ai/ai.c
author tron
Mon, 24 Oct 2005 05:51:23 +0000
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parent 2548 97ada3bd2702
child 2639 8a7342eb3a78
permissions -rw-r--r--
(svn r3080) byte -> PlayerID, int -> EngineID, -1 -> INVALID_ENGINE
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/* $Id$ */
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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.h"
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#include "../network.h"
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#include "ai.h"
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#include "default/default.h"
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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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void AI_DequeueCommands(byte 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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		/* Copy the DP back in place */
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		memcpy(_decode_parameters, com->dp, sizeof(com->dp));
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		DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
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		/* Free item */
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		entry_com = com->next;
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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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void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
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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 = malloc(sizeof(AICommand));
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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 = malloc(sizeof(AICommand));
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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->next  = NULL;
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	/* Copy the decode_parameters */
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	memcpy(com->dp, _decode_parameters, sizeof(com->dp));
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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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int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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	PlayerID old_lp;
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	int32 res = 0;
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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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	/* First, do a test-run to see if we can do this */
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	res = DoCommandByTile(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 ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
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		return res;
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	/* If we did a DC_EXEC, and the command did not return an error, execute it
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	    over the network */
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	if (flags & DC_AUTO)                  procc |= CMD_AUTO;
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	if (flags & DC_NO_WATER)              procc |= CMD_NO_WATER;
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	/* NetworkSend_Command needs _local_player to be set correctly, so
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	    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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	/* Send the command */
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	if (_networking)
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		/* Network is easy, send it to his handler */
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		NetworkSend_Command(tile, p1, p2, procc, NULL);
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	else
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		/* 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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		AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
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	/* Set _local_player back */
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	_local_player = old_lp;
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	return res;
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}
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/**
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 * Run 1 tick of the AI. Don't overdo it, keep it realistic.
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 */
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static void AI_RunTick(PlayerID player)
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{
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	extern void AiNewDoGameLoop(Player *p);
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	Player *p = GetPlayer(player);
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	_current_player = player;
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	if (_patches.ainew_active)
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		AiNewDoGameLoop(p);
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	else {
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		/* Enable all kind of cheats the old AI needs in order to operate correctly... */
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		_is_old_ai_player = true;
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		AiDoGameLoop(p);
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		_is_old_ai_player = false;
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	}
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}
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/**
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 * The gameloop for AIs.
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 *  Handles one tick for all the AIs.
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 */
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void AI_RunGameLoop(void)
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{
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	/* Don't do anything if ai is disabled */
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	if (!_ai.enabled)
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		return;
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	/* New tick */
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	_ai.tick++;
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	/* Make sure the AI follows the difficulty rule.. */
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	assert(_opt.diff.competitor_speed <= 4);
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	if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
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		return;
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	/* Check for AI-client (so joining a network with an AI) */
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	if (_ai.network_client) {
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		/* Run the script */
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		AI_DequeueCommands(_ai.network_player);
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		AI_RunTick(_ai.network_player);
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	} else if (!_networking || _network_server) {
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		/* Check if we want to run AIs (server or SP only) */
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		Player *p;
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		FOR_ALL_PLAYERS(p) {
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			if (p->is_active && p->is_ai) {
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				/* This should always be true, else something went wrong... */
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				assert(_ai_player[p->index].active);
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				/* Run the script */
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				AI_DequeueCommands(p->index);
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				AI_RunTick(p->index);
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			}
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		}
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	}
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	_current_player = OWNER_NONE;
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}
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/**
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 * A new AI sees the day of light. You can do here what ever you think is needed.
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 */
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void AI_StartNewAI(PlayerID player)
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{
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	/* Called if a new AI is booted */
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	_ai_player[player].active = true;
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}
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/**
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 * This AI player died. Give it some chance to make a final puf.
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 */
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void AI_PlayerDied(PlayerID player)
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{
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	/* Called if this AI died */
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	_ai_player[player].active = false;
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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(void)
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{
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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(void)
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{
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	Player *p;
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	FOR_ALL_PLAYERS(p) {
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		if (p->is_active && p->is_ai) {
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			AI_PlayerDied(p->index);
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		}
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	}
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}