124 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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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 "api/ai_event_types.hpp"
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#include "../date_type.h"
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#ifndef AI_CONFIG_HPP
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struct ltstr { bool operator()(const char *s1, const char *s2) const { return strcmp(s1, s2) < 0; } };
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#endif /* AI_CONFIG_HPP */
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typedef std::map<const char *, class AIInfo *, ltstr> AIInfoList;
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void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2);
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class AI {
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public:
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	/**
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	 * The default months AIs start after eachother.
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	 */
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	enum StartNext {
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		START_NEXT_EASY   = DAYS_IN_YEAR * 2,
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		START_NEXT_MEDIUM = DAYS_IN_YEAR,
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		START_NEXT_HARD   = DAYS_IN_YEAR / 2,
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		START_NEXT_MIN    = 1,
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		START_NEXT_MAX    = 3600,
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		START_NEXT_DEVIATION = 60,
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	};
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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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	 */
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	static void StartNew(CompanyID company);
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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 !IsHumanCompany(company).
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	 */
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	static void Stop(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, AIEvent *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(AIEvent *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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	/**
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	 * Load data for an AI from a savegame.
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	 */
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	static void Load(CompanyID company, int version);
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	/**
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	 * Get the number of days before the next AI should start.
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	 */
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	static int GetStartNextTime();
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	static char *GetConsoleList(char *p, const char *last);
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	static const AIInfoList *GetInfoList();
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	static const AIInfoList *GetUniqueInfoList();
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	static AIInfo *FindInfo(const char *name, int version);
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	static bool ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm);
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	static void Rescan();
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#if defined(ENABLE_NETWORK)
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	static bool HasAI(const struct ContentInfo *ci, bool md5sum);
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#endif
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private:
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	static uint frame_counter;
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	static class AIScanner *ai_scanner;
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};
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#endif /* AI_HPP */
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