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-rw-r--r--src/ai/api/ai_object.cpp264
1 files changed, 264 insertions, 0 deletions
diff --git a/src/ai/api/ai_object.cpp b/src/ai/api/ai_object.cpp
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+/* $Id$ */
+
+/** @file ai_object.cpp Implementation of AIObject. */
+
+#include "ai_object.hpp"
+#include "ai_log.hpp"
+#include "ai_error.hpp"
+#include "table/strings.h"
+#include "../../openttd.h"
+#include "../../command_func.h"
+#include "../../map_func.h"
+#include "../../network/network.h"
+#include "../../company_func.h"
+#include "../../signs_func.h"
+#include "../../tunnelbridge.h"
+#include "../../vehicle_func.h"
+#include "../../group.h"
+#include "../ai.hpp"
+#include "ai_controller.hpp"
+#include "../ai_storage.hpp"
+#include "../ai_instance.hpp"
+
+#include <vector>
+
+static AIStorage *GetStorage()
+{
+ return AIInstance::GetStorage();
+}
+
+void AIObject::SetDoCommandDelay(uint ticks)
+{
+ assert(ticks > 0);
+ GetStorage()->delay = ticks;
+}
+
+uint AIObject::GetDoCommandDelay()
+{
+ return GetStorage()->delay;
+}
+
+void AIObject::SetDoCommandMode(AIModeProc *proc, AIObject *instance)
+{
+ GetStorage()->mode = proc;
+ GetStorage()->mode_instance = instance;
+}
+
+AIModeProc *AIObject::GetDoCommandMode()
+{
+ return GetStorage()->mode;
+}
+
+AIObject *AIObject::GetDoCommandModeInstance()
+{
+ return GetStorage()->mode_instance;
+}
+
+void AIObject::SetDoCommandCosts(Money value)
+{
+ GetStorage()->costs = CommandCost(value);
+}
+
+void AIObject::IncreaseDoCommandCosts(Money value)
+{
+ GetStorage()->costs.AddCost(value);
+}
+
+Money AIObject::GetDoCommandCosts()
+{
+ return GetStorage()->costs.GetCost();
+}
+
+void AIObject::SetLastError(AIErrorType last_error)
+{
+ GetStorage()->last_error = last_error;
+}
+
+AIErrorType AIObject::GetLastError()
+{
+ return GetStorage()->last_error;
+}
+
+void AIObject::SetLastCost(Money last_cost)
+{
+ GetStorage()->last_cost = last_cost;
+}
+
+Money AIObject::GetLastCost()
+{
+ return GetStorage()->last_cost;
+}
+
+void AIObject::SetRoadType(RoadType road_type)
+{
+ GetStorage()->road_type = road_type;
+}
+
+RoadType AIObject::GetRoadType()
+{
+ return GetStorage()->road_type;
+}
+
+void AIObject::SetRailType(RailType rail_type)
+{
+ GetStorage()->rail_type = rail_type;
+}
+
+RailType AIObject::GetRailType()
+{
+ return GetStorage()->rail_type;
+}
+
+void AIObject::SetLastCommandRes(bool res)
+{
+ GetStorage()->last_command_res = res;
+ /* Also store the results of various global variables */
+ SetNewVehicleID(_new_vehicle_id);
+ SetNewSignID(_new_sign_id);
+ SetNewTunnelEndtile(_build_tunnel_endtile);
+ SetNewGroupID(_new_group_id);
+}
+
+bool AIObject::GetLastCommandRes()
+{
+ return GetStorage()->last_command_res;
+}
+
+void AIObject::SetNewVehicleID(VehicleID vehicle_id)
+{
+ GetStorage()->new_vehicle_id = vehicle_id;
+}
+
+VehicleID AIObject::GetNewVehicleID()
+{
+ return GetStorage()->new_vehicle_id;
+}
+
+void AIObject::SetNewSignID(SignID sign_id)
+{
+ GetStorage()->new_sign_id = sign_id;
+}
+
+SignID AIObject::GetNewSignID()
+{
+ return GetStorage()->new_sign_id;
+}
+
+void AIObject::SetNewTunnelEndtile(TileIndex tile)
