(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
authortruelight
Wed, 07 Sep 2005 15:10:11 +0000
changeset 2395 19b4da30806b
parent 2394 4b778c9853fe
child 2396 6c136d04ed31
(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)
-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat)
-Add: base-code for many improvements to come in the AI-system
-Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
Makefile
ai/ai.c
ai/ai.h
economy.c
openttd.c
openttd.h
players.c
station_cmd.c
--- a/Makefile	Tue Sep 06 16:14:37 2005 +0000
+++ b/Makefile	Wed Sep 07 15:10:11 2005 +0000
@@ -681,6 +681,8 @@
 C_SOURCES += video/dedicated_v.c
 C_SOURCES += video/null_v.c
 
+# AI related files
+C_SOURCES += ai/ai.c
 C_SOURCES += ai/default/default.c
 C_SOURCES += ai/trolly/trolly.c
 C_SOURCES += ai/trolly/build.c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ai/ai.c	Wed Sep 07 15:10:11 2005 +0000
@@ -0,0 +1,235 @@
+/* $Id$ */
+
+#include "../stdafx.h"
+#include "../openttd.h"
+#include "../variables.h"
+#include "../command.h"
+#include "../network.h"
+#include "ai.h"
+
+/**
+ * Dequeues commands put in the queue via AI_PutCommandInQueue.
+ */
+void AI_DequeueCommands(byte player)
+{
+	AICommand *com, *entry_com;
+
+	entry_com = _ai_player[player].queue;
+
+	/* It happens that DoCommandP issues a new DoCommandAI which adds a new command
+	 *  to this very same queue (don't argue about this, if it currently doesn't
+	 *  happen I can tell you it will happen with AIScript -- TrueLight). If we
+	 *  do not make the queue NULL, that commands will be dequeued immediatly.
+	 *  Therefor we safe the entry-point to entry_com, and make the queue NULL, so
+	 *  the new queue can be safely built up. */
+	_ai_player[player].queue = NULL;
+	_ai_player[player].queue_tail = NULL;
+
+	/* Dequeue all commands */
+	while ((com = entry_com) != NULL) {
+		_current_player = player;
+
+		/* Copy the DP back in place */
+		memcpy(_decode_parameters, com->dp, sizeof(com->dp));
+		DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
+
+		/* Free item */
+		entry_com = com->next;
+		free(com);
+	}
+}
+
+/**
+ * Needed for SP; we need to delay DoCommand with 1 tick, because else events
+ *  will make infinite loops (AIScript).
+ */
+void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
+{
+	AICommand *com;
+
+	if (_ai_player[player].queue_tail == NULL) {
+		/* There is no item in the queue yet, create the queue */
+		_ai_player[player].queue = malloc(sizeof(AICommand));
+		_ai_player[player].queue_tail = _ai_player[player].queue;
+	} else {
+		/* Add an item at the end */
+		_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
+		_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
+	}
+
+	/* This is our new item */
+	com = _ai_player[player].queue_tail;
+
+	/* Assign the info */
+	com->tile  = tile;
+	com->p1    = p1;
+	com->p2    = p2;
+	com->procc = procc;
+	com->next  = NULL;
+
+	/* Copy the decode_parameters */
+	memcpy(com->dp, _decode_parameters, sizeof(com->dp));
+}
+
+/**
+ * Executes a raw DoCommand for the AI.
+ */
+int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
+{
+	byte old_lp;
+	int32 res = 0;
+
+	/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
+	 *   person.. should we check for those funny jokes?
+	 */
+
+	/* First, do a test-run to see if we can do this */
+	res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
+	/* The command failed, or you didn't want to execute, or you are quering, return */
+	if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
+		return res;
+
+	/* If we did a DC_EXEC, and the command did not return an error, execute it
+	    over the network */
+	if (flags & DC_AUTO)                  procc |= CMD_AUTO;
+	if (flags & DC_NO_WATER)              procc |= CMD_NO_WATER;
+
+	/* NetworkSend_Command needs _local_player to be set correctly, so
+	    adjust it, and put it back right after the function */
+	old_lp = _local_player;
+	_local_player = _current_player;
+
+	/* Send the command */
+	if (_networking)
+		/* Network is easy, send it to his handler */
+		NetworkSend_Command(tile, p1, p2, procc, NULL);
+	else
+		/* If we execute BuildCommands directly in SP, we have a big problem with events
+		 *  so we need to delay is for 1 tick */
+		AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
+
+	/* Set _local_player back */
+	_local_player = old_lp;
+
+	return res;
+}
+
+/**
+ * Run 1 tick of the AI. Don't overdo it, keep it realistic.
+ */
+void AI_RunTick(byte player)
+{
+	extern void AiNewDoGameLoop(Player *p);
+
+	Player *p = GetPlayer(player);
