(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)

-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat)
-Add: base-code for many improvements to come in the AI-system
-Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
This commit is contained in:
truelight 2005-09-07 15:10:11 +00:00
parent e39bf0dc34
commit 991d5c6234
8 changed files with 346 additions and 49 deletions

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@ -681,6 +681,8 @@ C_SOURCES += sound/null_s.c
C_SOURCES += video/dedicated_v.c
C_SOURCES += video/null_v.c
# AI related files
C_SOURCES += ai/ai.c
C_SOURCES += ai/default/default.c
C_SOURCES += ai/trolly/trolly.c
C_SOURCES += ai/trolly/build.c

235
ai/ai.c Normal file
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@ -0,0 +1,235 @@
/* $Id$ */
#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "ai.h"
/**
* Dequeues commands put in the queue via AI_PutCommandInQueue.
*/
void AI_DequeueCommands(byte player)
{
AICommand *com, *entry_com;
entry_com = _ai_player[player].queue;
/* It happens that DoCommandP issues a new DoCommandAI which adds a new command
* to this very same queue (don't argue about this, if it currently doesn't
* happen I can tell you it will happen with AIScript -- TrueLight). If we
* do not make the queue NULL, that commands will be dequeued immediatly.
* Therefor we safe the entry-point to entry_com, and make the queue NULL, so
* the new queue can be safely built up. */
_ai_player[player].queue = NULL;
_ai_player[player].queue_tail = NULL;
/* Dequeue all commands */
while ((com = entry_com) != NULL) {
_current_player = player;
/* Copy the DP back in place */
memcpy(_decode_parameters, com->dp, sizeof(com->dp));
DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
/* Free item */
entry_com = com->next;
free(com);
}
}
/**
* Needed for SP; we need to delay DoCommand with 1 tick, because else events
* will make infinite loops (AIScript).
*/
void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
{
AICommand *com;
if (_ai_player[player].queue_tail == NULL) {
/* There is no item in the queue yet, create the queue */
_ai_player[player].queue = malloc(sizeof(AICommand));
_ai_player[player].queue_tail = _ai_player[player].queue;
} else {
/* Add an item at the end */
_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
}
/* This is our new item */
com = _ai_player[player].queue_tail;
/* Assign the info */
com->tile = tile;
com->p1 = p1;
com->p2 = p2;
com->procc = procc;
com->next = NULL;
/* Copy the decode_parameters */
memcpy(com->dp, _decode_parameters, sizeof(com->dp));
}
/**
* Executes a raw DoCommand for the AI.
*/
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
byte old_lp;
int32 res = 0;
/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
* person.. should we check for those funny jokes?
*/
/* 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))
return res;
/* If we did a DC_EXEC, and the command did not return an error, execute it
over the network */
if (flags & DC_AUTO) procc |= CMD_AUTO;
if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
/* NetworkSend_Command needs _local_player to be set correctly, so
adjust it, and put it back right after the function */
old_lp = _local_player;
_local_player = _current_player;
/* Send the command */
if (_networking)
/* Network is easy, send it to his handler */
NetworkSend_Command(tile, p1, p2, procc, NULL);
else
/* If we execute BuildCommands directly in SP, we have a big problem with events
* so we need to delay is for 1 tick */
AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
/* Set _local_player back */
_local_player = old_lp;
return res;
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
void AI_RunTick(byte player)
{
extern void AiNewDoGameLoop(Player *p);
Player *p = GetPlayer(player);
_current_player = player;
if (_patches.ainew_active)
AiNewDoGameLoop(p);
else
AiDoGameLoop(p);
}
/**
* The gameloop for AIs.
* Handles one tick for all the AIs.
*/
void AI_RunGameLoop(void)
{
/* Don't do anything if ai is disabled */
if (!_ai.enabled)
return;
/* New tick */
_ai.tick++;
/* Make sure the AI follows the difficulty rule.. */
switch (_opt.diff.competitor_speed) {
case 0: // Very slow
if (!(_ai.tick & 8)) return;
break;
case 1: // Slow
if (!(_ai.tick & 4)) return;
break;
case 2: // Medium
if (!(_ai.tick & 2)) return;
break;
case 3: // Fast
if (!(_ai.tick & 1)) return;
break;
case 4: // Very fast
default:
break;
}
/* Check for AI-client (so joining a network with an AI) */
if (_ai.network_client) {
/* Run the script */
AI_DequeueCommands(_ai.network_player);
AI_RunTick(_ai.network_player);
} else if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) {
/* This should always be true, else something went wrong... */
assert(_ai_player[p->index].active);
/* Run the script */
AI_DequeueCommands(p->index);
AI_RunTick(p->index);
}
}
}
_current_player = OWNER_NONE;
}
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
void AI_StartNewAI(byte player)
{
/* Called if a new AI is booted */
_ai_player[player].active = true;
}
/**
* This AI player died. Give it some chance to make a final puf.
*/
void AI_PlayerDied(byte player)
{
/* Called if this AI died */
_ai_player[player].active = false;
}
/**
* Initialize some AI-related stuff.
*/
void AI_Initialize(void)
{
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
_ai.enabled = true;
}
/**
* Deinitializer for AI-related stuff.
*/
void AI_Uninitialize(void)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) {
AI_PlayerDied(p->index);
}
}
}

