OpenTTD/src/ai/ai_instance.cpp

123 lines
3.6 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file ai_instance.cpp Implementation of AIInstance. */
#include "../stdafx.h"
#include "../debug.h"
#include "../error.h"
#include "../script/squirrel_class.hpp"
#include "ai_config.hpp"
#include "ai.hpp"
#include "../script/script_storage.hpp"
#include "../script/script_cmd.h"
#include "../script/script_gui.h"
#include "ai_info.hpp"
#include "ai_instance.hpp"
/* Manually include the Text glue. */
#include "../script/api/template/template_text.hpp.sq"
/* Convert all AI related classes to Squirrel data. */
#include "../script/api/ai/ai_includes.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../safeguards.h"
AIInstance::AIInstance() :
ScriptInstance("AI")
{}
void AIInstance::Initialize(AIInfo *info)
{
this->versionAPI = info->GetAPIVersion();
/* Register the AIController (including the "import" command) */
SQAIController_Register(this->engine);
ScriptInstance::Initialize(info->GetMainScript(), info->GetInstanceName(), _current_company);
}
void AIInstance::RegisterAPI()
{
ScriptInstance::RegisterAPI();
/* Register all classes */
SQAI_RegisterAll(this->engine);
if (!this->LoadCompatibilityScripts(this->versionAPI, AI_DIR)) this->Died();
}
void AIInstance::Died()
{
ScriptInstance::Died();
/* Intro is not supposed to use AI, but it may have 'dummy' AI which instant dies. */
if (_game_mode == GM_MENU) return;
ShowScriptDebugWindow(_current_company);
const AIInfo *info = AIConfig::GetConfig(_current_company, AIConfig::SSS_FORCE_GAME)->GetInfo();
if (info != nullptr) {
ShowErrorMessage(STR_ERROR_AI_PLEASE_REPORT_CRASH, INVALID_STRING_ID, WL_WARNING);
if (info->GetURL() != nullptr) {
ScriptLog::Info("Please report the error to the following URL:");
ScriptLog::Info(info->GetURL());
}
}
}
void AIInstance::LoadDummyScript()
{
ScriptAllocatorScope alloc_scope(this->engine);
Script_CreateDummy(this->engine->GetVM(), STR_ERROR_AI_NO_AI_FOUND, "AI");
}
int AIInstance::GetSetting(const char *name)
{
return AIConfig::GetConfig(_current_company)->GetSetting(name);
}
ScriptInfo *AIInstance::FindLibrary(const char *library, int version)
{
return (ScriptInfo *)AI::FindLibrary(library, version);
}
/**
* DoCommand callback function for all commands executed by AIs.
* @param cmd cmd as given to DoCommandPInternal.
* @param result The result of the command.
* @param data Command data as given to Command<>::Post.
* @param result_data Additional returned data from the command.
*/
void CcAI(Commands cmd, const CommandCost &result, const CommandDataBuffer &data, CommandDataBuffer result_data)
{
/*
* The company might not exist anymore. Check for this.
* The command checks are not useful since this callback
* is also called when the command fails, which is does
* when the company does not exist anymore.
*/
const Company *c = Company::GetIfValid(_current_company);
if (c == nullptr || c->ai_instance == nullptr) return;
if (c->ai_instance->DoCommandCallback(result, data, std::move(result_data), cmd)) {
c->ai_instance->Continue();
}
}
CommandCallbackData *AIInstance::GetDoCommandCallback()
{
return &CcAI;
}