diff options
author | truelight <truelight@openttd.org> | 2005-09-07 15:10:11 +0000 |
---|---|---|
committer | truelight <truelight@openttd.org> | 2005-09-07 15:10:11 +0000 |
commit | 991d5c623467ee13c0f3df90eaa2d5127a4d5be9 (patch) | |
tree | 692137bc97cba13a50b293ec5598e1abe6982f5e | |
parent | e39bf0dc3411347759e7d55080f051d4935353c7 (diff) | |
download | openttd-991d5c623467ee13c0f3df90eaa2d5127a4d5be9.tar.xz |
(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat)
-Add: base-code for many improvements to come in the AI-system
-Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
-rw-r--r-- | Makefile | 2 | ||||
-rw-r--r-- | ai/ai.c | 235 | ||||
-rw-r--r-- | ai/ai.h | 78 | ||||
-rw-r--r-- | economy.c | 8 | ||||
-rw-r--r-- | openttd.c | 13 | ||||
-rw-r--r-- | openttd.h | 2 | ||||
-rw-r--r-- | players.c | 50 | ||||
-rw-r--r-- | station_cmd.c | 7 |
8 files changed, 346 insertions, 49 deletions
@@ -681,6 +681,8 @@ C_SOURCES += sound/null_s.c C_SOURCES += video/dedicated_v.c C_SOURCES += video/null_v.c +# AI related files +C_SOURCES += ai/ai.c C_SOURCES += ai/default/default.c C_SOURCES += ai/trolly/trolly.c C_SOURCES += ai/trolly/build.c diff --git a/ai/ai.c b/ai/ai.c new file mode 100644 index 000000000..12b7b9eda --- /dev/null +++ b/ai/ai.c @@ -0,0 +1,235 @@ +/* $Id$ */ + +#include "../stdafx.h" +#include "../openttd.h" +#include "../variables.h" +#include "../command.h" +#include "../network.h" +#include "ai.h" + +/** + * Dequeues commands put in the queue via AI_PutCommandInQueue. + */ +void AI_DequeueCommands(byte player) +{ + AICommand *com, *entry_com; + + entry_com = _ai_player[player].queue; + + /* It happens that DoCommandP issues a new DoCommandAI which adds a new command + * to this very same queue (don't argue about this, if it currently doesn't + * happen I can tell you it will happen with AIScript -- TrueLight). If we + * do not make the queue NULL, that commands will be dequeued immediatly. + * Therefor we safe the entry-point to entry_com, and make the queue NULL, so + * the new queue can be safely built up. */ + _ai_player[player].queue = NULL; + _ai_player[player].queue_tail = NULL; + + /* Dequeue all commands */ + while ((com = entry_com) != NULL) { + _current_player = player; + + /* Copy the DP back in place */ + memcpy(_decode_parameters, com->dp, sizeof(com->dp)); + DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc); + + /* Free item */ + entry_com = com->next; + free(com); + } +} + +/** + * Needed for SP; we need to delay DoCommand with 1 tick, because else events + * will make infinite loops (AIScript). + */ +void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc) +{ + AICommand *com; + + if (_ai_player[player].queue_tail == NULL) { + /* There is no item in the queue yet, create the queue */ + _ai_player[player].queue = malloc(sizeof(AICommand)); + _ai_player[player].queue_tail = _ai_player[player].queue; + } else { + /* Add an item at the end */ + _ai_player[player].queue_tail->next = malloc(sizeof(AICommand)); + _ai_player[player].queue_tail = _ai_player[player].queue_tail->next; + } + + /* This is our new item */ + com = _ai_player[player].queue_tail; + + /* Assign the info */ + com->tile = tile; + com->p1 = p1; + com->p2 = p2; + com->procc = procc; + com->next = NULL; + + /* Copy the decode_parameters */ + memcpy(com->dp, _decode_parameters, sizeof(com->dp)); +} + +/** + * Executes a raw DoCommand for the AI. + */ +int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc) +{ + byte old_lp; + int32 res = 0; + + /* If you enable DC_EXEC with DC_QUERY_COST you are a really strange + * person.. should we check for those funny jokes? + */ + + /* First, do a test-run to see if we can do this */ + res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc); + /* The command failed, or you didn't want to execute, or you are quering, return */ + if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) + return res; + + /* If we did a DC_EXEC, and the command did not return an error, execute it + over the network */ + if (flags & DC_AUTO) procc |= CMD_AUTO; + if (flags & DC_NO_WATER) procc |= CMD_NO_WATER; + + /* NetworkSend_Command needs _local_player to be set correctly, so + adjust it, and put it back right after the function */ + old_lp = _local_player; + _local_player = _current_player; + + /* Send the command */ + if (_networking) + /* Network is easy, send it to his handler */ + NetworkSend_Command(tile, p1, p2, procc, NULL); + else + /* If we execute BuildCommands directly in SP, we have a big problem with events + * so we need to delay is for 1 tick */ + AI_PutCommandInQueue(_current_player, tile, p1, p2, procc); + + /* Set _local_player back */ + _local_player = old_lp; + + return res; +} + +/** + * Run 1 tick of the AI. Don't overdo it, keep it realistic. + */ +void AI_RunTick(byte player) +{ + extern void AiNewDoGameLoop(Player *p); + + Player *p = GetPlayer(player); + _current_player = player; + + if (_patches.ainew_active) + AiNewDoGameLoop(p); + else + AiDoGameLoop(p); +} + + +/** + * The gameloop for AIs. + * Handles one tick for all the AIs. + */ +void AI_RunGameLoop(void) +{ + /* Don't do anything if ai is disabled */ + if (!_ai.enabled) + return; + + /* New tick */ + _ai.tick++; + + /* Make sure the AI follows the difficulty rule.. */ + switch (_opt.diff.competitor_speed) { + case 0: // Very slow + if (!(_ai.tick & 8)) return; + break; + + case 1: // Slow + if (!(_ai.tick & 4)) return; + break; + + case 2: // Medium + if (!(_ai.tick & 2)) return; + break; + + case 3: // Fast + if (!(_ai.tick & 1)) return; + break; + + case 4: // Very fast + default: + break; + } + + /* Check for AI-client (so joining a network with an AI) */ + if (_ai.network_client) { + /* Run the script */ + AI_DequeueCommands(_ai.network_player); + AI_RunTick(_ai.network_player); + } else if (!_networking || _network_server) { + /* Check if we want to run AIs (server or SP only) */ + Player *p; + + FOR_ALL_PLAYERS(p) { + if (p->is_active && p->is_ai) { + /* This should always be true, else something went wrong... */ + assert(_ai_player[p->index].active); + + /* Run the script */ + AI_DequeueCommands(p->index); + AI_RunTick(p->index); + } + } + } + + _current_player = OWNER_NONE; +} + +/** + * A new AI sees the day of light. You can do here what ever you think is needed. + */ +void AI_StartNewAI(byte player) +{ + /* Called if a new AI is booted */ + _ai_player[player].active = true; +} + +/** + * This AI player died. Give it some chance to make a final puf. + */ +void AI_PlayerDied(byte player) +{ + /* Called if this AI died */ + _ai_player[player].active = false; +} + +/** + * Initialize some AI-related stuff. + */ +void AI_Initialize(void) +{ + memset(&_ai, 0, sizeof(_ai)); + memset(&_ai_player, 0, sizeof(_ai_player)); + + _ai.enabled = true; +} + +/** + * Deinitializer for AI-related stuff. + */ +void AI_Uninitialize(void) +{ + Player *p; + + FOR_ALL_PLAYERS(p) { + if (p->is_active && p->is_ai) { + AI_PlayerDied(p->index); + } + } +} diff --git a/ai/ai.h b/ai/ai.h new file mode 100644 index 000000000..0eff62dac --- /dev/null +++ b/ai/ai.h @@ -0,0 +1,78 @@ +#ifndef AI_H +#define AI_H + +#include "../functions.h" + +/* How DoCommands look like for an AI */ +typedef struct AICommand { + uint32 tile; + uint32 p1; + uint32 p2; + uint32 procc; + + uint32 dp[20]; + + struct AICommand *next; +} AICommand; + +/* The struct for an AIScript Player */ +typedef struct