author | truelight |
Thu, 15 Mar 2007 11:53:41 +0000 | |
branch | noai |
changeset 9402 | 45581b218c98 |
parent 9401 | 04502c3557f2 |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file ai_factory.hpp declaration of class for AIFactory class */ |
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#ifndef AI_FACTORY_HPP |
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#define AI_FACTORY_HPP |
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#include <string> |
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#include <map> |
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#include <assert.h> |
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#include "../../stdafx.h" |
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#include "../../functions.h" |
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class AIController; |
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class AIFactoryBase { |
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private: |
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const char *name; |
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typedef std::map<std::string, AIFactoryBase *> Factories; |
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static Factories &GetFactories() |
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{ |
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static Factories s_factories; |
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return s_factories; |
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} |
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protected: |
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/** |
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* This registers your AI to the main system so we know about you. |
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*/ |
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void RegisterFactory(const char *name) |
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{ |
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this->name = name; |
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/* Don't register nameless Factories */ |
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if (name == NULL) return; |
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std::pair<Factories::iterator, bool> P = GetFactories().insert(Factories::value_type(name, this)); |
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assert(P.second); |
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} |
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public: |
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virtual ~AIFactoryBase() { if (this->name != NULL) GetFactories().erase(this->name); } |
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/** |
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* Run all initializers. |
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*/ |
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static void RunInitializers() |
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{ |
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/* Protect this function from being run several times */ |
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static bool run_once = false; |
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if (run_once) return; |
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run_once = true; |
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if (GetFactories().size() == 0) return; |
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Factories::iterator it = GetFactories().begin(); |
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for (; it != GetFactories().end(); it++) { |
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AIFactoryBase *f = (*it).second; |
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f->Initializer(); |
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} |
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} |
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/** |
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* Select a random AI from all known AIs. |
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*/ |
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static AIController *SelectRandomAI() |
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{ |
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if (GetFactories().size() == 0) return NULL; |
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/* Find a random AI */ |
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uint i; |
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if (_networking) i = InteractiveRandomRange(GetFactories().size()); |
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else i = RandomRange(GetFactories().size()); |
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/* Find the Nth item from the array */ |
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Factories::iterator it = GetFactories().begin(); |
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Factories::iterator first_it; |
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for (; i > 0; i--) it++; |
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first_it = it; |
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AIFactoryBase *f = it->second; |
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if (!f->AllowStartup()) { |
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/* We can't start this AI, try to find the next best */ |
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do { |
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it++; |
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if (it == GetFactories().end()) it = GetFactories().begin(); |
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/* Back at the beginning? Drop out! */ |
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if (first_it == it) break; |
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f = it->second; |
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} while (!f->AllowStartup()); |
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/* Unable to start any AI */ |
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if (first_it == it) return NULL; |
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} |
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return f->CreateInstance(); |
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} |
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/** |
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* Get the author of the AI. |
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*/ |
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virtual const char *GetAuthor() = 0; |
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/** |
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* Get a description of the AI. |
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*/ |
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virtual const char *GetDescription() = 0; |
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/** |
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* Get the version of this AI. |
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*/ |
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virtual int GetVersion() = 0; |
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/** |
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* Get the date of the version. |
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* @return A string like '2007-08-29'. |
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*/ |
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virtual const char *GetDate() = 0; |
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/** |
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* Create an instance of your AI. |
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*/ |
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virtual AIController *CreateInstance() = 0; |
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/** |
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* In this function you can do some very limited querying of the game. |
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* If you for example only supply road-vehicle-based AI, and RVs are |
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* disabled, you return 'false', so you won't boot. |
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*/ |
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virtual bool AllowStartup() { return true; } |
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/** |
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* Normally you just make a static instance of AIFactory, and you |
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* will be registered. In very limited cases, like Squirrel-module, |
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* it is needed to be called when OpenTTD is launched (so not as |
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* constructor). Then you can use this function. |
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* @note Avoid using it! |
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*/ |
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virtual void Initializer() { } |
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}; |
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/** |
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* The template to define your AIFactory. This makes sure RegisterFactory |
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* works correctly on initialization. |
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* Example: class FYourClass: public AIFactory<FYourClass> { } |
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*/ |
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template <class T> |
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class AIFactory: public AIFactoryBase { |
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public: |
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AIFactory() { this->RegisterFactory(((T *)this)->GetName()); } |
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/** |
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* Get a short name for the AI. |
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*/ |
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const char *GetName(); |
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}; |
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#endif /* AI_FACTORY_HPP */ |