From 991d5c623467ee13c0f3df90eaa2d5127a4d5be9 Mon Sep 17 00:00:00 2001 From: truelight Date: Wed, 7 Sep 2005 15:10:11 +0000 Subject: (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!) --- ai/ai.c | 235 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ai/ai.h | 78 +++++++++++++++++++++ 2 files changed, 313 insertions(+) create mode 100644 ai/ai.c create mode 100644 ai/ai.h (limited to 'ai') 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 */ -- cgit v1.2.3-54-g00ecf