/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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/>. */ /** @file ai.hpp Base functions for all AIs. */ #ifndef AI_HPP #define AI_HPP #ifdef ENABLE_AI #include "api/ai_event_types.hpp" #include "../date_type.h" #include "../core/string_compare_type.hpp" #include <map> typedef std::map<const char *, class AIInfo *, StringCompare> AIInfoList; class AI { public: /** * The default months AIs start after eachother. */ enum StartNext { START_NEXT_EASY = DAYS_IN_YEAR * 2, START_NEXT_MEDIUM = DAYS_IN_YEAR, START_NEXT_HARD = DAYS_IN_YEAR / 2, START_NEXT_MIN = 1, START_NEXT_MAX = 3600, START_NEXT_DEVIATION = 60, }; /** * Is it possible to start a new AI company? * @return True if a new AI company can be started. */ static bool CanStartNew(); /** * Start a new AI company. * @param company At which slot the AI company should start. * @param rerandomise_ai Whether to rerandomise the configured AI. */ static void StartNew(CompanyID company, bool rerandomise_ai = true); /** * Called every game-tick to let AIs do something. */ static void GameLoop(); /** * Get the current AI tick. */ static uint GetTick(); /** * Stop a company to be controlled by an AI. * @param company The company from which the AI needs to detach. * @pre Company::IsValidAiID(company) */ static void Stop(CompanyID company); /** * Suspend an AI for the reminder of the current tick. If the AI is * in a state when it cannot be suspended, it will continue to run * until it can be suspended. * @param company The company for which the AI should be suspended. * @pre Company::IsValidAiID(company) */ static void Suspend(CompanyID company); /** * Kill any and all AIs we manage. */ static void KillAll(); /** * Initialize the AI system. */ static void Initialize(); /** * Uninitialize the AI system * @param keepConfig Should we keep AIConfigs, or can we free that memory? */ static void Uninitialize(bool keepConfig); /** * Reset all AIConfigs, and make them reload their AIInfo. * If the AIInfo could no longer be found, an error is reported to the user. */ static void ResetConfig(); /** * Queue a new event for an AI. */ static void NewEvent(CompanyID company, AIEvent *event); /** * Broadcast a new event to all active AIs. */ static void BroadcastNewEvent(AIEvent *event, CompanyID skip_company = MAX_COMPANIES); /** * Save data from an AI to a savegame. */ static void Save(CompanyID company); /** * Load data for an AI from a savegame. */ static void Load(CompanyID company, int version); /** * Get the number of days before the next AI should start. */ static int GetStartNextTime(); static char *GetConsoleList(char *p, const char *last); static const AIInfoList *GetInfoList(); static const AIInfoList *GetUniqueInfoList(); static AIInfo *FindInfo(const char *name, int version, bool force_exact_match); static bool ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm); static void Rescan(); #if defined(ENABLE_NETWORK) static bool HasAI(const struct ContentInfo *ci, bool md5sum); #endif private: static uint frame_counter; static class AIScanner *ai_scanner; }; #else /* ENABLE_AI */ #include "../company_type.h" #define NewEvent(cid, event) nop() #define BroadcastNewEvent(...) nop() class AI { public: static void StartNew(CompanyID company, bool rerandomise_ai = true) {} static void Stop(CompanyID company) {} static void Initialize() {} static void Uninitialize(bool keepConfig) {} static void KillAll() {} static void GameLoop() {} static bool HasAI(const struct ContentInfo *ci, bool md5sum) { return false; } static void Rescan() {} static char *GetConsoleList(char *p, const char *last) { return p; } static void nop() { } }; #endif /* ENABLE_AI */ #endif /* AI_HPP */