(svn r3226) -Fix: GPMI implementation had minor glitches

-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
This commit is contained in:
truelight 2005-11-22 15:55:38 +00:00
parent 4d2c4c5d8a
commit 6a4ba84320
8 changed files with 64 additions and 57 deletions

15
ai/ai.c
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@ -87,7 +87,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
/* First, do a test-run to see if we can do this */
res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
/* The command failed, or you didn't want to execute, or you are quering, return */
if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
return res;
/* If we did a DC_EXEC, and the command did not return an error, execute it
@ -162,10 +162,10 @@ void AI_RunGameLoop(void)
return;
/* Check for AI-client (so joining a network with an AI) */
if (_ai.network_client) {
if (_ai.network_client && _ai_player[_ai.network_playas].active) {
/* Run the script */
AI_DequeueCommands(_ai.network_player);
AI_RunTick(_ai.network_player);
AI_DequeueCommands(_ai.network_playas);
AI_RunTick(_ai.network_playas);
} else if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
Player *p;
@ -199,6 +199,9 @@ void AI_StartNewAI(PlayerID player)
*/
void AI_PlayerDied(PlayerID player)
{
if (_ai.network_client && _ai.network_playas == player)
_ai.network_playas = OWNER_SPECTATOR;
/* Called if this AI died */
_ai_player[player].active = false;
}
@ -208,9 +211,13 @@ void AI_PlayerDied(PlayerID player)
*/
void AI_Initialize(void)
{
bool ai_network_client = _ai.network_client;
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
_ai.network_client = ai_network_client;
_ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
}

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@ -31,7 +31,7 @@ typedef struct AIStruct {
/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
bool network_client; //! Are we a network_client?
uint8 network_player; //! The current network player we are connected as
uint8 network_playas; //! The current network player we are connected as
} AIStruct;
VARDEF AIStruct _ai;

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@ -3938,24 +3938,6 @@ void AiDoGameLoop(Player *p)
AiAdjustLoan(p);
AiBuildCompanyHQ(p);
if (_opt.diff.competitor_speed == 4) {
/* ultraspeed */
_ai_actions[p->ai.state](p);
if (p->bankrupt_asked != 0)
return;
} else if (_opt.diff.competitor_speed != 3) {
p->ai.tick++;
if (!(p->ai.tick&1))
return;
if (_opt.diff.competitor_speed != 2) {
if (!(p->ai.tick&2))
return;
if (_opt.diff.competitor_speed == 0) {
if (!(p->ai.tick&4))
return;
}
}
}
#if 0
{
static byte old_state = 99;

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@ -44,7 +44,7 @@ static void AiNew_State_FirstTime(Player *p)
assert(p->ainew.state == AI_STATE_FIRST_TIME);
// We first have to init some things
if (_current_player == 1) {
if (_current_player == 1 || _ai.network_client) {
ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
}
@ -1347,9 +1347,6 @@ static void AiNew_OnTick(Player *p)
void AiNewDoGameLoop(Player *p)
{
// If it is a human player, it is not an AI, so bubye!
if (IS_HUMAN_PLAYER(_current_player)) return;
if (p->ainew.state == AI_STATE_STARTUP) {
// The AI just got alive!
p->ainew.state = AI_STATE_FIRST_TIME;
@ -1362,29 +1359,6 @@ void AiNewDoGameLoop(Player *p)
// We keep a ticker. We use it for competitor_speed
p->ainew.tick++;
// See what the speed is
switch (_opt.diff.competitor_speed) {
case 0: // Very slow
if (!(p->ainew.tick&8)) return;
break;
case 1: // Slow
if (!(p->ainew.tick&4)) return;
break;
case 2:
if (!(p->ainew.tick&2)) return;
break;
case 3:
if (!(p->ainew.tick&1)) return;
break;
case 4: // Very fast
default: // Cool, a new speed setting.. ;) VERY fast ;)
break;
}
// If we come here, we can do a tick.. do so!
AiNew_OnTick(p);
}

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@ -477,6 +477,8 @@ static void PlayersCheckBankrupt(Player *p)
if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled)
AI_PlayerDied(owner);
if (IS_HUMAN_PLAYER(owner) && owner == _local_player && _ai.network_client)
AI_PlayerDied(owner);
}
}
}

