361 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			361 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file ai_core.cpp Implementation of AI. */
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#include "../stdafx.h"
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#include "../core/backup_type.hpp"
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#include "../core/bitmath_func.hpp"
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#include "../company_base.h"
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#include "../company_func.h"
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#include "../network/network.h"
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#include "../window_func.h"
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#include "../framerate_type.h"
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#include "ai_scanner.hpp"
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#include "ai_instance.hpp"
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#include "ai_config.hpp"
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#include "ai_info.hpp"
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#include "ai.hpp"
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#include "../safeguards.h"
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/* static */ uint AI::frame_counter = 0;
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/* static */ AIScannerInfo *AI::scanner_info = nullptr;
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/* static */ AIScannerLibrary *AI::scanner_library = nullptr;
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/* static */ bool AI::CanStartNew()
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{
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	/* Only allow new AIs on the server and only when that is allowed in multiplayer */
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	return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
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}
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/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
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{
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	assert(Company::IsValidID(company));
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	/* Clients shouldn't start AIs */
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	if (_networking && !_network_server) return;
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	AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
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	AIInfo *info = config->GetInfo();
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	if (info == nullptr || (rerandomise_ai && config->IsRandom())) {
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		info = AI::scanner_info->SelectRandomAI();
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		assert(info != nullptr);
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		/* Load default data and store the name in the settings */
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		config->Change(info->GetName(), -1, false, true);
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	}
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	config->AnchorUnchangeableSettings();
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	Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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	Company *c = Company::Get(company);
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	c->ai_info = info;
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	assert(c->ai_instance == nullptr);
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	c->ai_instance = new AIInstance();
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	c->ai_instance->Initialize(info);
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	c->ai_instance->LoadOnStack(config->GetToLoadData());
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	config->SetToLoadData(nullptr);
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	cur_company.Restore();
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	InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1);
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	return;
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}
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/* static */ void AI::GameLoop()
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{
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	/* If we are in networking, only servers run this function, and that only if it is allowed */
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	if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
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	/* The speed with which AIs go, is limited by the 'competitor_speed' */
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	AI::frame_counter++;
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	assert(_settings_game.difficulty.competitor_speed <= 4);
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	if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
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	Backup<CompanyID> cur_company(_current_company, FILE_LINE);
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	for (const Company *c : Company::Iterate()) {
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		if (c->is_ai) {
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			PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
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			cur_company.Change(c->index);
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			c->ai_instance->GameLoop();
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			/* Occasionally collect garbage; every 255 ticks do one company.
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			 * Effectively collecting garbage once every two months per AI. */
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			if ((AI::frame_counter & 255) == 0 && (CompanyID)GB(AI::frame_counter, 8, 4) == c->index) {
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				c->ai_instance->CollectGarbage();
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			}
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		} else {
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			PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + c->index));
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		}
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	}
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	cur_company.Restore();
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}
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/* static */ uint AI::GetTick()
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{
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	return AI::frame_counter;
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}
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/* static */ void AI::Stop(CompanyID company)
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{
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	if (_networking && !_network_server) return;
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	PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + company));
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	Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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	Company *c = Company::Get(company);
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	delete c->ai_instance;
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	c->ai_instance = nullptr;
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	c->ai_info = nullptr;
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	cur_company.Restore();
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	InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1);
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	CloseWindowById(WC_SCRIPT_SETTINGS, company);
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}
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/* static */ void AI::Pause(CompanyID company)
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{
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	/* The reason why dedicated servers are forbidden to execute this
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	 * command is not because it is unsafe, but because there is no way
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	 * for the server owner to unpause the script again. */
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	if (_network_dedicated) return;
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	Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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	Company::Get(company)->ai_instance->Pause();
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	cur_company.Restore();
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}
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/* static */ void AI::Unpause(CompanyID company)
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{
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	Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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	Company::Get(company)->ai_instance->Unpause();
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	cur_company.Restore();
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}
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/* static */ bool AI::IsPaused(CompanyID company)
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{
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	Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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	bool paused = Company::Get(company)->ai_instance->IsPaused();
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	cur_company.Restore();
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	return paused;
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}
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/* static */ void AI::KillAll()
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{
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	/* It might happen there are no companies .. than we have nothing to loop */
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	if (Company::GetPoolSize() == 0) return;
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	for (const Company *c : Company::Iterate()) {
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		if (c->is_ai) AI::Stop(c->index);
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	}
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}
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/* static */ void AI::Initialize()
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{
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	if (AI::scanner_info != nullptr) AI::Uninitialize(true);
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	AI::frame_counter = 0;
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	if (AI::scanner_info == nullptr) {
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		TarScanner::DoScan(TarScanner::AI);
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		AI::scanner_info = new AIScannerInfo();
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		AI::scanner_info->Initialize();
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		AI::scanner_library = new AIScannerLibrary();
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		AI::scanner_library->Initialize();
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	}
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}
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/* static */ void AI::Uninitialize(bool keepConfig)
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{
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	AI::KillAll();
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	if (keepConfig) {
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		/* Run a rescan, which indexes all AIInfos again, and check if we can
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		 *  still load all the AIS, while keeping the configs in place */
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		Rescan();
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	} else {
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		delete AI::scanner_info;
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		delete AI::scanner_library;
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		AI::scanner_info = nullptr;
