author | truebrain |
Mon, 05 May 2008 12:35:38 +0000 | |
branch | noai |
changeset 10412 | ef44f62cb8b9 |
parent 9850 | d3228c6a1376 |
child 10455 | 22c441f5adf9 |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file ai.cpp handles the communication between the AI layer and the OpenTTD core */ |
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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 "../settings_type.h" |
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#include "../player_base.h" |
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#include "../player_func.h" |
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#include "../debug.h" |
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#ifndef NO_THREADS |
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#include "ai.h" |
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#include "ai_threads.h" |
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#include "ai_factory.hpp" |
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#include "api/ai_base.hpp" |
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#include "api/ai_controller.hpp" |
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#include "../signal_func.h" |
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static AIController *_ai_player[MAX_PLAYERS]; |
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static AIFactoryBase *_ai_factory[MAX_PLAYERS]; |
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static uint _ai_frame_counter; |
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static bool _ai_enabled; |
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static char *_forced_ai_name = NULL; |
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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() |
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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_frame_counter++; |
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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_frame_counter & ((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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/* Run the script */ |
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if (_ai_player[p->index] == NULL) continue; |
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_current_player = 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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void AI_Event(PlayerID player, AIEvent *event) |
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{ |
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if (player >= MAX_PLAYERS || !GetPlayer(player)->is_active || !GetPlayer(player)->is_ai) return; |
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DEBUG(ai, 5, "Event (%d) for player %d\n", event->GetEventType(), player); |
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PlayerID old_player = _current_player; |
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_current_player = player; |
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AIEventController::InsertEvent(event); |
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_current_player = old_player; |
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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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if (!_ai_enabled) return; |
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if (_networking && !_network_server) return; |
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AIFactoryBase *factory; |
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if (_forced_ai_name == NULL) { |
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factory = AIFactoryBase::SelectRandomAI(); |
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} else { |
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factory = AIFactoryBase::SelectAI(_forced_ai_name); |
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} |
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if (factory == NULL) { |
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if (_forced_ai_name == NULL) { |
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DEBUG(ai, 0, "Couldn't find a suitable AI to start for company '%d'", player); |
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} else { |
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DEBUG(ai, 0, "The AI named \"%s\" is unknown or not suitable", _forced_ai_name); |
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} |
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/* XXX -- We have no clean way to handle this yet! */ |
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return; |
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} |
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_ai_factory[player] = factory; |
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_ai_player[player] = factory->CreateInstance(); |
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|
105 |
_current_player = player; |
9454
ee6a65b37b82
(svn r9284) [NoAI] -Fix: reset internal static AIObject data per AI on AI startup
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|
106 |
AIObject::ResetInternalPlayerData(); |
9441
03da911c8d5f
(svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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|
107 |
AI_StartPlayer(player, _ai_player[player]); |
2395
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(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
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|
108 |
} |
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|
109 |
|
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|
110 |
/** |
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|
111 |
* This AI player died. Give it some chance to make a final puf. |
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|
112 |
*/ |
2551
436aaaa22ba5
(svn r3080) byte -> PlayerID, int -> EngineID, -1 -> INVALID_ENGINE
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|
113 |
void AI_PlayerDied(PlayerID player) |
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114 |
{ |
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|
115 |
if (!_ai_enabled) return; |
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116 |
|
9643
413e30aed44e
(svn r10535) [NoAI] -Fix: set _current_player also for dying AI (tnx Rubidium for the help!!)
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|
117 |
_current_player = player; |
9444
fd27df7ca2a0
(svn r9260) [NoAI] -Codechange: do the AI threading properly using a mutex and condition signalling.
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|
118 |
AI_StopPlayer(player); |
2395
19b4da30806b
(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
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|
119 |
/* Called if this AI died */ |
9361
7bb2bd22b16e
(svn r9144) [NoAI] -Change: moved command functions to AIObject, and made AIBase depend on AIObject
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|
120 |
delete _ai_player[player]; |
9444
fd27df7ca2a0
(svn r9260) [NoAI] -Codechange: do the AI threading properly using a mutex and condition signalling.
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|
121 |
_ai_player[player] = NULL; |
9770
ad3c5f807d7c
(svn r12260) [NoAI] -Change: make SelectAI return the factory, so some GUI might read how the AI is called, and who wrote it, etc etc
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|
122 |
_ai_factory[player] = NULL; |
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123 |
} |
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|
124 |
|
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|
125 |
/** |
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|
126 |
* Initialize some AI-related stuff. |
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|
127 |
*/ |
6573 | 128 |
void AI_Initialize() |
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129 |
{ |
2706
d31bd0aa0096
(svn r3250) -Fix: AIs weren't uninitialized when a new game was loaded
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|
130 |
/* First, make sure all AIs are DEAD! */ |
d31bd0aa0096
(svn r3250) -Fix: AIs weren't uninitialized when a new game was loaded
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|
131 |
AI_Uninitialize(); |
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|
132 |
|
2767 | 133 |
memset(&_ai_player, 0, sizeof(_ai_player)); |
9770
ad3c5f807d7c
(svn r12260) [NoAI] -Change: make SelectAI return the factory, so some GUI might read how the AI is called, and who wrote it, etc etc
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|
134 |
memset(&_ai_factory, 0, sizeof(_ai_factory)); |
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c20d0a9e0a5c
(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
135 |
_ai_frame_counter = 0; |
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(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
136 |
_ai_enabled = true; |
9400
6da42d57fda2
(svn r9195) [NoAI] -Fix: move GetName to AIFactory template, as otherwise GetName()
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diff
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|
137 |
|
6da42d57fda2
(svn r9195) [NoAI] -Fix: move GetName to AIFactory template, as otherwise GetName()
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|
138 |
AIFactoryBase::RunInitializers(); |
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|
139 |
} |
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|
140 |
|
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|
141 |
/** |
9467
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(svn r9305) [NoAI] -Add: option to force-select an AI from the console.
