author | rubidium |
Thu, 21 Aug 2008 00:02:45 +0000 | |
changeset 9962 | f23744f8873c |
parent 9701 | da907123be89 |
child 10207 | c291a21b304e |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file ai.cpp Base for all AIs. */ |
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#include "../stdafx.h" |
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#include "../openttd.h" |
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#include "../variables.h" |
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#include "../command_func.h" |
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#include "../network/network.h" |
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#include "../core/alloc_func.hpp" |
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#include "../player_func.h" |
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#include "../player_base.h" |
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#include "ai.h" |
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#include "default/default.h" |
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#include "trolly/trolly.h" |
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#include "../signal_func.h" |
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AIStruct _ai; |
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AIPlayer _ai_player[MAX_PLAYERS]; |
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/** |
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* Dequeues commands put in the queue via AI_PutCommandInQueue. |
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*/ |
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static void AI_DequeueCommands(PlayerID player) |
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{ |
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AICommand *com, *entry_com; |
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entry_com = _ai_player[player].queue; |
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/* It happens that DoCommandP issues a new DoCommandAI which adds a new command |
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* to this very same queue (don't argue about this, if it currently doesn't |
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* happen I can tell you it will happen with AIScript -- TrueLight). If we |
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* do not make the queue NULL, that commands will be dequeued immediatly. |
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* Therefor we safe the entry-point to entry_com, and make the queue NULL, so |
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* the new queue can be safely built up. */ |
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_ai_player[player].queue = NULL; |
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_ai_player[player].queue_tail = NULL; |
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/* Dequeue all commands */ |
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while ((com = entry_com) != NULL) { |
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_current_player = player; |
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_cmd_text = com->text; |
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DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc); |
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/* Free item */ |
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entry_com = com->next; |
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free(com->text); |
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free(com); |
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} |
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} |
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/** |
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* Needed for SP; we need to delay DoCommand with 1 tick, because else events |
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* will make infinite loops (AIScript). |
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*/ |
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static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint32 procc, CommandCallback* callback) |
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{ |
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AICommand *com; |
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if (_ai_player[player].queue_tail == NULL) { |
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/* There is no item in the queue yet, create the queue */ |
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_ai_player[player].queue = MallocT<AICommand>(1); |
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_ai_player[player].queue_tail = _ai_player[player].queue; |
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} else { |
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/* Add an item at the end */ |
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_ai_player[player].queue_tail->next = MallocT<AICommand>(1); |
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_ai_player[player].queue_tail = _ai_player[player].queue_tail->next; |
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} |
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/* This is our new item */ |
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com = _ai_player[player].queue_tail; |
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/* Assign the info */ |
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com->tile = tile; |
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com->p1 = p1; |
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com->p2 = p2; |
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com->procc = procc; |
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com->callback = callback; |
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com->next = NULL; |
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com->text = NULL; |
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/* Copy the cmd_text, if needed */ |
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if (_cmd_text != NULL) { |
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com->text = strdup(_cmd_text); |
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_cmd_text = NULL; |
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} |
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} |
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/** |
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* Executes a raw DoCommand for the AI. |
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*/ |
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CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 procc, CommandCallback* callback) |
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{ |
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PlayerID old_lp; |
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CommandCost res; |
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const char* tmp_cmdtext; |
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/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange |
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* person.. should we check for those funny jokes? |
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*/ |
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/* The test already resets _cmd_text, so backup the pointer */ |
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tmp_cmdtext = _cmd_text; |
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/* First, do a test-run to see if we can do this */ |
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res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc); |
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/* The command failed, or you didn't want to execute, or you are quering, return */ |
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if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) { |
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return res; |
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111 |
} |
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112 |
|
3950 | 113 |
/* Restore _cmd_text */ |
114 |
_cmd_text = tmp_cmdtext; |
|
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115 |
|
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116 |
/* NetworkSend_Command needs _local_player to be set correctly, so |
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117 |
* adjust it, and put it back right after the function */ |
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old_lp = _local_player; |
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_local_player = _current_player; |
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120 |
|
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121 |
#ifdef ENABLE_NETWORK |
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/* Send the command */ |
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123 |
if (_networking) { |
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124 |
/* Network is easy, send it to his handler */ |
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125 |
NetworkSend_Command(tile, p1, p2, procc, callback); |
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126 |
} else { |
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127 |
#else |
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128 |
