summaryrefslogtreecommitdiff
path: root/src/ai/ai.cpp
blob: 5b2e5a8fc8bfdf4f332dc2a054f3c43597220bc1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
/* $Id$ */

#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network/network.h"
#include "../helpers.hpp"
#include "ai.h"
#include "default/default.h"

/**
 * Dequeues commands put in the queue via AI_PutCommandInQueue.
 */
static void AI_DequeueCommands(PlayerID 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;

		_cmd_text = com->text;
		DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc);

		/* Free item */
		entry_com = com->next;
		free(com->text);
		free(com);
	}
}

/**
 * Needed for SP; we need to delay DoCommand with 1 tick, because else events
 *  will make infinite loops (AIScript).
 */
static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCallback* callback)
{
	AICommand *com;

	if (_ai_player[player].queue_tail == NULL) {
		/* There is no item in the queue yet, create the queue */
		MallocT(&_ai_player[player].queue, 1);
		_ai_player[player].queue_tail = _ai_player[player].queue;
	} else {
		/* Add an item at the end */
		MallocT(&_ai_player[player].queue_tail->next, 1);
		_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->callback = callback;
	com->next  = NULL;
	com->text  = NULL;

	/* Copy the cmd_text, if needed */
	if (_cmd_text != NULL) {
		com->text = strdup(_cmd_text);
		_cmd_text = NULL;
	}
}

/**
 * Executes a raw DoCommand for the AI.
 */
int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback)
{
	PlayerID old_lp;
	int32 res = 0;
	const char* tmp_cmdtext;

	/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
	 *   person.. should we check for those funny jokes?
	 */

	/* The test already resets _cmd_text, so backup the pointer */
	tmp_cmdtext = _cmd_text;

	/* First, do a test-run to see if we can do this */
	res = DoCommand(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;
	}

	/* Restore _cmd_text */
	_cmd_text = tmp_cmdtext;

	/* 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, callback);
	} else {
#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, callback);
	}

	/* Set _local_player back */
	_local_player = old_lp;

	return res;
}


int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
	return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL);
}


/**
 * Run 1 tick of the AI. Don't overdo it, keep it realistic.
 */
static void AI_RunTick(PlayerID player)
{
	extern void AiNewDoGameLoop(Player *p);

	Player *p = GetPlayer(player);
	_current_player = 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, or the AI has been disabled */
	if (_networking && (!_network_server || !_patches.ai_in_multiplayer)) 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 (!_networking || _network_server) {
		/* Check if we want to run AIs (server or SP only) */
		const 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(PlayerID player)
{
	assert(IsValidPlayer(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(PlayerID player)
{
	/* Called if this AI died */
	_ai_player[player].active = false;
}

/**
 * Initialize some AI-related stuff.
 */
void AI_Initialize(void)
{
	/* First, make sure all AIs are DEAD! */
	AI_Uninitialize();

	memset(&_ai, 0, sizeof(_ai));
	memset(&_ai_player, 0, sizeof(_ai_player));

	_ai.enabled = true;
}

/**
 * Deinitializer for AI-related stuff.
 */
void AI_Uninitialize(void)
{
	const Player* p;

	FOR_ALL_PLAYERS(p) {
		if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
	}
}