(svn r9260) [NoAI] -Codechange: do the AI threading properly using a mutex and condition signalling.
Note: this is pthread specific code, it needs to be ported to non POSIX platform.
/* $Id$ */
/** @file NoAI.cpp a simple C++ AI that will never be an AI */
#include "NoAI.hpp"
static FNoAI iFNoAI; ///< Tell the AI-core that we have an AI with which we like to play.
/* virtual */ void NoAI::Start()
{
this->stop = false;
while (!stop) {
printf("Start NoAI %d\n", this->GetTick());
this->Sleep(50);
}
return;
if (this->GetTick() == 1) {
if (!this->company.SetCompanyName("NoAI")) {
char name[32];
snprintf(name, lengthof(name), "NoAI %d", this->base.Rand());
this->company.SetCompanyName(name);
}
printf("Map size: %d by %d, %d tiles\n", this->map.GetMapSizeX(),
this->map.GetMapSizeY(), this->map.GetMapSize());
}
if (this->GetTick() < 10) {
char *cargo_label = this->cargo.GetCargoLabel(this->GetTick());
printf("%s is %sfreight and the income is %d per 20 tiles in 10 days\n",
cargo_label, this->cargo.IsFreight(this->GetTick()) ? "" : "not ",
this->cargo.GetCargoIncome(20, 10, this->GetTick()));
free(cargo_label);
}
if (this->GetTick() < this->industry.GetMaxIndustryID()) {
if (this->industry.IsValidIndustry(this->GetTick())) {
char *industry_name = this->industry.GetName(this->GetTick());
TileIndex t = this->industry.GetLocation(this->GetTick());
printf("Industry %s [%d of %d] at (%d, %d)\n",
industry_name, this->GetTick(), this->industry.GetIndustryCount(),
this->map.GetTileX(t), this->map.GetTileY(t));
}
}
if (this->GetTick() % 10 == 0) {
char *company_name = this->company.GetCompanyName();
printf("%s has loaned %d\n", company_name, this->company.GetLoanAmount());
free(company_name);
}
if (this->GetTick() % 14 == 0) {
uint level = (this->company.GetMaxLoanAmount() / this->company.GetLoanInterval()) + 1;
this->company.SetLoanAmount(this->base.RandRange(level) * this->company.GetLoanInterval());
}
if (this->GetTick() % 13 == 0) {
TownID town_id = this->base.RandRange(this->town.GetMaxTownID());
if (this->town.IsValidTown(town_id)) {
char *town_name = this->town.GetName(town_id);
TileIndex t = this->town.GetLocation(town_id);
printf("Town %s [%d of %d] at (%d, %d) with %d inhabitants\n",
town_name, town_id, this->town.GetTownCount(),
this->map.GetTileX(t), this->map.GetTileY(t),
this->town.GetPopulation(town_id));
}
}
}
/* virtual */ void NoAI::Stop()
{
this->stop = true;
}