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
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
|
/* $Id$ */
/*
* 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_core.cpp Implementation of AI. */
#include "../stdafx.h"
#include "../core/backup_type.hpp"
#include "../core/bitmath_func.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "../framerate_type.h"
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai.hpp"
#include "../safeguards.h"
/* static */ uint AI::frame_counter = 0;
/* static */ AIScannerInfo *AI::scanner_info = NULL;
/* static */ AIScannerLibrary *AI::scanner_library = NULL;
/* static */ bool AI::CanStartNew()
{
/* Only allow new AIs on the server and only when that is allowed in multiplayer */
return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
}
/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
{
assert(Company::IsValidID(company));
/* Clients shouldn't start AIs */
if (_networking && !_network_server) return;
AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
AIInfo *info = config->GetInfo();
if (info == NULL || (rerandomise_ai && config->IsRandom())) {
info = AI::scanner_info->SelectRandomAI();
assert(info != NULL);
/* Load default data and store the name in the settings */
config->Change(info->GetName(), -1, false, true);
}
config->AnchorUnchangeableSettings();
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company *c = Company::Get(company);
c->ai_info = info;
assert(c->ai_instance == NULL);
c->ai_instance = new AIInstance();
c->ai_instance->Initialize(info);
cur_company.Restore();
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
return;
}
/* static */ void AI::GameLoop()
{
/* If we are in networking, only servers run this function, and that only if it is allowed */
if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
/* The speed with which AIs go, is limited by the 'competitor_speed' */
AI::frame_counter++;
assert(_settings_game.difficulty.competitor_speed <= 4);
if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai) {
PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
cur_company.Change(c->index);
c->ai_instance->GameLoop();
} else {
PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + c->index));
}
}
cur_company.Restore();
/* Occasionally collect garbage; every 255 ticks do one company.
* Effectively collecting garbage once every two months per AI. */
if ((AI::frame_counter & 255) == 0) {
CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
}
}
/* static */ uint AI::GetTick()
{
return AI::frame_counter;
}
/* static */ void AI::Stop(CompanyID company)
{
if (_networking && !_network_server) return;
PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + company));
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company *c = Company::Get(company);
delete c->ai_instance;
c->ai_instance = NULL;
c->ai_info = NULL;
cur_company.Restore();
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
DeleteWindowById(WC_AI_SETTINGS, company);
}
/* static */ void AI::Pause(CompanyID company)
{
/* The reason why dedicated servers are forbidden to execute this
* command is not because it is unsafe, but because there is no way
* for the server owner to unpause the script again. */
if (_network_dedicated) return;
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(company)->ai_instance->Pause();
cur_company.Restore();
}
/* static */ void AI::Unpause(CompanyID company)
{
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(company)->ai_instance->Unpause();
cur_company.Restore();
}
/* static */ bool AI::IsPaused(CompanyID company)
{
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
bool paused = Company::Get(company)->ai_instance->IsPaused();
cur_company.Restore();
return paused;
}
/* static */ void AI::KillAll()
{
/* It might happen there are no companies .. than we have nothing to loop */
if (Company::GetPoolSize() == 0) return;
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai) AI::Stop(c->index);
}
}
/* static */ void AI::Initialize()
{
if (AI::scanner_info != NULL) AI::Uninitialize(true);
AI::frame_counter = 0;
if (AI::scanner_info == NULL) {
TarScanner::DoScan(TarScanner::AI);
AI::scanner_info = new AIScannerInfo();
AI::scanner_info->Initialize();
AI::scanner_library = new AIScannerLibrary();
AI::scanner_library->Initialize();
}
}
/* static */ void AI::Uninitialize(bool keepConfig)
{
AI::KillAll();
if (keepConfig) {
/* Run a rescan, which indexes all AIInfos again, and check if we can
* still load all the AIS, while keeping the configs in place */
Rescan();
} else {
