif /* defined(ENABLE_NETWORK) */