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/>.
8 /** @file ai_core.cpp Implementation of AI. */
10 #include "../stdafx.h"
11 #include "../core/backup_type.hpp"
12 #include "../core/bitmath_func.hpp"
13 #include "../company_base.h"
14 #include "../company_func.h"
15 #include "../network/network.h"
16 #include "../window_func.h"
17 #include "../framerate_type.h"
18 #include "ai_scanner.hpp"
19 #include "ai_instance.hpp"
20 #include "ai_config.hpp"
21 #include "ai_info.hpp"
24 #include "../safeguards.h"
26 /* static */ uint
AI::frame_counter
= 0;
27 /* static */ AIScannerInfo
*AI::scanner_info
= nullptr;
28 /* static */ AIScannerLibrary
*AI::scanner_library
= nullptr;
30 /* static */ bool AI::CanStartNew()
32 /* Only allow new AIs on the server and only when that is allowed in multiplayer */
33 return !_networking
|| (_network_server
&& _settings_game
.ai
.ai_in_multiplayer
);
36 /* static */ void AI::StartNew(CompanyID company
)
38 assert(Company::IsValidID(company
));
40 /* Clients shouldn't start AIs */
41 if (_networking
&& !_network_server
) return;
43 Backup
<CompanyID
> cur_company(_current_company
, company
);
44 Company
*c
= Company::Get(company
);
46 AIConfig
*config
= c
->ai_config
.get();
47 if (config
== nullptr) {
48 c
->ai_config
= std::make_unique
<AIConfig
>(AIConfig::GetConfig(company
, AIConfig::SSS_FORCE_GAME
));
49 config
= c
->ai_config
.get();
52 AIInfo
*info
= config
->GetInfo();
53 if (info
== nullptr) {
54 info
= AI::scanner_info
->SelectRandomAI();
55 assert(info
!= nullptr);
56 /* Load default data and store the name in the settings */
57 config
->Change(info
->GetName(), -1, false);
59 config
->AnchorUnchangeableSettings();
62 assert(c
->ai_instance
== nullptr);
63 c
->ai_instance
= std::make_unique
<AIInstance
>();
64 c
->ai_instance
->Initialize(info
);
65 c
->ai_instance
->LoadOnStack(config
->GetToLoadData());
66 config
->SetToLoadData(nullptr);
68 cur_company
.Restore();
70 InvalidateWindowClassesData(WC_SCRIPT_DEBUG
, -1);
74 /* static */ void AI::GameLoop()
76 /* If we are in networking, only servers run this function, and that only if it is allowed */
77 if (_networking
&& (!_network_server
|| !_settings_game
.ai
.ai_in_multiplayer
)) return;
79 /* The speed with which AIs go, is limited by the 'competitor_speed' */
81 assert(_settings_game
.difficulty
.competitor_speed
<= 4);
82 if ((AI::frame_counter
& ((1 << (4 - _settings_game
.difficulty
.competitor_speed
)) - 1)) != 0) return;
84 Backup
<CompanyID
> cur_company(_current_company
);
85 for (const Company
*c
: Company::Iterate()) {
87 PerformanceMeasurer
framerate((PerformanceElement
)(PFE_AI0
+ c
->index
));
88 cur_company
.Change(c
->index
);
89 c
->ai_instance
->GameLoop();
90 /* Occasionally collect garbage; every 255 ticks do one company.