78
ai/ai.h Normal file
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@ -0,0 +1,78 @@
#ifndef AI_H
#define AI_H
#include "../functions.h"
/* How DoCommands look like for an AI */
typedef struct AICommand {
uint32 tile;
uint32 p1;
uint32 p2;
uint32 procc;
uint32 dp[20];
struct AICommand *next;
} AICommand;
/* The struct for an AIScript Player */
typedef struct AIPlayer {
bool active; //! Is this AI active?
AICommand *queue; //! The commands that he has in his queue
AICommand *queue_tail; //! The tail of this queue
} AIPlayer;
/* The struct to keep some data about the AI in general */
typedef struct AIStruct {
/* General */
bool enabled; //! Is AI enabled?
uint tick; //! The current tick (something like _frame_counter, only for AIs)
/* 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
} AIStruct;
VARDEF AIStruct _ai;
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
// ai.c
void AI_StartNewAI(byte player);
void AI_PlayerDied(byte player);
void AI_RunGameLoop(void);
void AI_Initialize(void);
void AI_Uninitialize(void);
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b))
#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
/**
* The random-function that should be used by ALL AIs.
*/
static inline uint AI_RandomRange(uint max)
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.
*/
if (_networking)
return InteractiveRandomRange(max);
else
return RandomRange(max);
}
/**
* The random-function that should be used by ALL AIs.
*/
static inline uint32 AI_Random(void)
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.
*/
if (_networking)
return InteractiveRandom();
else
return Random();
}
#endif /* AI_H */

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@ -25,6 +25,7 @@
#include "network_data.h"
#include "variables.h"
#include "vehicle_gui.h"
#include "ai/ai.h"
// Score info
const ScoreInfo _score_info[] = {
@ -473,6 +474,9 @@ static void PlayersCheckBankrupt(Player *p)
ChangeOwnershipOfPlayerItems(owner, 0xFF); // 255 is no owner
// Register the player as not-active
p->is_active = false;
if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled)
AI_PlayerDied(owner);
}
}
}
@ -1249,10 +1253,6 @@ static int32 DeliverGoods(int num_pieces, byte cargo_type, uint16 source, uint16
}
}
// Computers get 25% extra profit if they're intelligent.
if (_opt.diff.competitor_intelligence>=1 && !IS_HUMAN_PLAYER(_current_player))
profit += profit >> 2;
return profit;
}

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@ -39,6 +39,7 @@
#include "signs.h"
#include "depot.h"
#include "waypoint.h"
#include "ai/ai.h"
#include <stdarg.h>
@ -50,7 +51,6 @@
void GenerateWorld(int mode, uint size_x, uint size_y);
void CallLandscapeTick(void);
void IncreaseDate(void);
void RunOtherPlayersLoop(void);
void DoPaletteAnimations(void);
void MusicLoop(void);
void ResetMusic(void);
@ -452,6 +452,9 @@ int ttd_main(int argc, char* argv[])
/* initialize all variables that are allocated dynamically */
InitializeDynamicVariables();
/* start the AI */
AI_Initialize();
// Sample catalogue
DEBUG(misc, 1) ("Loading sound effects...");
MxInitialize(11025);
@ -535,6 +538,9 @@ int ttd_main(int argc, char* argv[])
/* uninitialize variables that are allocated dynamic */
UnInitializeDynamicVariables();
/* stop the AI */
AI_Uninitialize();
/* Close all and any open filehandles */
FioCloseAll();
UnInitializeGame();
@ -870,10 +876,7 @@ void StateGameLoop(void)
CallVehicleTicks();
CallLandscapeTick();
// To bad the AI does not work in multiplayer, because states are not saved
// perfectly
if (!_networking)
RunOtherPlayersLoop();
AI_RunGameLoop();
CallWindowTickEvent();
NewsLoop();

