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/* $Id$ */
#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "../debug.h"
#include "ai.h"
#include "default/default.h"
#include "../string.h"
/* Here we define the events */
#define DEF_EVENTS
#include "ai_event.h"
#undef DEF_EVENTS
/* Here we keep track of all commands that are called via AI_DoCommandChecked,
* in special we save the unique_id here. Now this id is given back
* when the command fails or succeeds and is detected as added in this storage. */
static AICommand *command_uid[MAX_PLAYERS];
static AICommand *command_uid_tail[MAX_PLAYERS];
static uint uids[MAX_PLAYERS];
/**
* 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)
{
PlayerID 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 ((CmdFailed(res)) || !(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;
#ifdef ENABLE_NETWORK
/* Send the command */
if (_networking)
/* Network is easy, send it to his handler */
NetworkSend_Command(tile, p1, p2, procc, NULL);
else
#endif
/* 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;
}
int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
AICommand *new;
uint unique_id = uids[_current_player];
int32 res;
res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
if (CmdFailed(res))
return CMD_ERROR;
if (!(flags & DC_EXEC))
return res;
uids[_current_player]++;
/* Save the command and his things, together with the unique_id */
new = malloc(sizeof(AICommand));
new->tile = tile;
new->p1 = p1;
new->p2 = p2;
new->procc = procc;
new->next = NULL;
new->dp[0] = unique_id;
/* Add it to the back of the list */
if (command_uid_tail[_current_player] == NULL)
command_uid_tail[_current_player] = new;
else {
command_uid_tail[_current_player]->next = new;
command_uid_tail[_current_player] = new;
}
if (command_uid[_current_player] == NULL)
command_uid[_current_player] = new;
AI_DoCommand(tile, p1, p2, flags, procc);
return unique_id;
}
/**
* A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
* an event.Z
*/
void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded)
{
AICommand *command = command_uid[_current_player];
if (command == NULL)
return;
if (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile) {
/* If we come here, we see a command that isn't at top in our list. This is okay, if the command isn't
* anywhere else in our list, else we have a big problem.. so check for that. If it isn't in our list,
* it is okay, else, drop the game.
* Why do we have a big problem in the case it is in our list? Simply, we have a command sooner in
* our list that wasn't triggered to be failed or succeeded, so it is sitting there without an
* event, so the script will never know if it succeeded yes/no, so it can hang.. this is VERY bad
* and should never ever happen. */
while (command != NULL && (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile)) {
command = command->next;
}
assert(command == NULL);
return;
}
command_uid[_current_player] = command_uid[_current_player]->next;
if (command_uid[_current_player] == NULL)
command_uid_tail[_current_player] = NULL;
ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, tile, command->dp[0]);
free(command);
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
static void AI_RunTick(PlayerID player)
{
_current_player = player;
#ifdef GPMI
if (_ai.gpmi) {
gpmi_call_RunTick(_ai_player[player].module, _frame_counter);
return;
}
#endif /* GPMI */
{
extern void AiNewDoGameLoop(Player *p);
Player *p = GetPlayer(player);
if (_patches.ainew_active) {
AiNewDoGameLoop(p);
} else {
/* Enable all kind of cheats the old AI needs in order to operate correctly... */
_is_old_ai_player = true;
AiDoGameLoop(p);
_is_old_ai_player = false;
}
}
}
/**
* 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;
/* Don't do anything if we are a network-client
* (too bad when a client joins, he thinks the AIs are real, so it wants to control
* them.. this avoids that, while loading a network game in singleplayer, does make
* the AIs to continue ;))
*/
if (_networking && !_network_server && !_ai.network_client)
return;
/* New tick */
_ai.tick++;
/* Make sure the AI follows the difficulty rule.. */