91 * Effectively collecting garbage once every two months per AI. */
92 if ((AI::frame_counter
& 255) == 0 && (CompanyID
)GB(AI::frame_counter
, 8, 4) == c
->index
) {
93 c
->ai_instance
->CollectGarbage();
96 PerformanceMeasurer::SetInactive((PerformanceElement
)(PFE_AI0
+ c
->index
));
99 cur_company
.Restore();
102 /* static */ uint
AI::GetTick()
104 return AI::frame_counter
;
107 /* static */ void AI::Stop(CompanyID company
)
109 if (_networking
&& !_network_server
) return;
110 PerformanceMeasurer::SetInactive((PerformanceElement
)(PFE_AI0
+ company
));
112 Backup
<CompanyID
> cur_company(_current_company
, company
);
113 Company
*c
= Company::Get(company
);
115 c
->ai_instance
.reset();
116 c
->ai_info
= nullptr;
117 c
->ai_config
.reset();
119 cur_company
.Restore();
121 InvalidateWindowClassesData(WC_SCRIPT_DEBUG
, -1);
124 /* static */ void AI::Pause(CompanyID company
)
126 /* The reason why dedicated servers are forbidden to execute this
127 * command is not because it is unsafe, but because there is no way
128 * for the server owner to unpause the script again. */
129 if (_network_dedicated
) return;
131 Backup
<CompanyID
> cur_company(_current_company
, company
);
132 Company::Get(company
)->ai_instance
->Pause();
134 cur_company
.Restore();
137 /* static */ void AI::Unpause(CompanyID company
)
139 Backup
<CompanyID
> cur_company(_current_company
, company
);
140 Company::Get(company
)->ai_instance
->Unpause();
142 cur_company
.Restore();
145 /* static */ bool AI::IsPaused(CompanyID company
)
147 Backup
<CompanyID
> cur_company(_current_company
, company
);
148 bool paused
= Company::Get(company
)->ai_instance
->IsPaused();
150 cur_company
.Restore();
155 /* static */ void AI::KillAll()
157 /* It might happen there are no companies .. than we have nothing to loop */
158 if (Company::GetPoolSize() == 0) return;
160 for (const Company
*c
: Company::Iterate()) {
161 if (c
->is_ai
) AI::Stop(c
->index
);
165 /* static */ void AI::Initialize()
167 if (AI::scanner_info
!= nullptr) AI::Uninitialize(true);
169 AI::frame_counter
= 0;
170 if (AI::scanner_info
== nullptr) {
171 TarScanner::DoScan(TarScanner::AI
);
172 AI::scanner_info
= new AIScannerInfo();
173 AI::scanner_info
->Initialize();
174 AI::scanner_library
= new AIScannerLibrary();
175 AI::scanner_library
->Initialize();
179 /* static */ void AI::Uninitialize(bool keepConfig
)
184 /* Run a rescan, which indexes all AIInfos again, and check if we can
185 * still load all the AIS, while keeping the configs in place */
188 delete AI::scanner_info
;
189 delete AI::scanner_library
;
190 AI::scanner_info
= nullptr;
191 AI::scanner_library
= nullptr;
193 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
194 if (_settings_game
.ai_config
[c
] != nullptr) {
195 delete _settings_game
.ai_config
[c
];
196 _settings_game
.ai_config
[c
] = nullptr;
198 if (_settings_newgame
.ai_config
[c
] != nullptr) {
199 delete _settings_newgame
.ai_config
[c
];
200 _settings_newgame
.ai_config
[c
] = nullptr;
206 /* static */ void AI::ResetConfig()
208 /* Check for both newgame as current game if we can reload the AIInfo inside
209 * the AIConfig. If not, remove the AI from the list (which will assign
210 * a random new AI on reload). */
211 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
212 if (_settings_game
.ai_config
[c
] != nullptr && _settings_game
.ai_config
[c
]->HasScript()) {
213 if (!_settings_game
.ai_config
[c
]->ResetInfo(true)) {
214 Debug(script
, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_game
.ai_config
[c
]->GetName());
215 _settings_game
.ai_config
[c
]->Change(std::nullopt
);
219 if (_settings_newgame
.ai_config
[c
] != nullptr && _settings_newgame
.ai_config
[c
]->HasScript()) {
220 if (!_settings_newgame
.ai_config
[c
]->ResetInfo(false)) {
221 Debug(script
, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_newgame
