298 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			298 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/** @file ai_core.cpp Implementation of AI. */
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#include "../stdafx.h"
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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 "../debug.h"
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#include "../network/network.h"
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#include "../settings_type.h"
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#include "../window_func.h"
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#include "../command_func.h"
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#include "ai.hpp"
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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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/* static */ uint AI::frame_counter = 0;
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/* static */ AIScanner *AI::ai_scanner = NULL;
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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)
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{
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	assert(IsValidCompanyID(company));
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	/* Clients shouldn't start AIs */
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	if (_networking && !_network_server) return;
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	AIInfo *info = AIConfig::GetConfig(company)->GetInfo();
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	if (info == NULL) {
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		info = AI::ai_scanner->SelectRandomAI();
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		assert(info != NULL);
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		/* Load default data and store the name in the settings */
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		AIConfig::GetConfig(company)->ChangeAI(info->GetInstanceName());
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	}
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	_current_company = company;
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	Company *c = GetCompany(company);
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	c->ai_info = info;
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	assert(c->ai_instance == NULL);
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	c->ai_instance = new AIInstance(info);
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	InvalidateWindowData(WC_AI_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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	const Company *c;
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	FOR_ALL_COMPANIES(c) {
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		if (!IsHumanCompany(c->index)) {
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			_current_company = c->index;
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			c->ai_instance->GameLoop();
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		}
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	}
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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) {
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		CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
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		if (IsValidCompanyID(cid) && !IsHumanCompany(cid)) GetCompany(cid)->ai_instance->CollectGarbage();
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	}
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	_current_company = OWNER_NONE;
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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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	CompanyID old_company = _current_company;
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	_current_company = company;
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	Company *c = GetCompany(company);
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	delete c->ai_instance;
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	c->ai_instance = NULL;
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	_current_company = old_company;
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	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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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 (GetCompanyPoolSize() == 0) return;
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	const Company *c;
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	FOR_ALL_COMPANIES(c) {
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		if (!IsHumanCompany(c->index)) 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::ai_scanner != NULL) AI::Uninitialize(true);
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	AI::frame_counter = 0;
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	if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
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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::ai_scanner;
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		AI::ai_scanner = NULL;
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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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				_settings_game.ai_config[c] = NULL;
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			}
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			if (_settings_newgame.ai_config[c] != NULL) {
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				delete _settings_newgame.ai_config[c];
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				_settings_newgame.ai_config[c] = NULL;
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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 insde
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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] != NULL && _settings_game.ai_config[c]->HasAI()) {
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			if (!_settings_game.ai_config[c]->ResetInfo()) {
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				DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
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				_settings_game.ai_config[c]->ChangeAI(NULL);
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			}
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		}
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		if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
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			if (!_settings_newgame.ai_config[c]->ResetInfo()) {
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				DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
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				_settings_newgame.ai_config[c]->ChangeAI(NULL);
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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, AIEvent *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 (!IsValidCompanyID(company) || IsHumanCompany(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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	CompanyID old_company = _current_company;
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	_current_company = company;
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	AIEventController::InsertEvent(event);
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	_current_company = old_company;
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	event->Release();
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}
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/* static */ void AI::BroadcastNewEvent(AIEvent *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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void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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	AIObject::SetLastCommandRes(success);
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	if (!success) {
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		AIObject::SetLastError(AIError::StringToError(_error_message));
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	} else {
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		AIObject::IncreaseDoCommandCosts(AIObject::GetLastCost());
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	}
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	GetCompany(_current_company)->ai_instance->Continue();
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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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		assert(IsValidCompanyID(company));
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		assert(GetCompany(company)->ai_instance != NULL);
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		CompanyID old_company = _current_company;
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		_current_company = company;
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		GetCompany(company)->ai_instance->Save();
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		_current_company = old_company;
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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::Load(CompanyID company, int version)
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{
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	if (!_networking || _network_server) {
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		assert(IsValidCompanyID(company));
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		assert(GetCompany(company)->ai_instance != NULL);
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		CompanyID old_company = _current_company;
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		_current_company = company;
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		GetCompany(company)->ai_instance->Load(version);
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		_current_company = old_company;
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	} else {
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		/* Read, but ignore, the load data */
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		AIInstance::LoadEmpty();
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	}
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}
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/* static */ int AI::GetStartNextTime()
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{
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	/* Find the first company which doesn't exist yet */
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	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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		if (!IsValidCompanyID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
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	}
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	/* Currently no AI can be started, check again in a year. */
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	return DAYS_IN_YEAR;
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}
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/* static */ char *AI::GetConsoleList(char *p, const char *last)
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{
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	return AI::ai_scanner->GetAIConsoleList(p, last);
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}
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/* static */ const AIInfoList *AI::GetInfoList()
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{
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	return AI::ai_scanner->GetAIInfoList();
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}
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/* static */ const AIInfoList *AI::GetUniqueInfoList()
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{
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	return AI::ai_scanner->GetUniqueAIInfoList();
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}
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/* static */ AIInfo *AI::FindInfo(const char *name, int version)
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{
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	return AI::ai_scanner->FindInfo(name, version);
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}
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/* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
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{
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	return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, GetCompany(_current_company)->ai_instance->GetController());
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}
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/* static */ void AI::Rescan()
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{
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	AI::ai_scanner->RescanAIDir();
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	ResetConfig();
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}
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