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		AI::scanner_library = nullptr;
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		for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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			if (_settings_game.ai_config[c] != nullptr) {
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				delete _settings_game.ai_config[c];
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				_settings_game.ai_config[c] = nullptr;
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			}
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			if (_settings_newgame.ai_config[c] != nullptr) {
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				delete _settings_newgame.ai_config[c];
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				_settings_newgame.ai_config[c] = nullptr;
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			}
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		}
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	}
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}
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/* static */ void AI::ResetConfig()
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{
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	/* Check for both newgame as current game if we can reload the AIInfo inside
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	 *  the AIConfig. If not, remove the AI from the list (which will assign
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	 *  a random new AI on reload). */
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	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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		if (_settings_game.ai_config[c] != nullptr && _settings_game.ai_config[c]->HasScript()) {
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			if (!_settings_game.ai_config[c]->ResetInfo(true)) {
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				Debug(script, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
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				_settings_game.ai_config[c]->Change(std::nullopt);
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				if (Company::IsValidAiID(c)) {
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					/* The code belonging to an already running AI was deleted. We can only do
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					 * one thing here to keep everything sane and that is kill the AI. After
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					 * killing the offending AI we start a random other one in it's place, just
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					 * like what would happen if the AI was missing during loading. */
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					AI::Stop(c);
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					AI::StartNew(c, false);
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				}
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			} else if (Company::IsValidAiID(c)) {
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				/* Update the reference in the Company struct. */
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				Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
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			}
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		}
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		if (_settings_newgame.ai_config[c] != nullptr && _settings_newgame.ai_config[c]->HasScript()) {
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			if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
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				Debug(script, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
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				_settings_newgame.ai_config[c]->Change(std::nullopt);
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			}
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		}
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	}
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}
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/* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
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{
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	/* AddRef() and Release() need to be called at least once, so do it here */
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	event->AddRef();
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	/* Clients should ignore events */
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	if (_networking && !_network_server) {
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		event->Release();
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		return;
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	}
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	/* Only AIs can have an event-queue */
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	if (!Company::IsValidAiID(company)) {
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		event->Release();
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		return;
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	}
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	/* Queue the event */
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	Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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	Company::Get(_current_company)->ai_instance->InsertEvent(event);
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	cur_company.Restore();
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	event->Release();
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}
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/* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
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{
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	/* AddRef() and Release() need to be called at least once, so do it here */
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	event->AddRef();
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	/* Clients should ignore events */
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	if (_networking && !_network_server) {
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		event->Release();
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		return;
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	}
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	/* Try to send the event to all AIs */
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	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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		if (c != skip_company) AI::NewEvent(c, event);
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	}
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	event->Release();
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}
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/* static */ void AI::Save(CompanyID company)
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{
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	if (!_networking || _network_server) {
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		Company *c = Company::GetIfValid(company);
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		assert(c != nullptr && c->ai_instance != nullptr);
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		Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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		c->ai_instance->Save();
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		cur_company.Restore();
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	} else {
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		AIInstance::SaveEmpty();
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	}
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}
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/* static */ void AI::GetConsoleList(std::back_insert_iterator<std::string> &output_iterator, bool newest_only)
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{
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	AI::scanner_info->GetConsoleList(output_iterator, newest_only);
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}
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/* static */ void AI::GetConsoleLibraryList(std::back_insert_iterator<std::string> &output_iterator)
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{
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	 AI::scanner_library->GetConsoleList(output_iterator, true);
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}
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/* static */ const ScriptInfoList *AI::GetInfoList()
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{
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	return AI::scanner_info->GetInfoList();
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}
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/* static */ const ScriptInfoList *AI::GetUniqueInfoList()
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{
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	return AI::scanner_info->GetUniqueInfoList();
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}
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/* static */ AIInfo *AI::FindInfo(const std::string &name, int version, bool force_exact_match)
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{
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	return AI::scanner_info->FindInfo(name, version, force_exact_match);
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}
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/* static */ AILibrary *AI::FindLibrary(const std::string &library, int version)
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{
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	return AI::scanner_library->FindLibrary(library, version);
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}
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/* static */ void AI::Rescan()
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{
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	TarScanner::DoScan(TarScanner::AI);
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	AI::scanner_info->RescanDir();
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	AI::scanner_library->RescanDir();
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	ResetConfig();
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	InvalidateWindowData(WC_SCRIPT_LIST, 0, 1);
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	SetWindowClassesDirty(WC_SCRIPT_DEBUG);
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	InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
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}
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/**
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 * Check whether we have an AI (library) with the exact characteristics as ci.
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 * @param ci the characteristics to search on (shortname and md5sum)
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 * @param md5sum whether to check the MD5 checksum
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 * @return true iff we have an AI (library) matching.
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 */
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/* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
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{
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	return AI::scanner_info->HasScript(ci, md5sum);
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}
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/* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
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{
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	return AI::scanner_library->HasScript(ci, md5sum);
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}
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/* static */ AIScannerInfo *AI::GetScannerInfo()
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{
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	return AI::scanner_info;
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}
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/* static */ AIScannerLibrary *AI::GetScannerLibrary()
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{
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	return AI::scanner_library;
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}
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