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@ -215,7 +215,7 @@ typedef struct GameDifficulty {
int initial_interest;
int vehicle_costs;
int competitor_speed;
int competitor_intelligence;
int competitor_intelligence; // no longer in use
int vehicle_breakdowns;
int subsidy_multiplier;
int construction_cost;

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@ -23,6 +23,7 @@
#include "sound.h"
#include "network.h"
#include "variables.h"
#include "ai/ai.h"
PlayerID _current_player;
@ -473,16 +474,15 @@ static Player *AllocatePlayer(void)
Player *DoStartupNewPlayer(bool is_ai)
{
Player *p;
int index, i;
int i;
p = AllocatePlayer();
if (p == NULL) return NULL;
index = p->index;
if (p == NULL)
return NULL;
// Make a color
p->player_color = GeneratePlayerColor();
_player_colors[index] = p->player_color;
_player_colors[p->index] = p->player_color;
p->name_1 = STR_SV_UNNAMED;
p->is_active = true;
@ -492,7 +492,7 @@ Player *DoStartupNewPlayer(bool is_ai)
p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */
p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = 0xFF;
p->avail_railtypes = GetPlayerRailtypes(index);
p->avail_railtypes = GetPlayerRailtypes(p->index);
p->inaugurated_year = _cur_year;
p->face = Random();
@ -510,6 +510,9 @@ Player *DoStartupNewPlayer(bool is_ai)
InvalidateWindow(WC_TOOLBAR_MENU, 0);
InvalidateWindow(WC_CLIENT_LIST, 0);
if (is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);
return p;
}
@ -526,9 +529,10 @@ static void MaybeStartNewPlayer(void)
// count number of competitors
n = 0;
for(p=_players; p!=endof(_players); p++)
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai)
n++;
}
// when there's a lot of computers in game, the probability that a new one starts is lower
if (n < (uint)_opt.diff.max_no_competitors)
@ -560,31 +564,10 @@ void OnTick_Players(void)
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
if (p->name_1 != 0) GenerateCompanyName(p);
if (!_networking && _game_mode != GM_MENU && !--_next_competitor_start) {
/* XXX -- For now, multiplayer AIs still aren't working, WIP! */
//if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start)
if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start)
MaybeStartNewPlayer();
}
}
extern void AiNewDoGameLoop(Player *p);
void RunOtherPlayersLoop(void)
{
Player *p;
_is_ai_player = true;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) {
_current_player = p->index;
if (_patches.ainew_active)
AiNewDoGameLoop(p);
else
AiDoGameLoop(p);
}
}
_is_ai_player = false;
_current_player = OWNER_NONE;
}
// index is the next parameter in _decode_parameters to set up
@ -1272,10 +1255,13 @@ static void Load_PLYR(void)
int index;
while ((index = SlIterateArray()) != -1) {
Player *p = GetPlayer(index);
p->is_ai = (index != 0);
SaveLoad_PLYR(p);
_player_colors[index] = p->player_color;
UpdatePlayerMoney32(p);
/* This is needed so an AI is attached to a loaded AI */
if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);
}
}

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@ -2546,8 +2546,6 @@ static void StationHandleBigTick(Station *st)
static inline void byte_inc_sat(byte *p) { byte b = *p + 1; if (b != 0) *p = b; }
static byte _rating_boost[3] = { 0, 31, 63};
static void UpdateStationRating(Station *st)
{
GoodsEntry *ge;
@ -2581,11 +2579,6 @@ static void UpdateStationRating(Station *st)
(rating += 13, true);
}
{
if (st->owner != OWNER_NONE && !IS_HUMAN_PLAYER(st->owner))
rating += _rating_boost[_opt.diff.competitor_intelligence];
}
if (st->owner < MAX_PLAYERS && HASBIT(st->town->statues, st->owner))
rating += 26;