ai_core.cpp

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00001 /* $Id: ai_core.cpp 25599 2013-07-13 10:13:55Z 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   config->AnchorUnchangeableSettings();
00051 
00052   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00053   Company *c = Company::Get(company);
00054 
00055   c->ai_info = info;
00056   assert(c->ai_instance == NULL);
00057   c->ai_instance = new AIInstance();
00058   c->ai_instance->Initialize(info);
00059 
00060   cur_company.Restore();
00061 
00062   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00063   return;
00064 }
00065 
00066 /* static */ void AI::GameLoop()
00067 {
00068   /* If we are in networking, only servers run this function, and that only if it is allowed */
00069   if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
00070 
00071   /* The speed with which AIs go, is limited by the 'competitor_speed' */
00072   AI::frame_counter++;
00073   assert(_settings_game.difficulty.competitor_speed <= 4);
00074   if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
00075 
00076   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00077   const Company *c;
00078   FOR_ALL_COMPANIES(c) {
00079     if (c->is_ai) {
00080       cur_company.Change(c->index);
00081       c->ai_instance->GameLoop();
00082     }
00083   }
00084   cur_company.Restore();
00085 
00086   /* Occasionally collect garbage; every 255 ticks do one company.
00087    * Effectively collecting garbage once every two months per AI. */
00088   if ((AI::frame_counter & 255) == 0) {
00089     CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
00090     if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
00091   }
00092 }
00093 
00094 /* static */ uint AI::GetTick()
00095 {
00096   return AI::frame_counter;
00097 }
00098 
00099 /* static */ void AI::Stop(CompanyID company)
00100 {
00101   if (_networking && !_network_server) return;
00102 
00103   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00104   Company *c = Company::Get(company);
00105 
00106   delete c->ai_instance;
00107   c->ai_instance = NULL;
00108   c->ai_info = NULL;
00109 
00110   cur_company.Restore();
00111 
00112   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00113   DeleteWindowById(WC_AI_SETTINGS, company);
00114 }
00115 
00116 /* static */ void AI::Pause(CompanyID company)
00117 {
00118   /* The reason why dedicated servers are forbidden to execute this
00119    * command is not because it is unsafe, but because there is no way
00120    * for the server owner to unpause the script again. */
00121   if (_network_dedicated) return;
00122 
00123   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00124   Company::Get(company)->ai_instance->Pause();
00125 
00126   cur_company.Restore();
00127 }
00128 
00129 /* static */ void AI::Unpause(CompanyID company)
00130 {
00131   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00132   Company::Get(company)->ai_instance->Unpause();
00133 
00134   cur_company.Restore();
00135 }
00136 
00137 /* static */ bool AI::IsPaused(CompanyID company)
00138 {
00139   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00140   bool paused = Company::Get(company)->ai_instance->IsPaused();
00141 
00142   cur_company.Restore();
00143 
00144   return paused;
00145 }
00146 
00147 /* static */ void AI::KillAll()
00148 {
00149   /* It might happen there are no companies .. than we have nothing to loop */
00150   if (Company::GetPoolSize() == 0) return;
00151 
00152   const Company *c;
00153   FOR_ALL_COMPANIES(c) {
00154     if (c->is_ai) AI::Stop(c->index);
00155   }
00156 }
00157 
00158 /* static */ void AI::Initialize()
00159 {
00160   if (AI::scanner_info != NULL) AI::Uninitialize(true);
00161 
00162   AI::frame_counter = 0;
00163   if (AI::scanner_info == NULL) {
00164     TarScanner::DoScan(TarScanner::AI);
00165     AI::scanner_info = new AIScannerInfo();
00166     AI::scanner_info->Initialize();
00167     AI::scanner_library = new AIScannerLibrary();
00168     AI::scanner_library->Initialize();
00169   }
00170 }
00171 
00172 /* static */ void AI::Uninitialize(bool keepConfig)
00173 {
00174   AI::KillAll();
00175 
00176   if (keepConfig) {
00177     /* Run a rescan, which indexes all AIInfos again, and check if we can
00178      *  still load all the AIS, while keeping the configs in place */
00179     Rescan();
00180   } else {
00181     delete AI::scanner_info;
00182     delete AI::scanner_library;
00183     AI::scanner_info = NULL;
00184     AI::scanner_library = NULL;
00185 
00186     for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00187       if (_settings_game.ai_config[c] != NULL) {
00188         delete _settings_game.ai_config[c];
00189         _settings_game.ai_config[c] = NULL;
00190       }
00191       if (_settings_newgame.ai_config[c] != NULL) {
00192         delete _settings_newgame.ai_config[c];
00193         _settings_newgame.ai_config[c] = NULL;
00194       }
00195     }
00196   }
00197 }
00198 
00199 /* static */ void AI::ResetConfig()
00200 {
00201   /* Check for both newgame as current game if we can reload the AIInfo inside
00202    *  the AIConfig. If not, remove the AI from the list (which will assign
00203    *  a random new AI on reload). */
00204   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00205     if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
00206       if (!_settings_game.ai_config[c]->ResetInfo(true)) {
00207         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());
