-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat) -Add: base-code for many improvements to come in the AI-system -Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
		
			
				
	
	
		
			79 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef AI_H
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#define AI_H
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#include "../functions.h"
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/* How DoCommands look like for an AI */
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typedef struct AICommand {
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	uint32 tile;
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	uint32 p1;
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	uint32 p2;
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	uint32 procc;
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	uint32 dp[20];
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	struct AICommand *next;
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} AICommand;
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/* The struct for an AIScript Player */
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typedef struct AIPlayer {
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	bool active;            //! Is this AI active?
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	AICommand *queue;       //! The commands that he has in his queue
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	AICommand *queue_tail;  //! The tail of this queue
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} AIPlayer;
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/* The struct to keep some data about the AI in general */
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typedef struct AIStruct {
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	/* General */
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	bool enabled;           //! Is AI enabled?
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	uint tick;              //! The current tick (something like _frame_counter, only for AIs)
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	/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
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	bool network_client;    //! Are we a network_client?
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	uint8 network_player;   //! The current network player we are connected as
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} AIStruct;
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VARDEF AIStruct _ai;
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VARDEF AIPlayer _ai_player[MAX_PLAYERS];
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// ai.c
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void AI_StartNewAI(byte player);
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void AI_PlayerDied(byte player);
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void AI_RunGameLoop(void);
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void AI_Initialize(void);
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void AI_Uninitialize(void);
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int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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#define AI_CHANCE16(a,b)    ((uint16)     AI_Random()  <= (uint16)((65536 * a) / b))
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#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
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/**
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 * The random-function that should be used by ALL AIs.
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 */
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static inline uint AI_RandomRange(uint max)
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{
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	/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
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	 *   but we pick InteractiveRandomRange if we are a network_server or network-client.
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	 */
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	if (_networking)
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		return InteractiveRandomRange(max);
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	else
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		return RandomRange(max);
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}
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/**
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 * The random-function that should be used by ALL AIs.
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 */
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static inline uint32 AI_Random(void)
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{
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/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
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	 *   but we pick InteractiveRandomRange if we are a network_server or network-client.
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	 */
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	if (_networking)
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		return InteractiveRandom();
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	else
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		return Random();
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}
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#endif /* AI_H */
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