4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file ai_core.cpp Implementation of AI. */
12 #include "../stdafx.h"
13 #include "../core/backup_type.hpp"
14 #include "../core/bitmath_func.hpp"
15 #include "../company_base.h"
16 #include "../company_func.h"
17 #include "../network/network.h"
18 #include "../window_func.h"
19 #include "ai_scanner.hpp"
20 #include "ai_instance.hpp"
21 #include "ai_config.hpp"
22 #include "ai_info.hpp"
25 /* static */ uint
AI::frame_counter
= 0;
26 /* static */ AIScannerInfo
*AI::scanner_info
= NULL
;
27 /* static */ AIScannerLibrary
*AI::scanner_library
= NULL
;
29 /* static */ bool AI::CanStartNew()
31 /* Only allow new AIs on the server and only when that is allowed in multiplayer */
32 return !_networking
|| (_network_server
&& _settings_game
.ai
.ai_in_multiplayer
);
35 /* static */ void AI::StartNew(CompanyID company
, bool rerandomise_ai
)
37 assert(Company::IsValidID(company
));
39 /* Clients shouldn't start AIs */
40 if (_networking
&& !_network_server
) return;
42 AIConfig
*config
= AIConfig::GetConfig(company
, AIConfig::SSS_FORCE_GAME
);
43 AIInfo
*info
= config
->GetInfo();
44 if (info
== NULL
|| (rerandomise_ai
&& config
->IsRandom())) {
45 info
= AI::scanner_info
->SelectRandomAI();
47 /* Load default data and store the name in the settings */
48 config
->Change(info
->GetName(), -1, false, true);
50 config
->AnchorUnchangeableSettings();
52 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
53 Company
*c
= Company::Get(company
);
56 assert(c
->ai_instance
== NULL
);
57 c
->ai_instance
= new AIInstance();
58 c
->ai_instance
->Initialize(info
);
60 cur_company
.Restore();
62 InvalidateWindowData(WC_AI_DEBUG
, 0, -1);
66 /* static */ void AI::GameLoop()
68 /* If we are in networking, only servers run this function, and that only if it is allowed */
69 if (_networking
&& (!_network_server
|| !_settings_game
.ai
.ai_in_multiplayer
)) return;
71 /* The speed with which AIs go, is limited by the 'competitor_speed' */
73 assert(_settings_game
.difficulty
.competitor_speed
<= 4);
74 if ((AI::frame_counter
& ((1 << (4 - _settings_game
.difficulty
.competitor_speed
)) - 1)) != 0) return;
76 Backup
<CompanyByte
> cur_company(_current_company
, FILE_LINE
);
78 FOR_ALL_COMPANIES(c
) {
80 cur_company
.Change(c
->index
);
81 c
->ai_instance
->GameLoop();
84 cur_company
.Restore();
86 /* Occasionally collect garbage; every 255 ticks do one company.