AIPlayer { + bool active; //! Is this AI active? + AICommand *queue; //! The commands that he has in his queue + AICommand *queue_tail; //! The tail of this queue +} AIPlayer; + +/* The struct to keep some data about the AI in general */ +typedef struct AIStruct { + /* General */ + bool enabled; //! Is AI enabled? + uint tick; //! The current tick (something like _frame_counter, only for AIs) + + /* For network-clients (a OpenTTD client who acts as an AI connected to a server) */ + bool network_client; //! Are we a network_client? + uint8 network_player; //! The current network player we are connected as +} AIStruct; + +VARDEF AIStruct _ai; +VARDEF AIPlayer _ai_player[MAX_PLAYERS]; + +// ai.c +void AI_StartNewAI(byte player); +void AI_PlayerDied(byte player); +void AI_RunGameLoop(void); +void AI_Initialize(void); +void AI_Uninitialize(void); +int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc); + +#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) +#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) + +/** + * The random-function that should be used by ALL AIs. + */ +static inline uint AI_RandomRange(uint max) +{ + /* We pick RandomRange if we are in SP (so when saved, we do the same over and over) + * but we pick InteractiveRandomRange if we are a network_server or network-client. + */ + if (_networking) + return InteractiveRandomRange(max); + else + return RandomRange(max); +} + +/** + * The random-function that should be used by ALL AIs. + */ +static inline uint32 AI_Random(void) +{ +/* We pick RandomRange if we are in SP (so when saved, we do the same over and over) + * but we pick InteractiveRandomRange if we are a network_server or network-client. + */ + if (_networking) + return InteractiveRandom(); + else + return Random(); +} + +#endif /* AI_H */ @@ -25,6 +25,7 @@ #include "network_data.h" #include "variables.h" #include "vehicle_gui.h" +#include "ai/ai.h" // Score info const ScoreInfo _score_info[] = { @@ -473,6 +474,9 @@ static void PlayersCheckBankrupt(Player *p) ChangeOwnershipOfPlayerItems(owner, 0xFF); // 255 is no owner // Register the player as not-active p->is_active = false; + + if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled) + AI_PlayerDied(owner); } } } @@ -1249,10 +1253,6 @@ static int32 DeliverGoods(int num_pieces, byte cargo_type, uint16 source, uint16 } } - // Computers get 25% extra profit if they're intelligent. - if (_opt.diff.competitor_intelligence>=1 && !IS_HUMAN_PLAYER(_current_player)) - profit += profit >> 2; - return profit; } @@ -39,6 +39,7 @@ #include "signs.h" #include "depot.h" #include "waypoint.h" +#include "ai/ai.h" #include <stdarg.h> @@ -50,7 +51,6 @@ void GenerateWorld(int mode, uint size_x, uint size_y); void CallLandscapeTick(void); void IncreaseDate(void); -void RunOtherPlayersLoop(void); void DoPaletteAnimations(void); void MusicLoop(void); void ResetMusic(void); @@ -452,6 +452,9 @@ int ttd_main(int argc, char* argv[]) /* initialize all variables that are allocated dynamically */ InitializeDynamicVariables(); + /* start the AI */ + AI_Initialize(); + // Sample catalogue DEBUG(misc, 1) ("Loading sound effects..."); MxInitialize(11025); @@ -535,6 +538,9 @@ int ttd_main(int argc, char* argv[]) /* uninitialize variables that are allocated dynamic */ UnInitializeDynamicVariables(); + /* stop the AI */ + AI_Uninitialize(); + /* Close all and any open filehandles */ FioCloseAll(); UnInitializeGame(); @@ -870,10 +876,7 @@ void StateGameLoop(void) CallVehicleTicks(); CallLandscapeTick(); - // To bad the AI does not work in multiplayer, because states are not saved - // perfectly - if (!