(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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src/ai/api/ai_event.hpp
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107
src/ai/api/ai_event.hpp
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/* $Id$ */
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/** @file ai_event.hpp Everything to handle events from the game. */
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#ifndef AI_EVENT_HPP
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#define AI_EVENT_HPP
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#include "ai_object.hpp"
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/**
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* Class that handles all event related functions.
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* You can lookup the type, and than convert it to the real event-class.
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* That way you can request more detailed information about the event.
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*/
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class AIEvent : public AIObject {
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public:
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static const char *GetClassName() { return "AIEvent"; }
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/**
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* The type of event. Needed to lookup the detailed class.
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*/
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enum AIEventType {
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AI_ET_INVALID = 0,
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AI_ET_TEST,
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AI_ET_SUBSIDY_OFFER,
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AI_ET_SUBSIDY_OFFER_EXPIRED,
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AI_ET_SUBSIDY_AWARDED,
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AI_ET_SUBSIDY_EXPIRED,
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AI_ET_ENGINE_PREVIEW,
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AI_ET_COMPANY_NEW,
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AI_ET_COMPANY_IN_TROUBLE,
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AI_ET_COMPANY_MERGER,
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AI_ET_COMPANY_BANKRUPT,
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AI_ET_VEHICLE_CRASHED,
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AI_ET_VEHICLE_LOST,
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AI_ET_VEHICLE_WAITING_IN_DEPOT,
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AI_ET_VEHICLE_UNPROFITABLE,
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AI_ET_INDUSTRY_OPEN,
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AI_ET_INDUSTRY_CLOSE,
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AI_ET_ENGINE_AVAILABLE,
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AI_ET_STATION_FIRST_VEHICLE,
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};
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/**
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* Constructor of AIEvent, to get the type of event.
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*/
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AIEvent(AIEvent::AIEventType type) :
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type(type)
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{}
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/**
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* Get the event-type.
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* @return The @c AIEventType.
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*/
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AIEventType GetEventType() { return this->type; }
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protected:
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/**
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* The type of this event.
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*/
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AIEventType type;
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};
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/**
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* Class that handles all event related functions.
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* @note it is not needed to create an instance of AIEvent to access it, as
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* all members are static, and all data is stored AI-wide.
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*/
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class AIEventController : public AIObject {
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public:
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/**
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* The name of the class, needed by several sub-processes.
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*/
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static const char *GetClassName() { return "AIEventController"; }
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/**
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* Check if there is an event waiting.
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* @return true if there is an event on the stack.
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*/
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static bool IsEventWaiting();
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/**
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* Get the next event.
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* @return a class of the event-child issues.
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*/
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static AIEvent *GetNextEvent();
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/**
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* Insert an event to the queue for the company.
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* @param event The event to insert.
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*/
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static void InsertEvent(AIEvent *event);
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/**
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* Free the event pointer.
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* @note DO NOT CALL YOURSELF; leave it to the internal AI programming.
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*/
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static void FreeEventPointer();
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private:
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/**
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* Create the event pointer.
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*/
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static void CreateEventPointer();
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};
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#endif /* AI_EVENT_HPP */
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