blob: 60caaefd2ab999e5e42ae2579d7a80bdee6b5196 (
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
|
/* $Id$ */
/*
* 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_instance.hpp The AIInstance tracks an AI. */
#ifndef AI_INSTANCE_HPP
#define AI_INSTANCE_HPP
#include <squirrel.h>
#include "../script/script_suspend.hpp"
/** Runtime information about an AI like a pointer to the squirrel vm and the current state. */
class AIInstance {
public:
friend class ScriptObject;
friend class ScriptController;
/**
* Create a new AI.
*/
AIInstance();
~AIInstance();
/**
* Initialize the AI and prepare it for its first run.
* @param info The AI to create the instance of.
*/
void Initialize(class AIInfo *info);
/**
* An AI in multiplayer waits for the server to handle his DoCommand.
* It keeps waiting for this until this function is called.
*/
void Continue();
/**
* Run the GameLoop of an AI.
*/
void GameLoop();
/**
* Let the VM collect any garbage.
*/
void CollectGarbage() const;
/**
* Get the storage of this AI.
*/
class ScriptStorage *GetStorage();
/**
* Get the log pointer of this AI.
*/
void *GetLogPointer();
/**
* Return a true/false reply for a DoCommand.
*/
static void DoCommandReturn(AIInstance *instance);
/**
* Return a VehicleID reply for a DoCommand.
*/
static void DoCommandReturnVehicleID(AIInstance *instance);
/**
* Return a SignID reply for a DoCommand.
*/
static void DoCommandReturnSignID(AIInstance *instance);
/**
* Return a GroupID reply for a DoCommand.
*/
static void DoCommandReturnGroupID(AIInstance *instance);
/**
* Get the controller attached to the instance.
*/
class ScriptController *GetController() { return controller; }
/**
* Return the "this AI died" value
*/
inline bool IsDead() const { return this->is_dead; }
/**
* Call the AI Save function and save all data in the savegame.
*/
void Save();
/**
* Don't save any data in the savegame.
*/
static void SaveEmpty();
/**
* Load data from a savegame and store it on the stack.
* @param version The version of the AI when saving, or -1 if this was
* not the original AI saving the game.
*/
void Load(int version);
/**
* Load and discard data from a savegame.
*/
static void LoadEmpty();
/**
* Reduces the number of opcodes the AI have left to zero. Unless
* the AI is in a state where it cannot suspend it will be suspended
* for the reminder of the current tick. This function is safe to
* call from within a function called by the AI.
*/
void Suspend();
/**
* Get the number of operations the AI can execute before being suspended.
* This function is safe to call from within a function called by the AI.
* @return The number of operations to execute.
*/
SQInteger GetOpsTillSuspend();
/**
* DoCommand callback function for all commands executed by AIs.
* @param result The result of the command.
* @param tile The tile on which the command was executed.
* @param p1 p1 as given to DoCommandPInternal.
* @param p2 p2 as given to DoCommandPInternal.
*/
void DoCommandCallback(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2);
/**
* Insert an event for this AI.
* @param event The event to insert.
*/
void InsertEvent(class ScriptEvent *event);
private:
class ScriptController *controller; ///< The AI main class.
class ScriptStorage *storage; ///< Some global information for each running AI.
class Squirrel *engine; ///< A wrapper around the squirrel vm.
SQObject *instance; ///< Squirrel-pointer to the AI main class.
bool is_started; ///< Is the AIs constructor executed?
bool is_dead; ///< True if the AI has been stopped.
bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
int suspend; ///< The amount of ticks to suspend this AI before it's allowed to continue.
Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the AI runs.
/**
* Register all API functions to the VM.
*/
void RegisterAPI();
/**
* Load squirrel scripts to emulate an older API.
*/
bool LoadCompatibilityScripts(const char *api_version);
/**
* Tell the AI it died.
*/
void Died();
/**
* Call the AI Load function if it exists and data was loaded
* from a savegame.
*/
bool CallLoad();
/**
* Save one object (int / string / array / table) to the savegame.
* @param vm The virtual machine to get all the data from.
* @param index The index on the squirrel stack of the element to save.
* @param max_depth The maximum depth recursive arrays / tables will be stored
* with before an error is returned.
* @param test If true, don't really store the data but only check if it is
* valid.
* @return True if the saving was successful.
*/
static bool SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test);
/**
* Load all objects from a savegame.
* @return True if the loading was successful.
*/
static bool LoadObjects(HSQUIRRELVM vm);
};
#endif /* AI_INSTANCE_HPP */
|