/* $Id$ */ #include "../stdafx.h" #include "../openttd.h" #include "../variables.h" #include "../command.h" #include "../network.h" #include "../debug.h" #include "ai.h" #include "default/default.h" #include "../string.h" /* Here we define the events */ #define DEF_EVENTS #include "ai_event.h" #undef DEF_EVENTS /* Here we keep track of all commands that are called via AI_DoCommandChecked, * in special we save the unique_id here. Now this id is given back * when the command fails or succeeds and is detected as added in this storage. */ static AICommand *command_uid[MAX_PLAYERS]; static AICommand *command_uid_tail[MAX_PLAYERS]; static uint uids[MAX_PLAYERS]; /** * 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) { PlayerID 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 ((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 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; #ifdef ENABLE_NETWORK /* Send the command */ if (_networking) /* Network is easy, send it to his handler */ NetworkSend_Command(tile, p1, p2, procc, NULL); else #endif /* 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; } int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc) { AICommand *new; uint unique_id = uids[_current_player]; int32 res; res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc); if (CmdFailed(res)) return CMD_ERROR; if (!(flags & DC_EXEC)) return res; uids[_current_player]++; /* Save the command and his things, together with the unique_id */ new = malloc(sizeof(AICommand)); new->tile = tile; new->p1 = p1; new->p2 = p2; new->procc = procc; new->next = NULL; new->dp[0] = unique_id; /* Add it to the back of the list */ if (command_uid_tail[_current_player] == NULL) command_uid_tail[_current_player] = new; else { command_uid_tail[_current_player]->next = new; command_uid_tail[_current_player] = new; } if (command_uid[_current_player] == NULL) command_uid[_current_player] = new; AI_DoCommand(tile, p1, p2, flags, procc); return unique_id; } /** * A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via * an event.Z */ void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded) { AICommand *command = command_uid[_current_player]; if (command == NULL) return; if (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile) { /* If we come here, we see a command that isn't at top in our list. This is okay, if the command isn't * anywhere else in our list, else we have a big problem.. so check for that. If it isn't in our list, * it is okay, else, drop the game. * Why do we have a big problem in the case it is in our list? Simply, we have a command sooner in * our list that wasn't triggered to be failed or succeeded, so it is sitting there without an * event, so the script will never know if it succeeded yes/no, so it can hang.. this is VERY bad * and should never ever happen. */ while (command != NULL && (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile)) { command = command->next; } assert(command == NULL); return; } command_uid[_current_player] = command_uid[_current_player]->next; if (command_uid[_current_player] == NULL) command_uid_tail[_current_player] = NULL; ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, tile, command->dp[0]); free(command); } /** * Run 1 tick of the AI. Don't overdo it, keep it realistic. */ static void AI_RunTick(PlayerID player) { _current_player = player; #ifdef GPMI if (_ai.gpmi) { gpmi_call_RunTick(_ai_player[player].module, _frame_counter); return; } #endif /* GPMI */ { extern void AiNewDoGameLoop(Player *p); Player *p = GetPlayer(player); if (_patches.ainew_active) { AiNewDoGameLoop(p); } else { /* Enable all kind of cheats the old AI needs in order to operate correctly... */ _is_old_ai_player = true; AiDoGameLoop(p); _is_old_ai_player = false; } } } /** * 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; /* Don't do anything if we are a network-client * (too bad when a client joins, he thinks the AIs are real, so it wants to control * them.. this avoids that, while loading a network game in singleplayer, does make * the AIs to continue ;)) */ if (_networking && !