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|
142 |
* Forces the given AI to be used for all players. |
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(svn r9305) [NoAI] -Add: option to force-select an AI from the console.
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parents:
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|
143 |
* Pass NULL to use a random AI. |
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|
144 |
* @param forced_ai the AI to force. |
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|
145 |
*/ |
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|
146 |
void AI_ForceAI(const char *forced_ai) |
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|
147 |
{ |
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|
148 |
free(_forced_ai_name); |
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|
149 |
_forced_ai_name = (forced_ai == NULL) ? NULL : strdup(forced_ai); |
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|
150 |
} |
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|
151 |
|
9770
ad3c5f807d7c
(svn r12260) [NoAI] -Change: make SelectAI return the factory, so some GUI might read how the AI is called, and who wrote it, etc etc
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|
152 |
AIFactoryBase *AI_GetPlayerFactory(PlayerID player) |
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|
153 |
{ |
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|
154 |
return _ai_factory[player]; |
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|
155 |
} |
9467
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|
156 |
|
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|
157 |
/** |
2395
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(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
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|
158 |
* Deinitializer for AI-related stuff. |
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(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
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|
159 |
*/ |
6573 | 160 |
void AI_Uninitialize() |
2395
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|
161 |
{ |
4000
bab1ebc37da0
(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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|
162 |
const Player* p; |
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|
163 |
|
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|
164 |
FOR_ALL_PLAYERS(p) { |
2767 | 165 |
if (p->is_active && p->is_ai) AI_PlayerDied(p->index); |
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|
166 |
} |
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|
167 |
} |
9360
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|
168 |
|
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|
169 |
/** |
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|
170 |
* Is it allowed to start a new AI. |
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|
171 |
* This function checks some boundries to see if we should launch a new AI. |
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|
172 |
* @return True if we can start a new AI. |
c20d0a9e0a5c
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|
173 |
*/ |
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|
174 |
bool AI_AllowNewAI() |
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|
175 |
{ |
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(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
176 |
/* If disabled, no AI */ |
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(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
177 |
if (!_ai_enabled) return false; |
c20d0a9e0a5c
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|
178 |
|
c20d0a9e0a5c
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|
179 |
/* If in network, but no server, no AI */ |
c20d0a9e0a5c
(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
180 |
if (_networking && !_network_server) return false; |
c20d0a9e0a5c
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|
181 |
|
c20d0a9e0a5c
(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
182 |
/* If in network, and server, possible AI */ |
c20d0a9e0a5c
(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
183 |
if (_networking && _network_server) { |
c20d0a9e0a5c
(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
184 |
/* Do we want AIs in multiplayer? */ |
c20d0a9e0a5c
(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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diff
changeset
|
185 |
if (!_patches.ai_in_multiplayer) return false; |
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|
186 |
} |
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|
187 |
|
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|
188 |
return true; |
c20d0a9e0a5c
(svn r9142) [NoAI] -Add: added initial code for AI-layer system
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|
189 |
} |
9621
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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diff
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|
190 |
|
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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diff
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|
191 |
#else /* NO_THREADS */ |
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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diff
changeset
|
192 |
/* Stub functions for when we do not have threads. */ |
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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diff
changeset
|
193 |
void AI_StartNewAI(PlayerID player) { DEBUG(ai, 0, "Threading is disabled and therefor the AI too."); } |
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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|
194 |
void AI_PlayerDied(PlayerID player) {} |
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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diff
changeset
|
195 |
void AI_RunGameLoop() {} |
9682
d031eb183733
(svn r10631) [NoAI] -Add: AIEvent, to take care of events; for now it only reports when vehicles are crashed
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diff
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|
196 |
void AI_Event(PlayerID player, AIEvent *event) {} |
9621
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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|
197 |
void AI_Initialize() {} |
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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|
198 |
void AI_Uninitialize() {} |
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(svn r9821) [NoAI] -Fix: support compilation without threads.
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|
199 |
bool AI_AllowNewAI() { return false; } |
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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diff
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|
200 |
void AI_ForceAI(const char *forced_ai) {} |
9770
ad3c5f807d7c
(svn r12260) [NoAI] -Change: make SelectAI return the factory, so some GUI might read how the AI is called, and who wrote it, etc etc
truebrain
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9724
diff
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|
201 |
AIFactoryBase *AI_GetPlayerFactory(PlayerID player) { return NULL; } |
9621
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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parents:
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diff
changeset
|
202 |
void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) {} |
7654501cf02d
(svn r9821) [NoAI] -Fix: support compilation without threads.
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diff
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|
203 |
#endif /* NO_THREADS */ |