ai_core.cpp

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00001 /* $Id: ai_core.cpp 24116 2012-04-15 08:50:23Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 #include "../core/backup_type.hpp"
00014 #include "../core/bitmath_func.hpp"
00015 #include "../company_base.h"
00016 #include "../company_func.h"
00017 #include "../network/network.h"
00018 #include "../window_func.h"
00019 #include "ai_scanner.hpp"
00020 #include "ai_instance.hpp"
00021 #include "ai_config.hpp"
00022 #include "ai_info.hpp"
00023 #include "ai.hpp"
00024 
00025 /* static */ uint AI::frame_counter = 0;
00026 /* static */ AIScannerInfo *AI::scanner_info = NULL;
00027 /* static */ AIScannerLibrary *AI::scanner_library = NULL;
00028 
00029 /* static */ bool AI::CanStartNew()
00030 {
00031   /* Only allow new AIs on the server and only when that is allowed in multiplayer */
00032   return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
00033 }
00034 
00035 /* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
00036 {
00037   assert(Company::IsValidID(company));
00038 
00039   /* Clients shouldn't start AIs */
00040   if (_networking && !_network_server) return;
00041 
00042   AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
00043   AIInfo *info = config->GetInfo();
00044   if (info == NULL || (rerandomise_ai && config->IsRandom())) {
00045     info = AI::scanner_info->SelectRandomAI();
00046     assert(info != NULL);
00047     /* Load default data and store the name in the settings */
00048     config->Change(info->GetName(), -1, false, true);
00049   }
00050 
00051   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00052   Company *c = Company::Get(company);
00053 
00054   c->ai_info = info;
00055   assert(c->ai_instance == NULL);
00056   c->ai_instance = new AIInstance();
00057   c->ai_instance->Initialize(info);
00058 
00059   cur_company.Restore();
00060 
00061   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00062   return;
00063 }
00064 
00065 /* static */ void AI::GameLoop()
00066 {
00067   /* If we are in networking, only servers run this function, and that only if it is allowed */
00068   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
00069 
00070   /* The speed with which AIs go, is limited by the 'competitor_speed' */
00071   AI::frame_counter++;
00072   assert(_settings_game.difficulty.competitor_speed <= 4);
00073   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
00074 
00075   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00076   const Company *c;
00077   FOR_ALL_COMPANIES(c) {
00078     if (c->is_ai) {
00079       cur_company.Change(c->index);
00080       c->ai_instance->GameLoop();
00081     }
00082   }
00083   cur_company.Restore();
00084 
00085   /* Occasionally collect garbage; every 255 ticks do one company.
00086    * Effectively collecting garbage once every two months per AI. */
00087   if ((AI::frame_counter & 255) == 0) {
00088     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
00089     if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
00090   }
00091 }
00092 
00093 /* static */ uint AI::GetTick()
00094 {
00095   return AI::frame_counter;
00096 }
00097 
00098 /* static */ void AI::Stop(CompanyID company)
00099 {
00100   if (_networking && !_network_server) return;
00101 
00102   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00103   Company *c = Company::Get(company);
00104 
00105   delete c->ai_instance;
00106   c->ai_instance = NULL;
00107   c->ai_info = NULL;
00108 
00109   cur_company.Restore();
00110 
00111   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00112   DeleteWindowById(WC_AI_SETTINGS, company);
00113 }
00114 
00115 /* static */ void AI::Suspend(CompanyID company)
00116 {
00117   if (_networking && !_network_server) return;
00118 
00119   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00120   Company::Get(company)->ai_instance->Suspend();
00121 
00122   cur_company.Restore();
00123 }
00124 
00125 /* static */ void AI::KillAll()
00126 {
00127   /* It might happen there are no companies .. than we have nothing to loop */
00128   if (Company::GetPoolSize() == 0) return;
00129 
00130   const Company *c;
00131   FOR_ALL_COMPANIES(c) {
00132     if (c->is_ai) AI::Stop(c->index);
00133   }
00134 }
00135 
00136 /* static */ void AI::Initialize()
00137 {
00138   if (AI::scanner_info != NULL) AI::Uninitialize(true);
00139 
00140   AI::frame_counter = 0;
00141   if (AI::scanner_info == NULL) {
00142     TarScanner::DoScan(TarScanner::AI);
00143     AI::scanner_info = new AIScannerInfo();
00144     AI::scanner_info->Initialize();
00145     AI::scanner_library = new AIScannerLibrary();
00146     AI::scanner_library->Initialize();
00147   }
00148 }
00149 
00150 /* static */ void AI::Uninitialize(bool keepConfig)
00151 {
00152   AI::KillAll();
00153 
00154   if (keepConfig) {
00155     /* Run a rescan, which indexes all AIInfos again, and check if we can
00156      *  still load all the AIS, while keeping the configs in place */
00157     Rescan();
00158   } else {
00159     delete AI::scanner_info;
00160     delete AI::scanner_library;
00161     AI::scanner_info = NULL;
00162     AI::scanner_library = NULL;
00163 
00164     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00165       if (_settings_game.ai_config[c] != NULL) {
00166         delete _settings_game.ai_config[c];
00167         _settings_game.ai_config[c] = NULL;
00168       }
00169       if (_settings_newgame.ai_config[c] != NULL) {
00170         delete _settings_newgame.ai_config[c];
00171         _settings_newgame.ai_config[c] = NULL;
00172       }
00173     }
00174   }
00175 }
00176 
00177 /* static */ void AI::ResetConfig()
00178 {
