(svn r27950) -Merge: Documentation updates from 1.7 branch
[openttd.git] / src / ai / ai_core.cpp
blobd4ff23311656277a8e2f59ead2bba49441fb6352
1 /* $Id$ */
3 /*
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/>.
8 */
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"
23 #include "ai.hpp"
25 #include "../safeguards.h"
27 /* static */ uint AI::frame_counter = 0;
28 /* static */ AIScannerInfo *AI::scanner_info = NULL;
29 /* static */ AIScannerLibrary *AI::scanner_library = NULL;
31 /* static */ bool AI::CanStartNew()
33 /* Only allow new AIs on the server and only when that is allowed in multiplayer */
34 return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
37 /* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
39 assert(Company::IsValidID(company));
41 /* Clients shouldn't start AIs */
42 if (_networking && !_network_server) return;
44 AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
45 AIInfo *info = config->GetInfo();
46 if (info == NULL || (rerandomise_ai && config->IsRandom())) {
47 info = AI::scanner_info->SelectRandomAI();
48 assert(info != NULL);
49 /* Load default data and store the name in the settings */
50 config->Change(info->GetName(), -1, false, true);
52 config->AnchorUnchangeableSettings();
54 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
55 Company *c = Company::Get(company);
57 c->ai_info = info;
58 assert(c->ai_instance == NULL);
59 c->ai_instance = new AIInstance();
60 c->ai_instance->Initialize(info);
62 cur_company.Restore();
64 InvalidateWindowData(WC_AI_DEBUG, 0, -1);
65 return;
68 /* static */ void AI::GameLoop()
70 /* If we are in networking, only servers run this function, and that only if it is allowed */
71 if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
73 /* The speed with which AIs go, is limited by the 'competitor_speed' */
74 AI::frame_counter++;
75 assert(_settings_game.difficulty.competitor_speed <= 4);
76 if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
78 Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
79 const Company *c;
80 FOR_ALL_COMPANIES(c) {
81 if (c->is_ai) {
82 cur_company.Change(c->index);
83 c->ai_instance->GameLoop();
86 cur_company.Restore();
88 /* Occasionally collect garbage; every 255 ticks do one company.
89 * Effectively collecting garbage once every two months per AI. */
90 if ((AI::frame_counter & 255) == 0) {
91 CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
92 if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
96 /* static */ uint AI::GetTick()
98 return AI::frame_counter;
101 /* static */ void AI::Stop(CompanyID company)
103 if (_networking && !_network_server) return;
105 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
106 Company *c = Company::Get(company);
108 delete c->ai_instance;
109 c->ai_instance = NULL;
110 c->ai_info = NULL;
112 cur_company.Restore();
114 InvalidateWindowData(WC_AI_DEBUG, 0, -1);
115 DeleteWindowById(WC_AI_SETTINGS, company);
118 /* static */ void AI::Pause(CompanyID company)
120 /* The reason why dedicated servers are forbidden to execute this
121 * command is not because it is unsafe, but because there is no way
122 * for the server owner to unpause the script again. */
123 if (_network_dedicated) return;
125 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
126 Company::Get(company)->ai_instance->Pause();
128 cur_company.Restore();
131 /* static */ void AI::Unpause(CompanyID company)
133 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
134 Company::Get(company)->ai_instance->Unpause();
136 cur_company.Restore();
139 /* static */ bool AI::IsPaused(CompanyID company)
141 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
142 bool paused = Company::Get(company)->ai_instance->IsPaused();
144 cur_company.Restore();
146 return paused;
149 /* static */ void AI::KillAll()
151 /* It might happen there are no companies .. than we have nothing to loop */
152 if (Company::GetPoolSize() == 0) return;
154 const Company *c;
155 FOR_ALL_COMPANIES(c) {
156 if (c->is_ai) AI::Stop(c->index);
160 /* static */ void AI::Initialize()
162 if (AI::scanner_info != NULL) AI::Uninitialize(true);
164 AI::frame_counter = 0;
165 if (AI::scanner_info == NULL) {
166 TarScanner::DoScan(TarScanner::AI);
167 AI::scanner_info = new AIScannerInfo();
168 AI::scanner_info->Initialize();
169 AI::scanner_library = new AIScannerLibrary();
170 AI::scanner_library->Initialize();
174 /* static */ void AI::Uninitialize(bool keepConfig)
176 AI::KillAll();
178 if (keepConfig) {
179 /* Run a rescan, which indexes all AIInfos again, and check if we can
180 * still load all the AIS, while keeping the configs in place */
181 Rescan();
182 } else {
183 delete AI::scanner_info;
184 delete AI::scanner_library;
185 AI::scanner_info = NULL;
186 AI::scanner_library = NULL;
188 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
189 if (_settings_game.ai_config[c] != NULL) {
190 delete _settings_game.ai_config[c];
191 _settings_game.ai_config[c] = NULL;
193 if (_settings_newgame.ai_config[c] != NULL) {
194 delete _settings_newgame.ai_config[c];
195 _settings_newgame.ai_config[c] = NULL;
201 /* static */ void AI::ResetConfig()
