(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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@@ -1,79 +1,87 @@
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/* $Id$ */
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/** @file ai_sl.cpp Code handling saving and loading of old AI + new AI initialisation after game load */
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/** @file ai_sl.cpp Handles the saveload part of the AIs */
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#include "../stdafx.h"
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#include "../ai/ai.h"
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#include "../ai/default/default.h"
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#include "../openttd.h"
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#include "../company_base.h"
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#include "../company_func.h"
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#include "../debug.h"
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#include "saveload.h"
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#include "../settings_type.h"
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#include "../string_func.h"
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#include "../ai/ai.hpp"
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#include "../ai/ai_config.hpp"
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static const SaveLoad _company_ai_desc[] = {
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SLE_VAR(CompanyAI, state, SLE_UINT8),
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SLE_VAR(CompanyAI, tick, SLE_UINT8),
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SLE_CONDVAR(CompanyAI, state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
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SLE_CONDVAR(CompanyAI, state_counter, SLE_UINT32, 13, SL_MAX_VERSION),
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SLE_VAR(CompanyAI, timeout_counter, SLE_UINT16),
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static char _ai_saveload_ainame[64];
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static char _ai_company_convert_array[1024];
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SLE_VAR(CompanyAI, state_mode, SLE_UINT8),
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SLE_VAR(CompanyAI, banned_tile_count, SLE_UINT8),
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SLE_VAR(CompanyAI, railtype_to_use, SLE_UINT8),
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SLE_VAR(CompanyAI, cargo_type, SLE_UINT8),
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SLE_VAR(CompanyAI, num_wagons, SLE_UINT8),
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SLE_VAR(CompanyAI, build_kind, SLE_UINT8),
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SLE_VAR(CompanyAI, num_build_rec, SLE_UINT8),
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SLE_VAR(CompanyAI, num_loco_to_build, SLE_UINT8),
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SLE_VAR(CompanyAI, num_want_fullload, SLE_UINT8),
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SLE_VAR(CompanyAI, route_type_mask, SLE_UINT8),
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SLE_CONDVAR(CompanyAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(CompanyAI, start_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(CompanyAI, cur_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(CompanyAI, cur_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_VAR(CompanyAI, start_dir_a, SLE_UINT8),
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SLE_VAR(CompanyAI, cur_dir_a, SLE_UINT8),
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SLE_CONDVAR(CompanyAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(CompanyAI, start_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(CompanyAI, cur_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(CompanyAI, cur_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_VAR(CompanyAI, start_dir_b, SLE_UINT8),
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SLE_VAR(CompanyAI, cur_dir_b, SLE_UINT8),
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SLE_REF(CompanyAI, cur_veh, REF_VEHICLE),
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SLE_ARR(CompanyAI, wagon_list, SLE_UINT16, 9),
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SLE_ARR(CompanyAI, order_list_blocks, SLE_UINT8, 20),
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SLE_ARR(CompanyAI, banned_tiles, SLE_UINT16, 16),
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SLE_CONDNULL(64, 2, SL_MAX_VERSION),
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static const SaveLoad _ai_company[] = {
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SLEG_STR(_ai_saveload_ainame, SLE_STRB),
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SLEG_STR(_ai_company_convert_array, SLE_STRB),
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SLE_END()
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};
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static const SaveLoad _company_ai_build_rec_desc[] = {
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SLE_CONDVAR(AiBuildRec, spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(AiBuildRec, spec_tile, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(AiBuildRec, use_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(AiBuildRec, use_tile, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_VAR(AiBuildRec, rand_rng, SLE_UINT8),
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SLE_VAR(AiBuildRec, cur_building_rule, SLE_UINT8),
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SLE_VAR(AiBuildRec, unk6, SLE_UINT8),
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SLE_VAR(AiBuildRec, unk7, SLE_UINT8),
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SLE_VAR(AiBuildRec, buildcmd_a, SLE_UINT8),
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SLE_VAR(AiBuildRec, buildcmd_b, SLE_UINT8),
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SLE_VAR(AiBuildRec, direction, SLE_UINT8),
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SLE_VAR(AiBuildRec, cargo, SLE_UINT8),
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SLE_END()
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};
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void SaveLoad_AI(CompanyID company)
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static void SaveReal_AIPL(int *index_ptr)
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{
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CompanyAI *cai = &_companies_ai[company];
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SlObject(cai, _company_ai_desc);
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for (int i = 0; i != cai->num_build_rec; i++) {
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SlObject(&cai->src + i, _company_ai_build_rec_desc);
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CompanyID index = (CompanyID)*index_ptr;
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AIConfig *config = AIConfig::GetConfig(index);
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ttd_strlcpy(_ai_saveload_ainame, config->GetName(), lengthof(_ai_saveload_ainame));
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_ai_company_convert_array[0] = '\0';
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config->SettingsToString(_ai_company_convert_array, lengthof(_ai_company_convert_array));
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SlObject(NULL, _ai_company);
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/* If the AI was active, store his data too */
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if (IsValidCompanyID(index) && !IsHumanCompany(index)) AI::Save(index);
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}
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static void Load_AIPL()
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{
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/* Free all current data */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig::GetConfig(c)->ChangeAI(NULL);
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}
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CompanyID index;
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while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
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AIConfig *config = AIConfig::GetConfig(index);
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SlObject(NULL, _ai_company);
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if (_ai_saveload_ainame[0] == '\0' || AI::GetCompanyInfo(_ai_saveload_ainame) == NULL) {
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if (strcmp(_ai_saveload_ainame, "%_dummy") != 0) {
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DEBUG(ai, 0, "The savegame has an AI by the name '%s' which is no longer available.", _ai_saveload_ainame);
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DEBUG(ai, 0, "A random other AI will be loaded in its place.");
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} else {
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DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
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DEBUG(ai, 0, "A random available AI will be loaded now.");
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}
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config->ChangeAI(NULL);
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} else {
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config->ChangeAI(_ai_saveload_ainame);
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}
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config->StringToSettings(_ai_company_convert_array);
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/* Start the AI directly if it was active in the savegame */
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if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
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AI::StartNew(index);
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AI::Load(index);
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}
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}
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}
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static void Save_AIPL()
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{
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for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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if (!AIConfig::GetConfig((CompanyID)i)->HasAI()) continue;
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SlSetArrayIndex(i);
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SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
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}
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}
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extern const ChunkHandler _ai_chunk_handlers[] = {
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{ 'AIPL', Save_AIPL, Load_AIPL, CH_ARRAY | CH_LAST},
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};
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