assert(_opt.diff.competitor_speed <= 4);
if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
return;
/* Check for AI-client (so joining a network with an AI) */
if (_ai.network_client && _ai_player[_ai.network_playas].active) {
/* Run the script */
AI_DequeueCommands(_ai.network_playas);
AI_RunTick(_ai.network_playas);
} 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 && _ai_player[p->index].active) {
/* Run the script */
AI_DequeueCommands(p->index);
AI_RunTick(p->index);
}
}
}
_current_player = OWNER_NONE;
}
#ifdef GPMI
void AI_ShutdownAIControl(bool with_error)
{
if (_ai.gpmi_mod != NULL)
gpmi_mod_unload(_ai.gpmi_mod);
if (_ai.gpmi_pkg != NULL)
gpmi_pkg_unload(_ai.gpmi_pkg);
if (with_error) {
DEBUG(ai, 0)("[AI] Failed to load AI Control, switching back to built-in AIs..");
_ai.gpmi = false;
}
}
void (*ottd_GetNextAIData)(char **library, char **param);
void (*ottd_SetAIParam)(char *param);
void AI_LoadAIControl(void)
{
/* Load module */
_ai.gpmi_mod = gpmi_mod_load("ottd_ai_control_mod", NULL);
if (_ai.gpmi_mod == NULL) {
AI_ShutdownAIControl(true);
return;
}
/* Load package */
if (gpmi_pkg_load("ottd_ai_control_pkg", 0, NULL, NULL, &_ai.gpmi_pkg)) {
AI_ShutdownAIControl(true);
return;
}
/* Now link all the functions */
{
ottd_GetNextAIData = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_GetNextAIData");
ottd_SetAIParam = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_SetAIParam");
if (ottd_GetNextAIData == NULL || ottd_SetAIParam == NULL)
AI_ShutdownAIControl(true);
}
ottd_SetAIParam(_ai.gpmi_param);
}
/**
* Dump an entry of the GPMI error stack (callback routine). This helps the user to trace errors back to their roots.
*/
void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string)
{
DEBUG(ai, 0)("%s", string);
}
#endif /* GPMI */
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
void AI_StartNewAI(PlayerID player)
{
assert(player < MAX_PLAYERS);
#ifdef GPMI
/* Keep this in a different IF, because the function can turn _ai.gpmi off!! */
if (_ai.gpmi && _ai.gpmi_mod == NULL)
AI_LoadAIControl();
if (_ai.gpmi) {
char *library = NULL;
char *params = NULL;
ottd_GetNextAIData(&library, ¶ms);
gpmi_error_stack_enable = 1;
if (library != NULL) {
_ai_player[player].module = gpmi_mod_load(library, params);
free(library);
}
if (params != NULL)
free(params);
if (_ai_player[player].module == NULL) {
DEBUG(ai, 0)("[AI] Failed to load AI, aborting. GPMI error stack:");
gpmi_err_stack_process_str(AI_PrintErrorStack);
return;
}
gpmi_error_stack_enable = 0;
}
#endif /* GPMI */
/* 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(PlayerID player)
{
if (_ai.network_client && _ai.network_playas == player)
_ai.network_playas = OWNER_SPECTATOR;
/* Called if this AI died */
_ai_player[player].active = false;
if (command_uid[player] != NULL) {
while (command_uid[player] != NULL) {
AICommand *command = command_uid[player];
command_uid[player] = command->next;
free(command);
}
command_uid[player] = NULL;
command_uid_tail[player] = NULL;
}
#ifdef GPMI
if (_ai_player[player].module != NULL)
gpmi_mod_unload(_ai_player[player].module);
#endif /* GPMI */
}
/**
* Initialize some AI-related stuff.
*/
void AI_Initialize(void)
{
bool tmp_ai_network_client = _ai.network_client;
bool tmp_ai_gpmi = _ai.gpmi;
#ifdef GPMI
char *tmp_ai_gpmi_param = strdup(_ai.gpmi_param);
#endif /* GPMI */
/* First, make sure all AIs are DEAD! */
AI_Uninitialize();
memset(&_ai, 0, sizeof(_ai));
memset(_ai_player, 0, sizeof(_ai_player));
memset(uids, 0, sizeof(uids));
memset(command_uid, 0, sizeof(command_uid));
memset(command_uid_tail, 0, sizeof(command_uid_tail));
_ai.network_client = tmp_ai_network_client;
_ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
_ai.gpmi = tmp_ai_gpmi;
#ifdef GPMI
ttd_strlcpy(_ai.gpmi_param, tmp_ai_gpmi_param, sizeof(_ai.gpmi_param));
free(tmp_ai_gpmi_param);
#endif /* GPMI */
}
/**
* Deinitializer for AI-related stuff.
*/
void AI_Uninitialize(void)
{
Player* p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index);
}
#ifdef GPMI
AI_ShutdownAIControl(false);
#endif /* GPMI */
}
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