delete AI::scanner_info;
delete AI::scanner_library;
AI::scanner_info = NULL;
AI::scanner_library = NULL;
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != NULL) {
delete _settings_game.ai_config[c];
_settings_game.ai_config[c] = NULL;
}
if (_settings_newgame.ai_config[c] != NULL) {
delete _settings_newgame.ai_config[c];
_settings_newgame.ai_config[c] = NULL;
}
}
}
}
/* static */ void AI::ResetConfig()
{
/* Check for both newgame as current game if we can reload the AIInfo inside
* the AIConfig. If not, remove the AI from the list (which will assign
* a random new AI on reload). */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
if (!_settings_game.ai_config[c]->ResetInfo(true)) {
DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
_settings_game.ai_config[c]->Change(NULL);
if (Company::IsValidAiID(c)) {
/* The code belonging to an already running AI was deleted. We can only do
* one thing here to keep everything sane and that is kill the AI. After
* killing the offending AI we start a random other one in it's place, just
* like what would happen if the AI was missing during loading. */
AI::Stop(c);
AI::StartNew(c, false);
}
} else if (Company::IsValidAiID(c)) {
/* Update the reference in the Company struct. */
Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
}
}
if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
_settings_newgame.ai_config[c]->Change(NULL);
}
}
}
}
/* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Only AIs can have an event-queue */
if (!Company::IsValidAiID(company)) {
event->Release();
return;
}
/* Queue the event */
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(_current_company)->ai_instance->InsertEvent(event);
cur_company.Restore();
event->Release();
}
/* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Try to send the event to all AIs */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (c != skip_company) AI::NewEvent(c, event);
}
event->Release();
}
/* static */ void AI::Save(CompanyID company)
{
if (!_networking || _network_server) {
Company *c = Company::GetIfValid(company);
assert(c != NULL && c->ai_instance != NULL);
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
c->ai_instance->Save();
cur_company.Restore();
} else {
AIInstance::SaveEmpty();
}
}
/* static */ void AI::Load(CompanyID company, int version)
{
if (!_networking || _network_server) {
Company *c = Company::GetIfValid(company);
assert(c != NULL && c->ai_instance != NULL);
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
c->ai_instance->Load(version);
cur_company.Restore();
} else {
/* Read, but ignore, the load data */
AIInstance::LoadEmpty();
}
}
/* static */ int AI::GetStartNextTime()
{
/* Find the first company which doesn't exist yet */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
}
/* Currently no AI can be started, check again in a year. */
return DAYS_IN_YEAR;
}
/* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
{
return AI::scanner_info->GetConsoleList(p, last, newest_only);
}
/* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
{
return AI::scanner_library->GetConsoleList(p, last, true);
}
/* static */ const ScriptInfoList *AI::GetInfoList()
{
return AI::scanner_info->GetInfoList();
}
/* static */ const ScriptInfoList *AI::GetUniqueInfoList()
{
return AI::scanner_info->GetUniqueInfoList();
}
/* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
{
return AI::scanner_info->FindInfo(name, version, force_exact_match);
}
/* static */ AILibrary *AI::FindLibrary(const char *library, int version)
{
return AI::scanner_library->FindLibrary(library, version);
}
/* static */ void AI::Rescan()
{
TarScanner::DoScan(TarScanner::AI);
AI::scanner_info->RescanDir();
AI::scanner_library->RescanDir();
ResetConfig();
InvalidateWindowData(WC_AI_LIST, 0, 1);
SetWindowClassesDirty(WC_AI_DEBUG);
InvalidateWindowClassesData(WC_AI_SETTINGS);
}
#if defined(ENABLE_NETWORK)
/**
* Check whether we have an AI (library) with the exact characteristics as ci.
* @param ci the characteristics to search on (shortname and md5sum)
* @param md5sum whether to check the MD5 checksum
* @return true iff we have an AI (library) matching.
*/
/* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
{
return AI::scanner_info->HasScript(ci, md5sum);
}
/* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
{
return AI::scanner_library->HasScript(ci, md5sum);
}
#endif /* defined(ENABLE_NETWORK) */
/* static */ AIScannerInfo *AI::GetScannerInfo()
{
return AI::scanner_info;
}
/* static */ AIScannerLibrary *AI::GetScannerLibrary()
{
return AI::scanner_library;
}
|