+	_current_player = player;
+
+	if (_patches.ainew_active)
+		AiNewDoGameLoop(p);
+	else
+		AiDoGameLoop(p);
+}
+
+
+/**
+ * The gameloop for AIs.
+ *  Handles one tick for all the AIs.
+ */
+void AI_RunGameLoop(void)
+{
+	/* Don't do anything if ai is disabled */
+	if (!_ai.enabled)
+		return;
+
+	/* New tick */
+	_ai.tick++;
+
+	/* Make sure the AI follows the difficulty rule.. */
+	switch (_opt.diff.competitor_speed) {
+		case 0: // Very slow
+			if (!(_ai.tick & 8)) return;
+			break;
+
+		case 1: // Slow
+			if (!(_ai.tick & 4)) return;
+			break;
+
+		case 2: // Medium
+			if (!(_ai.tick & 2)) return;
+			break;
+
+		case 3: // Fast
+			if (!(_ai.tick & 1)) return;
+			break;
+
+		case 4: // Very fast
+		default:
+			break;
+	}
+
+	/* Check for AI-client (so joining a network with an AI) */
+	if (_ai.network_client) {
+		/* Run the script */
+		AI_DequeueCommands(_ai.network_player);
+		AI_RunTick(_ai.network_player);
+	} else if (!_networking || _network_server) {
+		/* Check if we want to run AIs (server or SP only) */
+		Player *p;
+
+		FOR_ALL_PLAYERS(p) {
+			if (p->is_active && p->is_ai) {
+				/* This should always be true, else something went wrong... */
+				assert(_ai_player[p->index].active);
+
+				/* Run the script */
+				AI_DequeueCommands(p->index);
+				AI_RunTick(p->index);
+			}
+		}
+	}
+
+	_current_player = OWNER_NONE;
+}
+
+/**
+ * A new AI sees the day of light. You can do here what ever you think is needed.
+ */
+void AI_StartNewAI(byte player)
+{
+	/* Called if a new AI is booted */
+	_ai_player[player].active = true;
+}
+
+/**
+ * This AI player died. Give it some chance to make a final puf.
+ */
+void AI_PlayerDied(byte player)
+{
+	/* Called if this AI died */
+	_ai_player[player].active = false;
+}
+
+/**
+ * Initialize some AI-related stuff.
+ */
+void AI_Initialize(void)
+{
+	memset(&_ai, 0, sizeof(_ai));
+	memset(&_ai_player, 0, sizeof(_ai_player));
+
+	_ai.enabled = true;
+}
+
+/**
+ * Deinitializer for AI-related stuff.
+ */
+void AI_Uninitialize(void)
+{
+	Player *p;
+
+	FOR_ALL_PLAYERS(p) {
+		if (p->is_active && p->is_ai) {
+			AI_PlayerDied(p->index);
+		}
+	}
+}
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ai/ai.h	Wed Sep 07 15:10:11 2005 +0000
@@ -0,0 +1,78 @@
+#ifndef AI_H
+#define AI_H
+
+#include "../functions.h"
+
+/* How DoCommands look like for an AI */
+typedef struct AICommand {
+	uint32 tile;
+	uint32 p1;
+	uint32 p2;
+	uint32 procc;
+
+	uint32 dp[20];
+
+	struct AICommand *next;
+} AICommand;
+
+/* The struct for an AIScript Player */
+typedef struct AIPlayer {
+	bool active;            //! Is this AI active?
+	AICommand *queue;       //! The commands that he has in his queue
+	AICommand *queue_tail;  //! The tail of this queue
+} AIPlayer;
+
+/* The struct to keep some data about the AI in general */
+typedef struct AIStruct {
+	/* General */
+	bool enabled;           //! Is AI enabled?
+	uint tick;              //! The current tick (something like _frame_counter, only for AIs)
+
+	/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
+	bool network_client;    //! Are we a network_client?
+	uint8 network_player;   //! The current network player we are connected as
+} AIStruct;
+
+VARDEF AIStruct _ai;
+VARDEF AIPlayer _ai_player[MAX_PLAYERS];
+
+// ai.c
+void AI_StartNewAI(byte player);
+void AI_PlayerDied(byte player);
+void AI_RunGameLoop(void);
+void AI_Initialize(void);
+void AI_Uninitialize(void);
+int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
+
+#define AI_CHANCE16(a,b)    ((uint16)     AI_Random()  <= (uint16)((65536 * a) / b))
+#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
+
+/**
+ * The random-function that should be used by ALL AIs.
+ */
+static inline uint AI_RandomRange(uint max)
+{
+	/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
+	 *   but we pick InteractiveRandomRange if we are a network_server or network-client.
+	 */
+	if (_networking)
+		return InteractiveRandomRange(max);
+	else
+		return RandomRange(max);
+}
+
+/**
+ * The random-function that should be used by ALL AIs.
+ */
+static inline uint32 AI_Random(void)
+{
+/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
+	 *   but we pick InteractiveRandomRange if we are a network_server or network-client.
+	 */
+	if (_networking)
+		return InteractiveRandom();
+	else
+		return Random();
+}
+
+#endif /* AI_H */
--- a/economy.c	Tue Sep 06 16:14:37 2005 +0000
+++ b/economy.c	Wed Sep 07 15:10:11 2005 +0000
@@ -25,6 +25,7 @@
 #include "network_data.h"
 #include "variables.h"
 #include "vehicle_gui.h"
+#include "ai/ai.h"
 
