(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
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@@ -44,7 +44,8 @@
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#include "signs_base.h"
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#include "signs_func.h"
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#include "waypoint.h"
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#include "ai/ai.h"
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#include "ai/ai.hpp"
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#include "ai/ai_config.hpp"
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#include "train.h"
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#include "yapf/yapf.h"
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#include "settings_func.h"
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@@ -164,7 +165,7 @@ void CDECL ShowInfoF(const char *str, ...)
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*/
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static void ShowHelp()
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{
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char buf[4096];
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char buf[8192];
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char *p = buf;
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p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
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@@ -176,6 +177,7 @@ static void ShowHelp()
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" -s drv = Set sound driver (see below) (param bufsize,hz)\n"
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" -m drv = Set music driver (see below)\n"
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" -b drv = Set the blitter to use (see below)\n"
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" -a ai = Force use of specific AI (see below)\n"
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" -r res = Set resolution (for instance 800x600)\n"
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" -h = Display this help text\n"
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" -t year = Set starting year\n"
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@@ -211,6 +213,11 @@ static void ShowHelp()
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/* List the blitters */
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p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
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/* We need to initialize the AI, so it finds the AIs */
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AI::Initialize();
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p = AI::GetConsoleList(p, lastof(buf));
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AI::Uninitialize(true);
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/* ShowInfo put output to stderr, but version information should go
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* to stdout; this is the only exception */
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#if !defined(WIN32) && !defined(WIN64)
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@@ -321,7 +328,7 @@ static void InitializeDynamicVariables()
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static void ShutdownGame()
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{
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/* stop the AI */
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AI_Uninitialize();
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AI::Uninitialize(false);
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IConsoleFree();
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@@ -382,6 +389,24 @@ static void LoadIntroGame()
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if (_music_driver->IsSongPlaying()) ResetMusic();
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}
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void MakeNewgameSettingsLive()
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{
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (_settings_game.ai_config[c] != NULL) {
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delete _settings_game.ai_config[c];
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}
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}
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_settings_game = _settings_newgame;
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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_settings_game.ai_config[c] = NULL;
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if (_settings_newgame.ai_config[c] != NULL) {
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_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
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}
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}
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}
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byte _savegame_sort_order;
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#if defined(UNIX) && !defined(__MORPHOS__)
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extern void DedicatedFork();
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@@ -531,7 +556,9 @@ int ttd_main(int argc, char *argv[])
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DedicatedFork();
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#endif
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AI::Initialize();
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LoadFromConfig();
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AI::Uninitialize(true);
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CheckConfig();
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LoadFromHighScore();
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@@ -666,7 +693,7 @@ int ttd_main(int argc, char *argv[])
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if (_settings_newgame.difficulty.diff_level == 9) SetDifficultyLevel(0, &_settings_newgame.difficulty);
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/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
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if (_switch_mode != SM_NONE) _settings_game = _settings_newgame;
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if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
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/* initialize the ingame console */
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IConsoleInit();
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@@ -750,14 +777,17 @@ static void MakeNewGameDone()
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SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
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/* In a dedicated server, the server does not play */
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if (_network_dedicated) {
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if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
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SetLocalCompany(COMPANY_SPECTATOR);
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IConsoleCmdExec("exec scripts/game_start.scr 0");
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return;
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}
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/* Create a single company */
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DoStartupNewCompany(false);
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IConsoleCmdExec("exec scripts/game_start.scr 0");
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SetLocalCompany(COMPANY_FIRST);
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_current_company = _local_company;
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DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, CMD_SET_AUTOREPLACE);
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@@ -909,7 +939,7 @@ void SwitchMode(int new_mode)
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/* check if we should reload the config */
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if (_settings_client.network.reload_cfg) {
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LoadFromConfig();
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_settings_game = _settings_newgame;
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MakeNewgameSettingsLive();
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ResetGRFConfig(false);
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}
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NetworkServerStart();
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@@ -920,6 +950,8 @@ void SwitchMode(int new_mode)
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}
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}
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#endif /* ENABLE_NETWORK */
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/* Make sure all AI controllers are gone at quiting game */
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if (new_mode != SM_SAVE) AI::KillAll();
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switch (new_mode) {
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case SM_EDITOR: /* Switch to scenario editor */
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@@ -959,6 +991,8 @@ void SwitchMode(int new_mode)
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/* Update the local company for a loaded game. It is either always
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* company #1 (eg 0) or in the case of a dedicated server a spectator */
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SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
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/* Execute the game-start script */
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IConsoleCmdExec("exec scripts/game_start.scr 0");
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/* Decrease pause counter (was increased from opening load dialog) */
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DoCommandP(0, 0, 0, CMD_PAUSE);
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#ifdef ENABLE_NETWORK
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@@ -1112,7 +1146,7 @@ void StateGameLoop()
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CallLandscapeTick();
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ClearStorageChanges(true);
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AI_RunGameLoop();
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AI::GameLoop();
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CallWindowTickEvent();
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NewsLoop();
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