_networking) - RunOtherPlayersLoop(); + AI_RunGameLoop(); CallWindowTickEvent(); NewsLoop(); @@ -215,7 +215,7 @@ typedef struct GameDifficulty { int initial_interest; int vehicle_costs; int competitor_speed; - int competitor_intelligence; + int competitor_intelligence; // no longer in use int vehicle_breakdowns; int subsidy_multiplier; int construction_cost; @@ -23,6 +23,7 @@ #include "sound.h" #include "network.h" #include "variables.h" +#include "ai/ai.h" PlayerID _current_player; @@ -473,16 +474,15 @@ static Player *AllocatePlayer(void) Player *DoStartupNewPlayer(bool is_ai) { Player *p; - int index, i; + int i; p = AllocatePlayer(); - if (p == NULL) return NULL; - - index = p->index; + if (p == NULL) + return NULL; // Make a color p->player_color = GeneratePlayerColor(); - _player_colors[index] = p->player_color; + _player_colors[p->index] = p->player_color; p->name_1 = STR_SV_UNNAMED; p->is_active = true; @@ -492,7 +492,7 @@ Player *DoStartupNewPlayer(bool is_ai) p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */ p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = 0xFF; - p->avail_railtypes = GetPlayerRailtypes(index); + p->avail_railtypes = GetPlayerRailtypes(p->index); p->inaugurated_year = _cur_year; p->face = Random(); @@ -510,6 +510,9 @@ Player *DoStartupNewPlayer(bool is_ai) InvalidateWindow(WC_TOOLBAR_MENU, 0); InvalidateWindow(WC_CLIENT_LIST, 0); + if (is_ai && (!_networking || _network_server) && _ai.enabled) + AI_StartNewAI(p->index); + return p; } @@ -526,9 +529,10 @@ static void MaybeStartNewPlayer(void) // count number of competitors n = 0; - for(p=_players; p!=endof(_players); p++) + FOR_ALL_PLAYERS(p) { if (p->is_active && p->is_ai) n++; + } // when there's a lot of computers in game, the probability that a new one starts is lower if (n < (uint)_opt.diff.max_no_competitors) @@ -560,31 +564,10 @@ void OnTick_Players(void) _cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS; if (p->name_1 != 0) GenerateCompanyName(p); - if (!_networking && _game_mode != GM_MENU && !--_next_competitor_start) { + /* XXX -- For now, multiplayer AIs still aren't working, WIP! */ + //if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start) + if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start) MaybeStartNewPlayer(); - } -} - -extern void AiNewDoGameLoop(Player *p); - -void RunOtherPlayersLoop(void) -{ - Player *p; - - _is_ai_player = true; - - FOR_ALL_PLAYERS(p) { - if (p->is_active && p->is_ai) { - _current_player = p->index; - if (_patches.ainew_active) - AiNewDoGameLoop(p); - else - AiDoGameLoop(p); - } - } - - _is_ai_player = false; - _current_player = OWNER_NONE; } // index is the next parameter in _decode_parameters to set up @@ -1272,10 +1255,13 @@ static void Load_PLYR(void) int index; while ((index = SlIterateArray()) != -1) { Player *p = GetPlayer(index); - p->is_ai = (index != 0); SaveLoad_PLYR(p); _player_colors[index] = p->player_color; UpdatePlayerMoney32(p); + + /* This is needed so an AI is attached to a loaded AI */ + if (p->is_ai && (!_networking || _network_server) && _ai.enabled) + AI_StartNewAI(p->index); } } diff --git a/station_cmd.c b/station_cmd.c index 3199d4d4f..6496cffb1 100644 --- a/station_cmd.c +++ b/station_cmd.c @@ -2546,8 +2546,6 @@ static void StationHandleBigTick(Station *st) static inline void byte_inc_sat(byte *p) { byte b = *p + 1; if (b != 0) *p = b; } -static byte _rating_boost[3] = { 0, 31, 63}; - static void UpdateStationRating(Station *st) { GoodsEntry *ge; @@ -2581,11 +2579,6 @@ static void UpdateStationRating(Station *st) (rating += 13, true); } - { - if (st->owner != OWNER_NONE && !IS_HUMAN_PLAYER(st->owner)) - rating += _rating_boost[_opt.diff.competitor_intelligence]; - } - if (st->owner < MAX_PLAYERS && HASBIT(st->town->statues, st->owner)) rating += 26; |