Fix #8316: Make sort industries by production and transported with a cargo filter...
[openttd-github.git] / src / ai / ai.hpp
blob59886486fe547a4375468b61257ae6d318a97869
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file ai.hpp Base functions for all AIs. */
10 #ifndef AI_HPP
11 #define AI_HPP
13 #include "../script/api/script_event_types.hpp"
14 #include "../core/string_compare_type.hpp"
15 #include "ai_scanner.hpp"
16 #include <map>
18 /** A list that maps AI names to their AIInfo object. */
19 typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
21 /**
22 * Main AI class. Contains all functions needed to start, stop, save and load AIs.
24 class AI {
25 public:
26 /**
27 * The default months AIs start after each other.
29 enum StartNext {
30 START_NEXT_EASY = DAYS_IN_YEAR * 2,
31 START_NEXT_MEDIUM = DAYS_IN_YEAR,
32 START_NEXT_HARD = DAYS_IN_YEAR / 2,
33 START_NEXT_MIN = 0,
34 START_NEXT_MAX = 3600,
35 START_NEXT_DEVIATION = 60,
38 /**
39 * Is it possible to start a new AI company?
40 * @return True if a new AI company can be started.
42 static bool CanStartNew();
44 /**
45 * Start a new AI company.
46 * @param company At which slot the AI company should start.
47 * @param rerandomise_ai Whether to rerandomise the configured AI.
49 static void StartNew(CompanyID company, bool rerandomise_ai = true);
51 /**
52 * Called every game-tick to let AIs do something.
54 static void GameLoop();
56 /**
57 * Get the current AI tick.
59 static uint GetTick();
61 /**
62 * Stop a company to be controlled by an AI.
63 * @param company The company from which the AI needs to detach.
64 * @pre Company::IsValidAiID(company)
66 static void Stop(CompanyID company);
68 /**
69 * Suspend the AI and then pause execution of the script. The script
70 * will not be resumed from its suspended state until the script has
71 * been unpaused.
72 * @param company The company for which the AI should be paused.
73 * @pre Company::IsValidAiID(company)
75 static void Pause(CompanyID company);
77 /**
78 * Resume execution of the AI. This function will not actually execute
79 * the script, but set a flag so that the script is executed my the usual
80 * mechanism that executes the script.
81 * @param company The company for which the AI should be unpaused.
82 * @pre Company::IsValidAiID(company)
84 static void Unpause(CompanyID company);
86 /**
87 * Checks if the AI is paused.
88 * @param company The company for which to check if the AI is paused.
89 * @pre Company::IsValidAiID(company)
90 * @return true if the AI is paused, otherwise false.
92 static bool IsPaused(CompanyID company);
94 /**
95 * Kill any and all AIs we manage.
97 static void KillAll();
99 /**
100 * Initialize the AI system.
102 static void Initialize();
105 * Uninitialize the AI system
106 * @param keepConfig Should we keep AIConfigs, or can we free that memory?
108 static void Uninitialize(bool keepConfig);
111 * Reset all AIConfigs, and make them reload their AIInfo.
112 * If the AIInfo could no longer be found, an error is reported to the user.
114 static void ResetConfig();
117 * Queue a new event for an AI.
119 static void NewEvent(CompanyID company, ScriptEvent *event);
122 * Broadcast a new event to all active AIs.
124 static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company = MAX_COMPANIES);
127 * Save data from an AI to a savegame.
129 static void Save(CompanyID company);
132 * Load data for an AI from a savegame.
134 static void Load(CompanyID company, int version);
137 * Get the number of days before the next AI should start.
139 static int GetStartNextTime();
141 /** Wrapper function for AIScanner::GetAIConsoleList */
142 static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
143 /** Wrapper function for AIScanner::GetAIConsoleLibraryList */
144 static char *GetConsoleLibraryList(char *p, const char *last);
145 /** Wrapper function for AIScanner::GetAIInfoList */
146 static const ScriptInfoList *GetInfoList();
147 /** Wrapper function for AIScanner::GetUniqueAIInfoList */
148 static const ScriptInfoList *GetUniqueInfoList();
149 /** Wrapper function for AIScanner::FindInfo */
150 static class AIInfo *FindInfo(const char *name, int version, bool force_exact_match);
151 /** Wrapper function for AIScanner::FindLibrary */
152 static class AILibrary *FindLibrary(const char *library, int version);
155 * Rescans all searchpaths for available AIs. If a used AI is no longer
156 * found it is removed from the config.
158 static void Rescan();
160 /** Gets the ScriptScanner instance that is used to find AIs */
161 static AIScannerInfo *GetScannerInfo();
162 /** Gets the ScriptScanner instance that is used to find AI Libraries */
163 static AIScannerLibrary *GetScannerLibrary();
165 /** Wrapper function for AIScanner::HasAI */
166 static bool HasAI(const struct ContentInfo *ci, bool md5sum);
167 static bool HasAILibrary(const ContentInfo *ci, bool md5sum);
168 private:
169 static uint frame_counter; ///< Tick counter for the AI code
170 static class AIScannerInfo *scanner_info; ///< ScriptScanner instance that is used to find AIs
171 static class AIScannerLibrary *scanner_library; ///< ScriptScanner instance that is used to find AI Libraries
174 #endif /* AI_HPP */