ai/ai.c
author KUDr
Sun, 31 Dec 2006 23:48:04 +0000
branchcustombridgeheads
changeset 5618 a7db50b9f817
parent 5332 ffb2e98b961e
child 5542 c719509fb0b7
child 5642 bfa6074e2833
permissions -rw-r--r--
(svn r7710) [cbh] - Fix: [YAPF] one more assert fixed. Call from the TrainController() added by (r7705) has broken YAPF because it was called when vehicle was already on the next tile (with cbh choice). Before it was always called before the train entered tile with choice.
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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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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, uint 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 = 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->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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int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback)
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{
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	PlayerID old_lp;
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	int32 res = 0;
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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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	}
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	/* Restore _cmd_text */
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	_cmd_text = tmp_cmdtext;
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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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#ifdef ENABLE_NETWORK
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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, callback);
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	} else {
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#else
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	{
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#endif
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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, callback);
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	}
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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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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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	return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL);
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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) return;
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	/* Don't do anything if we are a network-client, or the AI has been disabled */
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	if (_networking && (!_network_server || !_patches.ai_in_multiplayer)) 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) return;
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	/* Check for AI-client (so joining a network with an AI) */
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	if (!_networking || _network_server) {
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		/* Check if we want to run AIs (server or SP only) */
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		const 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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	assert(IsValidPlayer(player));
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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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	/* 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(void)
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{
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	const Player* p;
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	FOR_ALL_PLAYERS(p) {
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		if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
2395
19b4da30806b (svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
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   246
	}
19b4da30806b (svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
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   247
}