203 /* Check for both newgame as current game if we can reload the AIInfo inside
204 * the AIConfig. If not, remove the AI from the list (which will assign
205 * a random new AI on reload). */
206 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
207 if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
208 if (!_settings_game.ai_config[c]->ResetInfo(true)) {
209 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());
210 _settings_game.ai_config[c]->Change(NULL);
211 if (Company::IsValidAiID(c)) {
212 /* The code belonging to an already running AI was deleted. We can only do
213 * one thing here to keep everything sane and that is kill the AI. After
214 * killing the offending AI we start a random other one in it's place, just
215 * like what would happen if the AI was missing during loading. */
216 AI::Stop(c);
217 AI::StartNew(c, false);
219 } else if (Company::IsValidAiID(c)) {
220 /* Update the reference in the Company struct. */
221 Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
224 if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
225 if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
226 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());
227 _settings_newgame.ai_config[c]->Change(NULL);
233 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
235 /* AddRef() and Release() need to be called at least once, so do it here */
236 event->AddRef();
238 /* Clients should ignore events */
239 if (_networking && !_network_server) {
240 event->Release();
241 return;
244 /* Only AIs can have an event-queue */
245 if (!Company::IsValidAiID(company)) {
246 event->Release();
247 return;
250 /* Queue the event */
251 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
252 Company::Get(_current_company)->ai_instance->InsertEvent(event);
253 cur_company.Restore();
255 event->Release();
258 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
260 /* AddRef() and Release() need to be called at least once, so do it here */
261 event->AddRef();
263 /* Clients should ignore events */
264 if (_networking && !_network_server) {
265 event->Release();
266 return;
269 /* Try to send the event to all AIs */
270 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
271 if (c != skip_company) AI::NewEvent(c, event);
274 event->Release();
277 /* static */ void AI::Save(CompanyID company)
279 if (!_networking || _network_server) {
280 Company *c = Company::GetIfValid(company);
281 assert(c != NULL && c->ai_instance != NULL);
283 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
284 c->ai_instance->Save();
285 cur_company.Restore();
286 } else {
287 AIInstance::SaveEmpty();
291 /* static */ void AI::Load(CompanyID company, int version)
293 if (!_networking || _network_server) {
294 Company *c = Company::GetIfValid(company);
295 assert(c != NULL && c->ai_instance != NULL);
297 Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
298 c->ai_instance->Load(version);
299 cur_company.Restore();
300 } else {
301 /* Read, but ignore, the load data */
302 AIInstance::LoadEmpty();
306 /* static */ int AI::GetStartNextTime()
308 /* Find the first company which doesn't exist yet */
309 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
310 if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
313 /* Currently no AI can be started, check again in a year. */
314 return DAYS_IN_YEAR;
317 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
319 return AI::scanner_info->GetConsoleList(p, last, newest_only);
322 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
324 return AI::scanner_library->GetConsoleList(p, last, true);
327 /* static */ const ScriptInfoList *AI::GetInfoList()
329 return AI::scanner_info->GetInfoList();
332 /* static */ const ScriptInfoList *AI::GetUniqueInfoList()
334 return AI::scanner_info->GetUniqueInfoList();
337 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
339 return AI::scanner_info->FindInfo(name, version, force_exact_match);
342 /* static */ AILibrary *AI::FindLibrary(const char *library, int version)
344 return AI::scanner_library->FindLibrary(library, version);
347 /* static */ void AI::Rescan()
349 TarScanner::DoScan(TarScanner::AI);
351 AI::scanner_info->RescanDir();
352 AI::scanner_library->RescanDir();
353 ResetConfig();
355 InvalidateWindowData(WC_AI_LIST, 0, 1);
356 SetWindowClassesDirty(WC_AI_DEBUG);
357 InvalidateWindowClassesData(WC_AI_SETTINGS);
360 #if defined(ENABLE_NETWORK)
363 * Check whether we have an AI (library) with the exact characteristics as ci.
364 * @param ci the characteristics to search on (shortname and md5sum)
365 * @param md5sum whether to check the MD5 checksum
366 * @return true iff we have an AI (library) matching.
368 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
370 return AI::scanner_info->HasScript(ci, md5sum);
373 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
375 return AI::scanner_library->HasScript(ci, md5sum);
378 #endif /* defined(ENABLE_NETWORK) */
380 /* static */ AIScannerInfo *AI::GetScannerInfo()
382 return AI::scanner_info;
385 /* static */ AIScannerLibrary *AI::GetScannerLibrary()
387 return AI::scanner_library;