View File

@ -19,6 +19,7 @@
#include "settings.h"
#include "console.h"
#include "variables.h"
#include "ai/ai.h"
// This file handles all the client-commands
@ -342,9 +343,18 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
return NETWORK_RECV_STATUS_CONN_LOST;
/* Do we receive a change of data? Most likely we changed playas */
if (index == _network_own_client_index)
if (index == _network_own_client_index) {
_network_playas = playas;
/* Are we a ai-network-client? */
if (_ai.network_client) {
if (_ai.network_playas == OWNER_SPECTATOR)
AI_StartNewAI(playas - 1);
_ai.network_playas = playas - 1;
}
}
ci = NetworkFindClientInfoFromIndex(index);
if (ci != NULL) {
if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
@ -532,6 +542,17 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
_patches.autorenew_money = GetPlayer(_local_player)->engine_renew_money;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
}
/* Check if we are an ai-network-client, and if so, disable GUI */
if (_ai.network_client) {
_ai.network_playas = _local_player;
_local_player = OWNER_SPECTATOR;
if (_ai.network_playas != OWNER_SPECTATOR) {
/* If we didn't join the game as a spectator, activate the AI */
AI_StartNewAI(_ai.network_playas);
}
}
}
return NETWORK_RECV_STATUS_OKAY;

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@ -330,9 +330,9 @@ int ttd_main(int argc, char* argv[])
// a ':' behind it means: it need a param (e.g.: -m<driver>)
// a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
optformat = "m:s:v:hDfn::l:eit:d::r:g::G:p:c:";
optformat = "bm:s:v:hDfn::l:eit:d::r:g::G:p:c:";
#else
optformat = "m:s:v:hDn::l:eit:d::r:g::G:p:c:"; // no fork option
optformat = "bm:s:v:hDn::l:eit:d::r:g::G:p:c:"; // no fork option
#endif
MyGetOptInit(&mgo, argc-1, argv+1, optformat);
@ -358,6 +358,7 @@ int ttd_main(int argc, char* argv[])
else
network_conn = NULL;
} break;
case 'b': _ai.network_client = true; break;
case 'r': ParseResolution(resolution, mgo.opt); break;
case 'l': language = mgo.opt; break;
case 't': startdate = atoi(mgo.opt); break;
@ -395,12 +396,17 @@ int ttd_main(int argc, char* argv[])
}
}
if (_ai.network_client && !network) {
_ai.network_client = false;
DEBUG(ai, 0)("[AI] Can't enable network-AI, because '-n' is not used\n");
}
DeterminePaths();
CheckExternalFiles();
#ifdef GPMI
/* Set the debug proc */
gpmi_debug_proc = &gpmi_debug_openttd;
gpmi_debug_proc = &gpmi_debug_openttd;
/* Initialize GPMI */
gpmi_init();
@ -531,6 +537,11 @@ int ttd_main(int argc, char* argv[])
/* stop the AI */
AI_Uninitialize();
#ifdef GPMI
/* Uninitialize GPMI */
gpmi_uninit();
#endif /* GPMI */
/* Close all and any open filehandles */
FioCloseAll();
UnInitializeGame();

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@ -806,10 +806,20 @@ int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2)
#endif /* ENABLE_NETWORK */
if (p != NULL) {
if (_local_player == OWNER_SPECTATOR) {
if (_local_player == OWNER_SPECTATOR && (!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
/* Check if we do not want to be a spectator in network */
if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR) {
_local_player = p->index;
if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR || _ai.network_client) {
if (_ai.network_client) {
/* As ai-network-client, we have our own rulez (disable GUI and stuff) */
_ai.network_playas = p->index;
_local_player = OWNER_SPECTATOR;
if (_ai.network_playas != OWNER_SPECTATOR) {
/* If we didn't join the game as a spectator, activate the AI */
AI_StartNewAI(_ai.network_playas);
}
} else {
_local_player = p->index;
}
MarkWholeScreenDirty();
}
} else if (p->index == _local_player) {