 // Score info
 const ScoreInfo _score_info[] = {
@@ -473,6 +474,9 @@
 				ChangeOwnershipOfPlayerItems(owner, 0xFF); // 255 is no owner
 				// Register the player as not-active
 				p->is_active = false;
+
+				if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled)
+					AI_PlayerDied(owner);
 			}
 		}
 	}
@@ -1249,10 +1253,6 @@
 		}
 	}
 
-	// Computers get 25% extra profit if they're intelligent.
-	if (_opt.diff.competitor_intelligence>=1 && !IS_HUMAN_PLAYER(_current_player))
-		profit += profit >> 2;
-
 	return profit;
 }
 
--- a/openttd.c	Tue Sep 06 16:14:37 2005 +0000
+++ b/openttd.c	Wed Sep 07 15:10:11 2005 +0000
@@ -39,6 +39,7 @@
 #include "signs.h"
 #include "depot.h"
 #include "waypoint.h"
+#include "ai/ai.h"
 
 #include <stdarg.h>
 
@@ -50,7 +51,6 @@
 void GenerateWorld(int mode, uint size_x, uint size_y);
 void CallLandscapeTick(void);
 void IncreaseDate(void);
-void RunOtherPlayersLoop(void);
 void DoPaletteAnimations(void);
 void MusicLoop(void);
 void ResetMusic(void);
@@ -452,6 +452,9 @@
 	/* initialize all variables that are allocated dynamically */
 	InitializeDynamicVariables();
 
+	/* start the AI */
+	AI_Initialize();
+
 	// Sample catalogue
 	DEBUG(misc, 1) ("Loading sound effects...");
 	MxInitialize(11025);
@@ -535,6 +538,9 @@
 	/* uninitialize variables that are allocated dynamic */
 	UnInitializeDynamicVariables();
 
+	/* stop the AI */
+	AI_Uninitialize();
+
 	/* Close all and any open filehandles */
 	FioCloseAll();
 	UnInitializeGame();
@@ -870,10 +876,7 @@
 		CallVehicleTicks();
 		CallLandscapeTick();
 
-		// To bad the AI does not work in multiplayer, because states are not saved
-		//  perfectly
-		if (!_networking)
-			RunOtherPlayersLoop();
+		AI_RunGameLoop();
 
 		CallWindowTickEvent();
 		NewsLoop();
--- a/openttd.h	Tue Sep 06 16:14:37 2005 +0000
+++ b/openttd.h	Wed Sep 07 15:10:11 2005 +0000
@@ -215,7 +215,7 @@
 	int initial_interest;
 	int vehicle_costs;
 	int competitor_speed;
-	int competitor_intelligence;
+	int competitor_intelligence; // no longer in use
 	int vehicle_breakdowns;
 	int subsidy_multiplier;
 	int construction_cost;
--- a/players.c	Tue Sep 06 16:14:37 2005 +0000
+++ b/players.c	Wed Sep 07 15:10:11 2005 +0000
@@ -23,6 +23,7 @@
 #include "sound.h"
 #include "network.h"
 #include "variables.h"
+#include "ai/ai.h"
 