00179   /* Check for both newgame as current game if we can reload the AIInfo insde
00180    *  the AIConfig. If not, remove the AI from the list (which will assign
00181    *  a random new AI on reload). */
00182   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00183     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
00184       if (!_settings_game.ai_config[c]->ResetInfo(true)) {
00185         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());
00186         _settings_game.ai_config[c]->Change(NULL);
00187         if (Company::IsValidAiID(c)) {
00188           /* The code belonging to an already running AI was deleted. We can only do
00189            * one thing here to keep everything sane and that is kill the AI. After
00190            * killing the offending AI we start a random other one in it's place, just
00191            * like what would happen if the AI was missing during loading. */
00192           AI::Stop(c);
00193           AI::StartNew(c, false);
00194         }
00195       } else if (Company::IsValidAiID(c)) {
00196         /* Update the reference in the Company struct. */
00197         Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
00198       }
00199     }
00200     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
00201       if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
00202         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());
00203         _settings_newgame.ai_config[c]->Change(NULL);
00204       }
00205     }
00206   }
00207 }
00208 
00209 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
00210 {
00211   /* AddRef() and Release() need to be called at least once, so do it here */
00212   event->AddRef();
00213 
00214   /* Clients should ignore events */
00215   if (_networking && !_network_server) {
00216     event->Release();
00217     return;
00218   }
00219 
00220   /* Only AIs can have an event-queue */
00221   if (!Company::IsValidAiID(company)) {
00222     event->Release();
00223     return;
00224   }
00225 
00226   /* Queue the event */
00227   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00228   Company::Get(_current_company)->ai_instance->InsertEvent(event);
00229   cur_company.Restore();
00230 
00231   event->Release();
00232 }
00233 
00234 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
00235 {
00236   /* AddRef() and Release() need to be called at least once, so do it here */
00237   event->AddRef();
00238 
00239   /* Clients should ignore events */
00240   if (_networking && !_network_server) {
00241     event->Release();
00242     return;
00243   }
00244 
00245   /* Try to send the event to all AIs */
00246   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00247     if (c != skip_company) AI::NewEvent(c, event);
00248   }
00249 
00250   event->Release();
00251 }
00252 
00253 /* static */ void AI::Save(CompanyID company)
00254 {
00255   if (!_networking || _network_server) {
00256     Company *c = Company::GetIfValid(company);
00257     assert(c != NULL && c->ai_instance != NULL);
00258 
00259     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00260     c->ai_instance->Save();
00261     cur_company.Restore();
00262   } else {
00263     AIInstance::SaveEmpty();
00264   }
00265 }
00266 
00267 /* static */ void AI::Load(CompanyID company, int version)
00268 {
00269   if (!_networking || _network_server) {
00270     Company *c = Company::GetIfValid(company);
00271     assert(c != NULL && c->ai_instance != NULL);
00272 
00273     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00274     c->ai_instance->Load(version);
00275     cur_company.Restore();
00276   } else {
00277     /* Read, but ignore, the load data */
00278     AIInstance::LoadEmpty();
00279   }
00280 }
00281 
00282 /* static */ int AI::GetStartNextTime()
00283 {
00284   /* Find the first company which doesn't exist yet */
00285   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00286     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
00287   }
00288 
00289   /* Currently no AI can be started, check again in a year. */
00290   return DAYS_IN_YEAR;
00291 }
00292 
00293 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
00294 {
00295   return AI::scanner_info->GetConsoleList(p, last, newest_only);
00296 }
00297 
00298 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
00299 {
00300    return AI::scanner_library->GetConsoleList(p, last, true);
00301 }
00302 
00303 /* static */ const ScriptInfoList *AI::GetInfoList()
00304 {
00305   return AI::scanner_info->GetInfoList();
00306 }
00307 
00308 /* static */ const ScriptInfoList *AI::GetUniqueInfoList()
00309 {
00310   return AI::scanner_info->GetUniqueInfoList();
00311 }
00312 
00313 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
00314 {
00315   return AI::scanner_info->FindInfo(name, version, force_exact_match);
00316 }
00317 
00318 /* static */ AILibrary *AI::FindLibrary(const char *library, int version)
00319 {
00320   return AI::scanner_library->FindLibrary(library, version);
00321 }
00322 
00323 /* static */ void AI::Rescan()
00324 {
00325   TarScanner::DoScan(TarScanner::AI);
00326 
00327   AI::scanner_info->RescanDir();
00328   AI::scanner_library->RescanDir();
00329   ResetConfig();
00330 
00331   InvalidateWindowData(WC_AI_LIST, 0, 1);
00332   SetWindowClassesDirty(WC_AI_DEBUG);
00333   InvalidateWindowClassesData(WC_AI_SETTINGS);
00334 }
00335 
00336 #if defined(ENABLE_NETWORK)
00337 
00344 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
00345 {
00346   return AI::scanner_info->HasScript(ci, md5sum);
00347 }
00348 
00349 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
00350 {
00351   return AI::scanner_library->HasScript(ci, md5sum);
00352 }
00353 
00354 #endif /* defined(ENABLE_NETWORK) */