_network_server && !_ai.network_client) return; /* New tick */ _ai.tick++; /* Make sure the AI follows the difficulty rule.. */ assert(_opt.diff.competitor_speed <= 4); if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return; /* Check for AI-client (so joining a network with an AI) */ if (_ai.network_client && _ai_player[_ai.network_playas].active) { /* Run the script */ 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; FOR_ALL_PLAYERS(p) { if (p->is_active && p->is_ai && _ai_player[p->index].active) { /* Run the script */ AI_DequeueCommands(p->index); AI_RunTick(p->index); } } } _current_player = OWNER_NONE; } #ifdef GPMI void AI_ShutdownAIControl(bool with_error) { if (_ai.gpmi_mod != NULL) gpmi_mod_unload(_ai.gpmi_mod); if (_ai.gpmi_pkg != NULL) gpmi_pkg_unload(_ai.gpmi_pkg); if (with_error) { DEBUG(ai, 0)("[AI] Failed to load AI Control, switching back to built-in AIs.."); _ai.gpmi = false; } } void (*ottd_GetNextAIData)(char **library, char **param); void (*ottd_SetAIParam)(char *param); void AI_LoadAIControl(void) { /* Load module */ _ai.gpmi_mod = gpmi_mod_load("ottd_ai_control_mod", NULL); if (_ai.gpmi_mod == NULL) { AI_ShutdownAIControl(true); return; } /* Load package */ if (gpmi_pkg_load("ottd_ai_control_pkg", 0, NULL, NULL, &_ai.gpmi_pkg)) { AI_ShutdownAIControl(true); return; } /* Now link all the functions */ { ottd_GetNextAIData = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_GetNextAIData"); ottd_SetAIParam = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_SetAIParam"); if (ottd_GetNextAIData == NULL || ottd_SetAIParam == NULL) AI_ShutdownAIControl(true); } ottd_SetAIParam(_ai.gpmi_param); } /** * Dump an entry of the GPMI error stack (callback routine). This helps the user to trace errors back to their roots. */ void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string) { DEBUG(ai, 0)("%s", string); } #endif /* GPMI */ /** * A new AI sees the day of light. You can do here what ever you think is needed. */ void AI_StartNewAI(PlayerID player) { assert(player < MAX_PLAYERS); #ifdef GPMI /* Keep this in a different IF, because the function can turn _ai.gpmi off!! */ if (_ai.gpmi && _ai.gpmi_mod == NULL) AI_LoadAIControl(); if (_ai.gpmi) { char *library = NULL; char *params = NULL; ottd_GetNextAIData(&library, ¶ms); gpmi_error_stack_enable = 1; if (library != NULL) { _ai_player[player].module = gpmi_mod_load(library, params); free(library); } if (params != NULL) free(params); if (_ai_player[player].module == NULL) { DEBUG(ai, 0)("[AI] Failed to load AI, aborting. GPMI error stack:"); gpmi_err_stack_process_str(AI_PrintErrorStack); return; } gpmi_error_stack_enable = 0; } #endif /* GPMI */ /* 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(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; if (command_uid[player] != NULL) { while (command_uid[player] != NULL) { AICommand *command = command_uid[player]; command_uid[player] = command->next; free(command); } command_uid[player] = NULL; command_uid_tail[player] = NULL; } #ifdef GPMI if (_ai_player[player].module != NULL) gpmi_mod_unload(_ai_player[player].module); #endif /* GPMI */ } /** * Initialize some AI-related stuff. */ void AI_Initialize(void) { bool tmp_ai_network_client = _ai.network_client; bool tmp_ai_gpmi = _ai.gpmi; #ifdef GPMI char *tmp_ai_gpmi_param = strdup(_ai.gpmi_param); #endif /* GPMI */ /* First, make sure all AIs are DEAD! */ AI_Uninitialize(); memset(&_ai, 0, sizeof(_ai)); memset(_ai_player, 0, sizeof(_ai_player)); memset(uids, 0, sizeof(uids)); memset(command_uid, 0, sizeof(command_uid)); memset(command_uid_tail, 0, sizeof(command_uid_tail)); _ai.network_client = tmp_ai_network_client; _ai.network_playas = OWNER_SPECTATOR; _ai.enabled = true; _ai.gpmi = tmp_ai_gpmi; #ifdef GPMI ttd_strlcpy(_ai.gpmi_param, tmp_ai_gpmi_param, sizeof(_ai.gpmi_param)); free(tmp_ai_gpmi_param); #endif /* GPMI */ } /** * Deinitializer for AI-related stuff. */ void AI_Uninitialize(void) { Player* p; FOR_ALL_PLAYERS(p) { if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index); } #ifdef GPMI AI_ShutdownAIControl(false); #endif /* GPMI */ }