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/* $Id$ */
/** @file ai_object.cpp Implementation of AIObject. */
#include "ai_log.hpp"
#include "table/strings.h"
#include "../ai.hpp"
#include "../ai_storage.hpp"
#include "../ai_instance.hpp"
static AIStorage *GetStorage()
{
return AIInstance::GetStorage();
}
void AIObject::SetDoCommandDelay(uint ticks)
{
assert(ticks > 0);
GetStorage()->delay = ticks;
}
uint AIObject::GetDoCommandDelay()
{
return GetStorage()->delay;
}
void AIObject::SetDoCommandMode(AIModeProc *proc, AIObject *instance)
{
GetStorage()->mode = proc;
GetStorage()->mode_instance = instance;
}
AIModeProc *AIObject::GetDoCommandMode()
{
return GetStorage()->mode;
}
AIObject *AIObject::GetDoCommandModeInstance()
{
return GetStorage()->mode_instance;
}
void AIObject::SetDoCommandCosts(Money value)
{
GetStorage()->costs = CommandCost(value);
}
void AIObject::IncreaseDoCommandCosts(Money value)
{
GetStorage()->costs.AddCost(value);
}
Money AIObject::GetDoCommandCosts()
{
return GetStorage()->costs.GetCost();
}
void AIObject::SetLastError(AIErrorType last_error)
{
GetStorage()->last_error = last_error;
}
AIErrorType AIObject::GetLastError()
{
return GetStorage()->last_error;
}
void AIObject::SetLastCost(Money last_cost)
{
GetStorage()->last_cost = last_cost;
}
Money AIObject::GetLastCost()
{
return GetStorage()->last_cost;
}
void AIObject::SetRoadType(RoadType road_type)
{
GetStorage()->road_type = road_type;
}
RoadType AIObject::GetRoadType()
{
return GetStorage()->road_type;
}
void AIObject::SetRailType(RailType rail_type)
{
GetStorage()->rail_type = rail_type;
}
RailType AIObject::GetRailType()
{
return GetStorage()->rail_type;
}
void AIObject::SetLastCommandRes(bool res)
{
GetStorage()->last_command_res = res;
/* Also store the results of various global variables */
SetNewVehicleID(_new_vehicle_id);
SetNewSignID(_new_sign_id);
SetNewTunnelEndtile(_build_tunnel_endtile);
SetNewGroupID(_new_group_id);
}
bool AIObject::GetLastCommandRes()
{
return GetStorage()->last_command_res;
}
void AIObject::SetNewVehicleID(VehicleID vehicle_id)
{
GetStorage()->new_vehicle_id = vehicle_id;
}
VehicleID AIObject::GetNewVehicleID()
{
return GetStorage()->new_vehicle_id;
}
void AIObject::SetNewSignID(SignID sign_id)
{
GetStorage()->new_sign_id = sign_id;
}
SignID AIObject::GetNewSignID()
{
return GetStorage()->new_sign_id;
}
void AIObject::SetNewTunnelEndtile(TileIndex tile)
{
GetStorage()->new_tunnel_endtile = tile;
}
TileIndex AIObject::GetNewTunnelEndtile()
{
return GetStorage()->new_tunnel_endtile;
}
void AIObject::SetNewGroupID(GroupID group_id)
{
GetStorage()->new_group_id = group_id;
}
GroupID AIObject::GetNewGroupID()
{
return GetStorage()->new_group_id;
}
void AIObject::SetAllowDoCommand(bool allow)
{
GetStorage()->allow_do_command = allow;
}
bool AIObject::GetAllowDoCommand()
{
return GetStorage()->allow_do_command;
}
void *&AIObject::GetEventPointer()
{
return GetStorage()->event_data;
}
void *&AIObject::GetLogPointer()
{
return GetStorage()->log_data;
}
void AIObject::SetCallbackVariable(int index, int value)
{
if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
GetStorage()->callback_value[index] = value;
}
int AIObject::GetCallbackVariable(int index)
{
return GetStorage()->callback_value[index];
}
bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, AISuspendCallbackProc *callback)
{
if (AIObject::GetAllowDoCommand() == false) {
AILog::Error("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.\n");
return false;
}
CommandCost res;
/* Set the default callback to return a true/false result of the DoCommand */
if (callback == NULL) callback = &AIInstance::DoCommandReturn;
/* Make sure the last error is reset, so we don't give faulty warnings */
SetLastError(AIError::ERR_NONE);
/* First, do a test-run to see if we can do this */
res = ::DoCommand(tile, p1, p2, CommandFlagsToDCFlags(GetCommandFlags(cmd)), cmd, text);
/* The command failed, so return */
if (::CmdFailed(res)) {
SetLastError(AIError::StringToError(_error_message));
return false;
}
/* Check what the callback wants us to do */
if (GetDoCommandMode() != NULL && !GetDoCommandMode()(tile, p1, p2, cmd, res)) {
IncreaseDoCommandCosts(res.GetCost());
return true;
}
#ifdef ENABLE_NETWORK
/* Send the command */
if (_networking) {
/* NetworkSend_Command needs _local_company to be set correctly, so
* adjust it, and put it back right after the function */
CompanyID old_company = _local_company;
_local_company = _current_company;
::NetworkSend_Command(tile, p1, p2, cmd, CcAI, text);
_local_company = old_company;
SetLastCost(res.GetCost());
/* Suspend the AI till the command is really executed */
throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
} else {
#else
{
#endif
/* For SinglePlayer we execute the command immediatly */
if (!::DoCommandP(tile, p1, p2, cmd, NULL, text)) res = CMD_ERROR;
SetLastCommandRes(!::CmdFailed(res));
if (::CmdFailed(res)) {
SetLastError(AIError::StringToError(_error_message));
return false;
}
SetLastCost(res.GetCost());
IncreaseDoCommandCosts(res.GetCost());
/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
* both avoids confusion when a developer launched his AI in a
* multiplayer game, but also gives time for the GUI and human player
* to interact with the game. */
throw AI_VMSuspend(GetDoCommandDelay(), callback);
}
NOT_REACHED();
}
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