{ |
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129 |
#endif |
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130 |
/* If we execute BuildCommands directly in SP, we have a big problem with events |
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* so we need to delay is for 1 tick */ |
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132 |
AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback); |
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133 |
} |
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134 |
|
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135 |
/* Set _local_player back */ |
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136 |
_local_player = old_lp; |
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137 |
|
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138 |
return res; |
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139 |
} |
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140 |
|
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141 |
|
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142 |
CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 procc) |
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143 |
{ |
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144 |
return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL); |
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145 |
} |
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146 |
|
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147 |
|
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148 |
/** |
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149 |
* Run 1 tick of the AI. Don't overdo it, keep it realistic. |
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150 |
*/ |
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151 |
static void AI_RunTick(PlayerID player) |
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152 |
{ |
2767 | 153 |
extern void AiNewDoGameLoop(Player *p); |
154 |
||
155 |
Player *p = GetPlayer(player); |
|
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156 |
_current_player = player; |
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157 |
|
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158 |
if (_settings_game.ai.ainew_active) { |
2767 | 159 |
AiNewDoGameLoop(p); |
160 |
} else { |
|
161 |
/* Enable all kind of cheats the old AI needs in order to operate correctly... */ |
|
162 |
_is_old_ai_player = true; |
|
163 |
AiDoGameLoop(p); |
|
164 |
_is_old_ai_player = false; |
|
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165 |
} |
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166 |
|
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167 |
/* AI could change some track, so update signals */ |
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168 |
UpdateSignalsInBuffer(); |
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169 |
} |
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170 |
|
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171 |
|
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172 |
/** |
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173 |
* The gameloop for AIs. |
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174 |
* Handles one tick for all the AIs. |
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175 |
*/ |
6247 | 176 |
void AI_RunGameLoop() |
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177 |
{ |
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178 |
/* Don't do anything if ai is disabled */ |
2639 | 179 |
if (!_ai.enabled) return; |
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180 |
|
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181 |
/* Don't do anything if we are a network-client, or the AI has been disabled */ |
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|
182 |
if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return; |
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183 |
|
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184 |
/* New tick */ |
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185 |
_ai.tick++; |
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186 |
|
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187 |
/* Make sure the AI follows the difficulty rule.. */ |
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188 |
assert(_settings_game.difficulty.competitor_speed <= 4); |
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189 |
if ((_ai.tick & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return; |
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190 |
|
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|
191 |
/* Check for AI-client (so joining a network with an AI) */ |
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|
192 |
if (!_networking || _network_server) { |
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|
193 |
/* Check if we want to run AIs (server or SP only) */ |
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194 |
const Player* p; |
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195 |
|
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|
196 |
FOR_ALL_PLAYERS(p) { |
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|
197 |
if (p->is_ai) { |
2767 | 198 |
/* This should always be true, else something went wrong... */ |
199 |
assert(_ai_player[p->index].active); |
|
200 |
||
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201 |
/* Run the script */ |
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202 |
AI_DequeueCommands(p->index); |
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203 |
AI_RunTick(p->index); |
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204 |
} |
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205 |
} |
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206 |
} |
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207 |
|
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208 |
_current_player = OWNER_NONE; |
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209 |
} |
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210 |
|
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211 |
/** |
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212 |
* A new AI sees the day of light. You can do here what ever you think is needed. |
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213 |
*/ |
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214 |
void AI_StartNewAI(PlayerID player) |
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215 |
{ |
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216 |
assert(IsValidPlayerID(player)); |
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217 |
|
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218 |
/* Called if a new AI is booted */ |
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219 |
_ai_player[player].active = true; |
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220 |
} |
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221 |
|
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222 |
/** |
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223 |
* This AI player died. Give it some chance to make a final puf. |
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224 |
*/ |
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225 |
void AI_PlayerDied(PlayerID player) |
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{ |
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227 |
/* Called if this AI died */ |
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228 |
_ai_player[player].active = false; |
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if (_players_ainew[player].pathfinder == NULL) return; |
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AyStarMain_Free(_players_ainew[player].pathfinder); |
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delete _players_ainew[player].pathfinder; |
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_players_ainew[player].pathfinder = NULL; |
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} |
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/** |
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* Initialize some AI-related stuff. |
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*/ |
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void AI_Initialize() |
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{ |
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/* First, make sure all AIs are DEAD! */ |
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AI_Uninitialize(); |
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memset(&_ai, 0, sizeof(_ai)); |
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memset(&_ai_player, 0, sizeof(_ai_player)); |
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_ai.enabled = true; |
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} |
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/** |
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* Deinitializer for AI-related stuff. |
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*/ |
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void AI_Uninitialize() |
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{ |
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for (PlayerID p = PLAYER_FIRST; p < MAX_PLAYERS; p++) AI_PlayerDied(p); |
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} |