00208         _settings_game.ai_config[c]->Change(NULL);
00209         if (Company::IsValidAiID(c)) {
00210           /* The code belonging to an already running AI was deleted. We can only do
00211            * one thing here to keep everything sane and that is kill the AI. After
00212            * killing the offending AI we start a random other one in it's place, just
00213            * like what would happen if the AI was missing during loading. */
00214           AI::Stop(c);
00215           AI::StartNew(c, false);
00216         }
00217       } else if (Company::IsValidAiID(c)) {
00218         /* Update the reference in the Company struct. */
00219         Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
00220       }
00221     }
00222     if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
00223       if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
00224         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());
00225         _settings_newgame.ai_config[c]->Change(NULL);
00226       }
00227     }
00228   }
00229 }
00230 
00231 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
00232 {
00233   /* AddRef() and Release() need to be called at least once, so do it here */
00234   event->AddRef();
00235 
00236   /* Clients should ignore events */
00237   if (_networking && !_network_server) {
00238     event->Release();
00239     return;
00240   }
00241 
00242   /* Only AIs can have an event-queue */
00243   if (!Company::IsValidAiID(company)) {
00244     event->Release();
00245     return;
00246   }
00247 
00248   /* Queue the event */
00249   Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00250   Company::Get(_current_company)->ai_instance->InsertEvent(event);
00251   cur_company.Restore();
00252 
00253   event->Release();
00254 }
00255 
00256 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
00257 {
00258   /* AddRef() and Release() need to be called at least once, so do it here */
00259   event->AddRef();
00260 
00261   /* Clients should ignore events */
00262   if (_networking && !_network_server) {
00263     event->Release();
00264     return;
00265   }
00266 
00267   /* Try to send the event to all AIs */
00268   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00269     if (c != skip_company) AI::NewEvent(c, event);
00270   }
00271 
00272   event->Release();
00273 }
00274 
00275 /* static */ void AI::Save(CompanyID company)
00276 {
00277   if (!_networking || _network_server) {
00278     Company *c = Company::GetIfValid(company);
00279     assert(c != NULL && c->ai_instance != NULL);
00280 
00281     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00282     c->ai_instance->Save();
00283     cur_company.Restore();
00284   } else {
00285     AIInstance::SaveEmpty();
00286   }
00287 }
00288 
00289 /* static */ void AI::Load(CompanyID company, int version)
00290 {
00291   if (!_networking || _network_server) {
00292     Company *c = Company::GetIfValid(company);
00293     assert(c != NULL && c->ai_instance != NULL);
00294 
00295     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
00296     c->ai_instance->Load(version);
00297     cur_company.Restore();
00298   } else {
00299     /* Read, but ignore, the load data */
00300     AIInstance::LoadEmpty();
00301   }
00302 }
00303 
00304 /* static */ int AI::GetStartNextTime()
00305 {
00306   /* Find the first company which doesn't exist yet */
00307   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00308     if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
00309   }
00310 
00311   /* Currently no AI can be started, check again in a year. */
00312   return DAYS_IN_YEAR;
00313 }
00314 
00315 /* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
00316 {
00317   return AI::scanner_info->GetConsoleList(p, last, newest_only);
00318 }
00319 
00320 /* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
00321 {
00322    return AI::scanner_library->GetConsoleList(p, last, true);
00323 }
00324 
00325 /* static */ const ScriptInfoList *AI::GetInfoList()
00326 {
00327   return AI::scanner_info->GetInfoList();
00328 }
00329 
00330 /* static */ const ScriptInfoList *AI::GetUniqueInfoList()
00331 {
00332   return AI::scanner_info->GetUniqueInfoList();
00333 }
00334 
00335 /* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
00336 {
00337   return AI::scanner_info->FindInfo(name, version, force_exact_match);
00338 }
00339 
00340 /* static */ AILibrary *AI::FindLibrary(const char *library, int version)
00341 {
00342   return AI::scanner_library->FindLibrary(library, version);
00343 }
00344 
00345 /* static */ void AI::Rescan()
00346 {
00347   TarScanner::DoScan(TarScanner::AI);
00348 
00349   AI::scanner_info->RescanDir();
00350   AI::scanner_library->RescanDir();
00351   ResetConfig();
00352 
00353   InvalidateWindowData(WC_AI_LIST, 0, 1);
00354   SetWindowClassesDirty(WC_AI_DEBUG);
00355   InvalidateWindowClassesData(WC_AI_SETTINGS);
00356 }
00357 
00358 #if defined(ENABLE_NETWORK)
00359 
00366 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
00367 {
00368   return AI::scanner_info->HasScript(ci, md5sum);
00369 }
00370 
00371 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
00372 {
00373   return AI::scanner_library->HasScript(ci, md5sum);
00374 }
00375 
00376 #endif /* defined(ENABLE_NETWORK) */
00377 
00378 /* static */ AIScannerInfo *AI::GetScannerInfo()
00379 {
00380   return AI::scanner_info;
00381 }
00382 
00383 /* static */ AIScannerLibrary *AI::GetScannerLibrary()
00384 {
00385   return AI::scanner_library;
00386 }
00387