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
|
/* $Id$ */
/*
* 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 script_controller.hpp The controller of the AI. */
#ifndef SCRIPT_CONTROLLER_HPP
#define SCRIPT_CONTROLLER_HPP
#include "../../company_type.h"
#include "../../core/string_compare_type.hpp"
#include <map>
/**
* The Controller, the class each Script should extend. It creates the Script,
* makes sure the logic kicks in correctly, and that GetTick() has a valid
* value.
* @api ai game
*/
class ScriptController {
friend class AIScanner;
friend class ScriptInstance;
public:
/**
* Initializer of the ScriptController.
* @param company The company this Script is normally serving.
*/
ScriptController(CompanyID company);
/**
* Destructor of the ScriptController.
*/
~ScriptController();
/**
* This function is called to start your AI. Your AI starts here. If you
* return from this function, your AI dies, so make sure that doesn't
* happen.
* @note Cannot be called from within your AI.
*/
void Start();
/**
* Find at which tick your AI currently is.
* @return returns the current tick.
*/
static uint GetTick();
/**
* Get the number of operations the AI may still execute this tick.
* @return The amount of operations left to execute.
* @note This number can go negative when certain uninteruptable
* operations are executed. The amount of operations that you go
* over the limit will be deducted from the next tick you would
* be allowed to run.
*/
static int GetOpsTillSuspend();
/**
* Get the value of one of your settings you set via info.nut.
* @param name The name of the setting.
* @return the value for the setting, or -1 if the setting is not known.
*/
static int GetSetting(const char *name);
/**
* Get the OpenTTD version of this executable. The version is formatted
* with the bits having the following meaning:
* 28-31 major version
* 24-27 minor version
* 20-23 build
* 19 1 if it is a release, 0 if it is not.
* 0-18 revision number; 0 when the revision is unknown.
* @return The version in newgrf format.
*/
static uint GetVersion();
/**
* Change the minimum amount of time the AI should be put in suspend mode
* when you execute a command. Normally in SP this is 1, and in MP it is
* what ever delay the server has been programmed to delay commands
* (normally between 1 and 5). To give a more 'real' effect to your AI,
* you can control that number here.
* @param ticks The minimum amount of ticks to wait.
* @pre Ticks should be positive. Too big values will influence performance of the AI.
* @note If the number is lower than the MP setting, the MP setting wins.
*/
static void SetCommandDelay(int ticks);
/**
* Sleep for X ticks. The code continues after this line when the X AI ticks
* are passed. Mind that an AI tick is different from in-game ticks and
* differ per AI speed.
* @param ticks the ticks to wait
* @pre ticks > 0.
* @post the value of GetTick() will be changed exactly 'ticks' in value after
* calling this.
*/
static void Sleep(int ticks);
/**
* When Squirrel triggers a print, this function is called.
* Squirrel calls this when 'print' is used, or when the script made an error.
* @param error_msg If true, it is a Squirrel error message.
* @param message The message Squirrel logged.
* @note Use ScriptLog.Info/Warning/Error instead of 'print'.
*/
static void Print(bool error_msg, const char *message);
/**
* Import a library.
* @param library The name of the library to import.
* @param class_name Under which name you want it to be available (or "" if you just want the returning object).
* @param version Which version you want specificly.
* @return The loaded library object. If class_name is set, it is also available (under the scope of the import) under that name.
* @note This command can be called from the global space, and does not need an instance.
*/
static HSQOBJECT Import(const char *library, const char *class_name, int version);
private:
typedef std::map<const char *, const char *, StringCompare> LoadedLibraryList; ///< The type for loaded libraries.
uint ticks; ///< The amount of ticks we're sleeping.
LoadedLibraryList loaded_library; ///< The libraries we loaded.
int loaded_library_count; ///< The amount of libraries.
/**
* Register all classes that are known inside the NoAI API.
*/
void RegisterClasses();
};
#endif /* SCRIPT_CONTROLLER_HPP */
|