87 * Effectively collecting garbage once every two months per AI. */
88 if ((AI::frame_counter
& 255) == 0) {
89 CompanyID cid
= (CompanyID
)GB(AI::frame_counter
, 8, 4);
90 if (Company::IsValidAiID(cid
)) Company::Get(cid
)->ai_instance
->CollectGarbage();
94 /* static */ uint
AI::GetTick()
96 return AI::frame_counter
;
99 /* static */ void AI::Stop(CompanyID company
)
101 if (_networking
&& !_network_server
) return;
103 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
104 Company
*c
= Company::Get(company
);
106 delete c
->ai_instance
;
107 c
->ai_instance
= NULL
;
110 cur_company
.Restore();
112 InvalidateWindowData(WC_AI_DEBUG
, 0, -1);
113 DeleteWindowById(WC_AI_SETTINGS
, company
);
116 /* static */ void AI::Pause(CompanyID company
)
118 /* The reason why dedicated servers are forbidden to execute this
119 * command is not because it is unsafe, but because there is no way
120 * for the server owner to unpause the script again. */
121 if (_network_dedicated
) return;
123 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
124 Company::Get(company
)->ai_instance
->Pause();
126 cur_company
.Restore();
129 /* static */ void AI::Unpause(CompanyID company
)
131 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
132 Company::Get(company
)->ai_instance
->Unpause();
134 cur_company
.Restore();
137 /* static */ bool AI::IsPaused(CompanyID company
)
139 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
140 bool paused
= Company::Get(company
)->ai_instance
->IsPaused();
142 cur_company
.Restore();
147 /* static */ void AI::KillAll()
149 /* It might happen there are no companies .. than we have nothing to loop */
150 if (Company::GetPoolSize() == 0) return;
153 FOR_ALL_COMPANIES(c
) {
154 if (c
->is_ai
) AI::Stop(c
->index
);
158 /* static */ void AI::Initialize()
160 if (AI::scanner_info
!= NULL
) AI::Uninitialize(true);
162 AI::frame_counter
= 0;
163 if (AI::scanner_info
== NULL
) {
164 TarScanner::DoScan(TarScanner::AI
);
165 AI::scanner_info
= new AIScannerInfo();
166 AI::scanner_info
->Initialize();
167 AI::scanner_library
= new AIScannerLibrary();
168 AI::scanner_library
->Initialize();
172 /* static */ void AI::Uninitialize(bool keepConfig
)
177 /* Run a rescan, which indexes all AIInfos again, and check if we can
178 * still load all the AIS, while keeping the configs in place */
181 delete AI::scanner_info
;
182 delete AI::scanner_library
;
183 AI::scanner_info
= NULL
;
184 AI::scanner_library
= NULL
;
186 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
187 if (_settings_game
.ai_config
[c
] != NULL
) {
188 delete _settings_game
.ai_config
[c
];
189 _settings_game
.ai_config
[c
] = NULL
;
191 if (_settings_newgame
.ai_config
[c
] != NULL
) {
192 delete _settings_newgame
.ai_config
[c
];
193 _settings_newgame
.ai_config
[c
] = NULL
;
199 /* static */ void AI::ResetConfig()
201 /* Check for both newgame as current game if we can reload the AIInfo inside
202 * the AIConfig. If not, remove the AI from the list (which will assign
203 * a random new AI on reload). */
204 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
205 if (_settings_game
.ai_config
[c
] != NULL
&& _settings_game
.ai_config
[c
]->HasScript()) {
206 if (!_settings_game
.ai_config
[c
]->ResetInfo(true)) {
207 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());
208 _settings_game
.ai_config
[c
]->Change(NULL
);
209 if (Company::IsValidAiID(c
)) {
210 /* The code belonging to an already running AI was deleted. We can only do
211 * one thing here to keep everything sane and that is kill the AI. After
212 * killing the offending AI we start a random other one in it's place, just
213 * like what would happen if the AI was missing during loading. */
215 AI::StartNew(c
, false);
217 } else if (Company::IsValidAiID(c
)) {
218 /* Update the reference in the Company struct. */
219 Company::Get(c
)->ai_info
= _settings_game
.ai_config
[c
]->GetInfo();
222 if (_settings_newgame
.ai_config
[c
] != NULL
&& _settings_newgame
.ai_config
[c
]->HasScript()) {
223 if (!_settings_newgame
.ai_config
[c
]->ResetInfo(false)) {