+{
+ GetStorage()->new_tunnel_endtile = tile;
+}
+
+TileIndex AIObject::GetNewTunnelEndtile()
+{
+ return GetStorage()->new_tunnel_endtile;
+}
+
+void AIObject::SetNewGroupID(GroupID group_id)
+{
+ GetStorage()->new_group_id = group_id;
+}
+
+GroupID AIObject::GetNewGroupID()
+{
+ return GetStorage()->new_group_id;
+}
+
+void AIObject::SetAllowDoCommand(bool allow)
+{
+ GetStorage()->allow_do_command = allow;
+}
+
+bool AIObject::GetAllowDoCommand()
+{
+ return GetStorage()->allow_do_command;
+}
+
+void *&AIObject::GetEventPointer()
+{
+ return GetStorage()->event_data;
+}
+
+void *&AIObject::GetLogPointer()
+{
+ return GetStorage()->log_data;
+}
+
+void AIObject::SetCallbackVariable(int index, int value)
+{
+ if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
+ GetStorage()->callback_value[index] = value;
+}
+
+int AIObject::GetCallbackVariable(int index)
+{
+ return GetStorage()->callback_value[index];
+}
+
+bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, AISuspendCallbackProc *callback)
+{
+ if (AIObject::GetAllowDoCommand() == false) {
+ AILog::Error("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), and Load().\n");
+ return false;
+ }
+
+ CompanyID old_company;
+ CommandCost res;
+
+ /* Set the default callback to return a true/false result of the DoCommand */
+ if (callback == NULL) callback = &AIInstance::DoCommandReturn;
+
+ /* Make sure the last error is reset, so we don't give faulty warnings */
+ SetLastError(AIError::ERR_NONE);
+
+ /* First, do a test-run to see if we can do this */
+ res = ::DoCommand(tile, p1, p2, CommandFlagsToDCFlags(GetCommandFlags(cmd)), cmd, text);
+ /* The command failed, so return */
+ if (::CmdFailed(res)) {
+ SetLastError(AIError::StringToError(_error_message));
+ return false;
+ }
+
+ /* Check what the callback wants us to do */
+ if (GetDoCommandMode() != NULL && !GetDoCommandMode()(tile, p1, p2, cmd, res)) {
+ IncreaseDoCommandCosts(res.GetCost());
+ return true;
+ }
+
+#ifdef ENABLE_NETWORK
+ /* Send the command */
+ if (_networking) {
+ /* NetworkSend_Command needs _local_company to be set correctly, so
+ * adjust it, and put it back right after the function */
+ old_company = _local_company;
+ _local_company = _current_company;
+ ::NetworkSend_Command(tile, p1, p2, cmd, CcAI, text);
+ _local_company = old_company;
+ SetLastCost(res.GetCost());
+
+ /* Suspend the AI till the command is really executed */
+ throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
+ } else {
+#else
+ {
+#endif
+ /* For SinglePlayer we execute the command immediatly */
+ if (!::DoCommandP(tile, p1, p2, cmd, NULL, text)) res = CMD_ERROR;
+ SetLastCommandRes(!::CmdFailed(res));
+
+ if (::CmdFailed(res)) {
+ SetLastError(AIError::StringToError(_error_message));
+ return false;
+ }
+ SetLastCost(res.GetCost());
+ IncreaseDoCommandCosts(res.GetCost());
+
+ /* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
+ * both avoids confusion when a developer launched his AI in a
+ * multiplayer game, but also gives time for the GUI and human player
+ * to interact with the game. */
+ throw AI_VMSuspend(GetDoCommandDelay(), callback);
+ }
+
+ NOT_REACHED();
+}