148 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			4.9 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.hpp Base functions for all AIs. */
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#ifndef AI_HPP
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#define AI_HPP
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#include "../script/api/script_event_types.hpp"
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#include "ai_scanner.hpp"
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/**
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 * Main AI class. Contains all functions needed to start, stop, save and load AIs.
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 */
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class AI {
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public:
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	/**
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	 * Is it possible to start a new AI company?
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	 * @return True if a new AI company can be started.
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	 */
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	static bool CanStartNew();
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	/**
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	 * Start a new AI company.
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	 * @param company At which slot the AI company should start.
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	 * @param rerandomise_ai Whether to rerandomise the configured AI.
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	 */
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	static void StartNew(CompanyID company, bool rerandomise_ai = true);
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	/**
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	 * Called every game-tick to let AIs do something.
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	 */
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	static void GameLoop();
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	/**
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	 * Get the current AI tick.
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	 */
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	static uint GetTick();
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	/**
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	 * Stop a company to be controlled by an AI.
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	 * @param company The company from which the AI needs to detach.
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	 * @pre Company::IsValidAiID(company)
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	 */
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	static void Stop(CompanyID company);
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	/**
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	 * Suspend the AI and then pause execution of the script. The script
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	 * will not be resumed from its suspended state until the script has
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	 * been unpaused.
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	 * @param company The company for which the AI should be paused.
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	 * @pre Company::IsValidAiID(company)
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	 */
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	static void Pause(CompanyID company);
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	/**
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	 * Resume execution of the AI. This function will not actually execute
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	 * the script, but set a flag so that the script is executed my the usual
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	 * mechanism that executes the script.
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	 * @param company The company for which the AI should be unpaused.
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	 * @pre Company::IsValidAiID(company)
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	 */
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	static void Unpause(CompanyID company);
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	/**
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	 * Checks if the AI is paused.
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	 * @param company The company for which to check if the AI is paused.
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	 * @pre Company::IsValidAiID(company)
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	 * @return true if the AI is paused, otherwise false.
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	 */
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	static bool IsPaused(CompanyID company);
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	/**
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	 * Kill any and all AIs we manage.
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	 */
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	static void KillAll();
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	/**
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	 * Initialize the AI system.
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	 */
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	static void Initialize();
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	/**
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	 * Uninitialize the AI system
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	 * @param keepConfig Should we keep AIConfigs, or can we free that memory?
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	 */
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	static void Uninitialize(bool keepConfig);
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	/**
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	 * Reset all AIConfigs, and make them reload their AIInfo.
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	 * If the AIInfo could no longer be found, an error is reported to the user.
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	 */
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	static void ResetConfig();
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	/**
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	 * Queue a new event for an AI.
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	 */
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	static void NewEvent(CompanyID company, ScriptEvent *event);
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	/**
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	 * Broadcast a new event to all active AIs.
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	 */
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	static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company = MAX_COMPANIES);
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	/**
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	 * Save data from an AI to a savegame.
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	 */
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	static void Save(CompanyID company);
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	/** Wrapper function for AIScanner::GetAIConsoleList */
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	static void GetConsoleList(std::back_insert_iterator<std::string> &output_iterator, bool newest_only);
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	/** Wrapper function for AIScanner::GetAIConsoleLibraryList */
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	static void GetConsoleLibraryList(std::back_insert_iterator<std::string> &output_iterator);
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	/** Wrapper function for AIScanner::GetAIInfoList */
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	static const ScriptInfoList *GetInfoList();
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	/** Wrapper function for AIScanner::GetUniqueAIInfoList */
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	static const ScriptInfoList *GetUniqueInfoList();
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	/** Wrapper function for AIScanner::FindInfo */
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	static class AIInfo *FindInfo(const std::string &name, int version, bool force_exact_match);
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	/** Wrapper function for AIScanner::FindLibrary */
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	static class AILibrary *FindLibrary(const std::string &library, int version);
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	/**
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	 * Rescans all searchpaths for available AIs. If a used AI is no longer
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	 * found it is removed from the config.
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	 */
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	static void Rescan();
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	/** Gets the ScriptScanner instance that is used to find AIs */
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	static AIScannerInfo *GetScannerInfo();
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	/** Gets the ScriptScanner instance that is used to find AI Libraries */
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	static AIScannerLibrary *GetScannerLibrary();
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	/** Wrapper function for AIScanner::HasAI */
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	static bool HasAI(const struct ContentInfo *ci, bool md5sum);
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	static bool HasAILibrary(const ContentInfo *ci, bool md5sum);
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private:
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	static uint frame_counter;                      ///< Tick counter for the AI code
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	static class AIScannerInfo *scanner_info;       ///< ScriptScanner instance that is used to find AIs
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	static class AIScannerLibrary *scanner_library; ///< ScriptScanner instance that is used to find AI Libraries
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};
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#endif /* AI_HPP */
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