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r28293:13ab39ecefa6
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Fix: [Script] Properly store the previous AsyncMode state (#11587)
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* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file script_config.hpp ScriptConfig stores the configuration settings of every Script. */
#ifndef SCRIPT_CONFIG_HPP
#define SCRIPT_CONFIG_HPP
#include "../company_type.h"
#include "../textfile_gui.h"
#include "script_instance.hpp"
/** Maximum of 10 digits for MIN / MAX_INT32, 1 for the sign and 1 for '\0'. */
static const int INT32_DIGITS_WITH_SIGN_AND_TERMINATION = 10 + 1 + 1;
/** Bitmask of flags for Script settings. */
enum ScriptConfigFlags {
SCRIPTCONFIG_NONE = 0x0, ///< No flags set.
SCRIPTCONFIG_RANDOM = 0x1, ///< When randomizing the Script, pick any value between min_value and max_value when on custom difficulty setting.
SCRIPTCONFIG_BOOLEAN = 0x2, ///< This value is a boolean (either 0 (false) or 1 (true) ).
SCRIPTCONFIG_INGAME = 0x4, ///< This setting can be changed while the Script is running.
SCRIPTCONFIG_DEVELOPER = 0x8, ///< This setting will only be visible when the Script development tools are active.
};
typedef std::map<int, std::string> LabelMapping; ///< Map-type used to map the setting numbers to labels.
/** Info about a single Script setting. */
struct ScriptConfigItem {
std::string name; ///< The name of the configuration setting.
std::string description; ///< The description of the configuration setting.
int min_value = 0; ///< The minimal value this configuration setting can have.
int max_value = 1; ///< The maximal value this configuration setting can have.
int custom_value = 0; ///< The default value on custom difficulty setting.
int easy_value = 0; ///< The default value on easy difficulty setting.
int medium_value = 0; ///< The default value on medium difficulty setting.
int hard_value = 0; ///< The default value on hard difficulty setting.
int random_deviation = 0; ///< The maximum random deviation from the default value.
int step_size = 1; ///< The step size in the gui.
ScriptConfigFlags flags = SCRIPTCONFIG_NONE; ///< Flags for the configuration setting.
LabelMapping labels; ///< Text labels for the integer values.
bool complete_labels = false; ///< True if all values have a label.
};
typedef std::vector<ScriptConfigItem> ScriptConfigItemList; ///< List of ScriptConfig items.
/**
* Script settings.
*/
class ScriptConfig {
protected:
/** List with name=>value pairs of all script-specific settings */
typedef std::map<std::string, int> SettingValueList;
public:
ScriptConfig() :
version(-1),
info(nullptr),
is_random(false),
to_load_data(nullptr)
{}
/**
* Create a new Script config that is a copy of an existing config.
* @param config The object to copy.
*/
ScriptConfig(const ScriptConfig *config);
/** Delete an Script configuration. */
virtual ~ScriptConfig();
/**
* Set another Script to be loaded in this slot.
* @param name The name of the Script.
* @param version The version of the Script to load, or -1 of latest.
* @param force_exact_match If true try to find the exact same version
* as specified. If false any compatible version is ok.
* @param is_random Is the Script chosen randomly?
*/
void Change(std::optional<const std::string> name, int version = -1, bool force_exact_match = false, bool is_random = false);
/**
* Get the ScriptInfo linked to this ScriptConfig.
*/
class ScriptInfo *GetInfo() const;
/**
* Get the config list for this ScriptConfig.
*/
const ScriptConfigItemList *GetConfigList();
/**
* Where to get the config from, either default (depends on current game
* mode) or force either newgame or normal
*/
enum ScriptSettingSource {
SSS_DEFAULT, ///< Get the Script config from the current game mode
SSS_FORCE_NEWGAME, ///< Get the newgame Script config
SSS_FORCE_GAME, ///< Get the Script config from the current game
};
/**
* As long as the default of a setting has not been changed, the value of
* the setting is not stored. This to allow changing the difficulty setting
* without having to reset the script's config. However, when a setting may
* not be changed in game, we must "anchor" this value to what the setting
* would be at the time of starting. Otherwise changing the difficulty
* setting would change the setting's value (which isn't allowed).
*/
void AnchorUnchangeableSettings();
/**
* Get the value of a setting for this config. It might fallback to its
* 'info' to find the default value (if not set or if not-custom difficulty
* level).
* @return The (default) value of the setting, or -1 if the setting was not
* found.
*/
int GetSetting(const std::string &name) const;
/**
* Set the value of a setting for this config.
*/
void SetSetting(const std::string_view name, int value);
/**
* Reset all settings to their default value.
*/
void ResetSettings();
/**
* Reset only editable and visible settings to their default value.
*/
void ResetEditableSettings(bool yet_to_start);
/**
* Randomize all settings the Script requested to be randomized.
*/
void AddRandomDeviation();
/**
* Is this config attached to an Script? In other words, is there a Script
* that is assigned to this slot.
*/
bool HasScript() const;
/**
* Is the current Script a randomly chosen Script?
*/
bool IsRandom() const;
/**
* Get the name of the Script.
*/
const std::string &GetName() const;
/**
* Get the version of the Script.
*/
int GetVersion() const;
/**
* Convert a string which is stored in the config file or savegames to
* custom settings of this Script.
*/
void StringToSettings(const std::string &value);
/**
* Convert the custom settings to a string that can be stored in the config
* file or savegames.
*/
std::string SettingsToString() const;
/**
* Search a textfile file next to this script.
* @param type The type of the textfile to search for.
* @param slot #CompanyID to check status of.
* @return The filename for the textfile.
*/
std::optional<std::string> GetTextfile(TextfileType type, CompanyID slot) const;
void SetToLoadData(ScriptInstance::ScriptData *data);
ScriptInstance::ScriptData *GetToLoadData();
protected:
std::string name; ///< Name of the Script
int version; ///< Version of the Script
class ScriptInfo *info; ///< ScriptInfo object for related to this Script version
SettingValueList settings; ///< List with all setting=>value pairs that are configure for this Script
std::unique_ptr<ScriptConfigItemList> config_list; ///< List with all settings defined by this Script
bool is_random; ///< True if the AI in this slot was randomly chosen.
std::unique_ptr<ScriptInstance::ScriptData> to_load_data; ///< Data to load after the Script start.
/**
* Routine that clears the config list.
*/
void ClearConfigList();
/**
* This function should call back to the Scanner in charge of this Config,
* to find the ScriptInfo belonging to a name+version.
*/
virtual ScriptInfo *FindInfo(const std::string &name, int version, bool force_exact_match) = 0;
};
#endif /* SCRIPT_CONFIG_HPP */
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