.ai_config
[c
]->GetName());
222 _settings_newgame
.ai_config
[c
]->Change(std::nullopt
);
226 if (Company::IsValidAiID(c
) && Company::Get(c
)->ai_config
!= nullptr) {
227 AIConfig
*config
= Company::Get(c
)->ai_config
.get();
228 if (!config
->ResetInfo(true)) {
229 /* The code belonging to an already running AI was deleted. We can only do
230 * one thing here to keep everything sane and that is kill the AI. After
231 * killing the offending AI we start a random other one in it's place, just
232 * like what would happen if the AI was missing during loading. */
236 /* Update the reference in the Company struct. */
237 Company::Get(c
)->ai_info
= config
->GetInfo();
243 /* static */ void AI::NewEvent(CompanyID company
, ScriptEvent
*event
)
245 ScriptObjectRef
counter(event
);
247 /* Clients should ignore events */
248 if (_networking
&& !_network_server
) {
252 /* Only AIs can have an event-queue */
253 if (!Company::IsValidAiID(company
)) {
257 /* Queue the event */
258 Backup
<CompanyID
> cur_company(_current_company
, company
);
259 Company::Get(_current_company
)->ai_instance
->InsertEvent(event
);
260 cur_company
.Restore();
263 /* static */ void AI::BroadcastNewEvent(ScriptEvent
*event
, CompanyID skip_company
)
265 ScriptObjectRef
counter(event
);
267 /* Clients should ignore events */
268 if (_networking
&& !_network_server
) {
272 /* Try to send the event to all AIs */
273 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
274 if (c
!= skip_company
) AI::NewEvent(c
, event
);
278 /* static */ void AI::Save(CompanyID company
)
280 if (!_networking
|| _network_server
) {
281 Company
*c
= Company::GetIfValid(company
);
282 assert(c
!= nullptr);
284 /* When doing emergency saving, an AI can be not fully initialised. */
285 if (c
->ai_instance
!= nullptr) {
286 Backup
<CompanyID
> cur_company(_current_company
, company
);
287 c
->ai_instance
->Save();
288 cur_company
.Restore();
293 AIInstance::SaveEmpty();
296 /* static */ void AI::GetConsoleList(std::back_insert_iterator
<std::string
> &output_iterator
, bool newest_only
)
298 AI::scanner_info
->GetConsoleList(output_iterator
, newest_only
);
301 /* static */ void AI::GetConsoleLibraryList(std::back_insert_iterator
<std::string
> &output_iterator
)
303 AI::scanner_library
->GetConsoleList(output_iterator
, true);
306 /* static */ const ScriptInfoList
*AI::GetInfoList()
308 return AI::scanner_info
->GetInfoList();
311 /* static */ const ScriptInfoList
*AI::GetUniqueInfoList()
313 return AI::scanner_info
->GetUniqueInfoList();
316 /* static */ AIInfo
*AI::FindInfo(const std::string
&name
, int version
, bool force_exact_match
)
318 return AI::scanner_info
->FindInfo(name
, version
, force_exact_match
);
321 /* static */ AILibrary
*AI::FindLibrary(const std::string
&library
, int version
)
323 return AI::scanner_library
->FindLibrary(library
, version
);
326 /* static */ void AI::Rescan()
328 TarScanner::DoScan(TarScanner::AI
);
330 AI::scanner_info
->RescanDir();
331 AI::scanner_library
->RescanDir();
334 InvalidateWindowData(WC_SCRIPT_LIST
, 0, 1);
335 SetWindowClassesDirty(WC_SCRIPT_DEBUG
);
336 InvalidateWindowClassesData(WC_SCRIPT_SETTINGS
);
340 * Check whether we have an AI (library) with the exact characteristics as ci.
341 * @param ci the characteristics to search on (shortname and md5sum)
342 * @param md5sum whether to check the MD5 checksum
343 * @return true iff we have an AI (library) matching.
345 /* static */ bool AI::HasAI(const ContentInfo
*ci
, bool md5sum
)
347 return AI::scanner_info
->HasScript(ci
, md5sum
);
350 /* static */ bool AI::HasAILibrary(const ContentInfo
*ci
, bool md5sum
)
352 return AI::scanner_library
->HasScript(ci
, md5sum
);
355 /* static */ AIScannerInfo
*AI::GetScannerInfo()
357 return AI::scanner_info
;
360 /* static */ AIScannerLibrary
*AI::GetScannerLibrary()
362 return AI::scanner_library
;