 PlayerID _current_player;
 
@@ -473,16 +474,15 @@
 Player *DoStartupNewPlayer(bool is_ai)
 {
 	Player *p;
-	int index, i;
+	int i;
 
 	p = AllocatePlayer();
-	if (p == NULL) return NULL;
-
-	index = p->index;
+	if (p == NULL)
+		return NULL;
 
 	// Make a color
 	p->player_color = GeneratePlayerColor();
-	_player_colors[index] = p->player_color;
+	_player_colors[p->index] = p->player_color;
 	p->name_1 = STR_SV_UNNAMED;
 	p->is_active = true;
 
@@ -492,7 +492,7 @@
 	p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */
 	p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = 0xFF;
 
-	p->avail_railtypes = GetPlayerRailtypes(index);
+	p->avail_railtypes = GetPlayerRailtypes(p->index);
 	p->inaugurated_year = _cur_year;
 	p->face = Random();
 
@@ -510,6 +510,9 @@
 	InvalidateWindow(WC_TOOLBAR_MENU, 0);
 	InvalidateWindow(WC_CLIENT_LIST, 0);
 
+	if (is_ai && (!_networking || _network_server) && _ai.enabled)
+		AI_StartNewAI(p->index);
+
 	return p;
 }
 
@@ -526,9 +529,10 @@
 
 	// count number of competitors
 	n = 0;
-	for(p=_players; p!=endof(_players); p++)
+	FOR_ALL_PLAYERS(p) {
 		if (p->is_active && p->is_ai)
 			n++;
+	}
 
 	// when there's a lot of computers in game, the probability that a new one starts is lower
 	if (n < (uint)_opt.diff.max_no_competitors)
@@ -560,31 +564,10 @@
 	_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
 	if (p->name_1 != 0) GenerateCompanyName(p);
 
-	if (!_networking && _game_mode != GM_MENU && !--_next_competitor_start) {
+	/* XXX -- For now, multiplayer AIs still aren't working, WIP! */
+	//if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start)
+	if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start)
 		MaybeStartNewPlayer();
-	}
-}
-
-extern void AiNewDoGameLoop(Player *p);
-
-void RunOtherPlayersLoop(void)
-{
-	Player *p;
-
-	_is_ai_player = true;
-
-	FOR_ALL_PLAYERS(p) {
-		if (p->is_active && p->is_ai) {
-			_current_player = p->index;
-			if (_patches.ainew_active)
-				AiNewDoGameLoop(p);
-			else
-				AiDoGameLoop(p);
-		}
-	}
-
-	_is_ai_player = false;
-	_current_player = OWNER_NONE;
 }
 
 // index is the next parameter in _decode_parameters to set up
@@ -1272,10 +1255,13 @@
 	int index;
 	while ((index = SlIterateArray()) != -1) {
 		Player *p = GetPlayer(index);
-		p->is_ai = (index != 0);
 		SaveLoad_PLYR(p);
 		_player_colors[index] = p->player_color;
 		UpdatePlayerMoney32(p);
+
+		/* This is needed so an AI is attached to a loaded AI */
+		if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
+			AI_StartNewAI(p->index);
 	}
 }
 
--- a/station_cmd.c	Tue Sep 06 16:14:37 2005 +0000
+++ b/station_cmd.c	Wed Sep 07 15:10:11 2005 +0000
@@ -2546,8 +2546,6 @@
 
 static inline void byte_inc_sat(byte *p) { byte b = *p + 1; if (b != 0) *p = b; }
 
-static byte _rating_boost[3] = { 0, 31, 63};
-
 static void UpdateStationRating(Station *st)
 {
 	GoodsEntry *ge;
@@ -2581,11 +2579,6 @@
 				(rating += 13, true);
 			}
 
-			{
-				if (st->owner != OWNER_NONE && !IS_HUMAN_PLAYER(st->owner))
-							rating += _rating_boost[_opt.diff.competitor_intelligence];
-			}
-
 			if (st->owner < MAX_PLAYERS && HASBIT(st->town->statues, st->owner))
 				rating += 26;