224 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());
225 _settings_newgame
.ai_config
[c
]->Change(NULL
);
231 /* static */ void AI::NewEvent(CompanyID company
, ScriptEvent
*event
)
233 /* AddRef() and Release() need to be called at least once, so do it here */
236 /* Clients should ignore events */
237 if (_networking
&& !_network_server
) {
242 /* Only AIs can have an event-queue */
243 if (!Company::IsValidAiID(company
)) {
248 /* Queue the event */
249 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
250 Company::Get(_current_company
)->ai_instance
->InsertEvent(event
);
251 cur_company
.Restore();
256 /* static */ void AI::BroadcastNewEvent(ScriptEvent
*event
, CompanyID skip_company
)
258 /* AddRef() and Release() need to be called at least once, so do it here */
261 /* Clients should ignore events */
262 if (_networking
&& !_network_server
) {
267 /* Try to send the event to all AIs */
268 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
269 if (c
!= skip_company
) AI::NewEvent(c
, event
);
275 /* static */ void AI::Save(SaveDumper
*dumper
, CompanyID company
)
277 if (!_networking
|| _network_server
) {
278 Company
*c
= Company::GetIfValid(company
);
279 assert(c
!= NULL
&& c
->ai_instance
!= NULL
);
281 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
282 c
->ai_instance
->Save(dumper
);
283 cur_company
.Restore();
285 AIInstance::SaveEmpty(dumper
);
289 /* static */ void AI::Load(LoadBuffer
*reader
, CompanyID company
, int version
)
291 if (!_networking
|| _network_server
) {
292 Company
*c
= Company::GetIfValid(company
);
293 assert(c
!= NULL
&& c
->ai_instance
!= NULL
);
295 Backup
<CompanyByte
> cur_company(_current_company
, company
, FILE_LINE
);
296 c
->ai_instance
->Load(reader
, version
);
297 cur_company
.Restore();
299 /* Read, but ignore, the load data */
300 AIInstance::LoadEmpty(reader
);
304 /* static */ int AI::GetStartNextTime()
306 /* Find the first company which doesn't exist yet */
307 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
308 if (!Company::IsValidID(c
)) return AIConfig::GetConfig(c
, AIConfig::SSS_FORCE_GAME
)->GetSetting("start_date");
311 /* Currently no AI can be started, check again in a year. */
315 /* static */ char *AI::GetConsoleList(char *p
, const char *last
, bool newest_only
)
317 return AI::scanner_info
->GetConsoleList(p
, last
, newest_only
);
320 /* static */ char *AI::GetConsoleLibraryList(char *p
, const char *last
)
322 return AI::scanner_library
->GetConsoleList(p
, last
, true);
325 /* static */ const ScriptInfoList
*AI::GetInfoList()
327 return AI::scanner_info
->GetInfoList();
330 /* static */ const ScriptInfoList
*AI::GetUniqueInfoList()
332 return AI::scanner_info
->GetUniqueInfoList();
335 /* static */ AIInfo
*AI::FindInfo(const char *name
, int version
, bool force_exact_match
)
337 return AI::scanner_info
->FindInfo(name
, version
, force_exact_match
);
340 /* static */ AILibrary
*AI::FindLibrary(const char *library
, int version
)
342 return AI::scanner_library
->FindLibrary(library
, version
);
345 /* static */ void AI::Rescan()
347 TarScanner::DoScan(TarScanner::AI
);
349 AI::scanner_info
->RescanDir();
350 AI::scanner_library
->RescanDir();
353 InvalidateWindowData(WC_AI_LIST
, 0, 1);
354 SetWindowClassesDirty(WC_AI_DEBUG
);
355 InvalidateWindowClassesData(WC_AI_SETTINGS
);
358 #if defined(ENABLE_NETWORK)
361 * Check whether we have an AI (library) with the exact characteristics as ci.
362 * @param ci the characteristics to search on (shortname and md5sum)
363 * @param md5sum whether to check the MD5 checksum
364 * @return true iff we have an AI (library) matching.
366 /* static */ bool AI::HasAI(const ContentInfo
*ci
, bool md5sum
)
368 return AI::scanner_info
->HasScript(ci
, md5sum
);
371 /* static */ bool AI::HasAILibrary(const ContentInfo
*ci
, bool md5sum
)
373 return AI::scanner_library
->HasScript(ci
, md5sum
);
376 #endif /* defined(ENABLE_NETWORK) */
378 /* static */ AIScannerInfo
*AI::GetScannerInfo()
380 return AI::scanner_info
;
383 /* static */ AIScannerLibrary
*AI::GetScannerLibrary()
385 return AI::scanner_library
;