Changeset - r14202:008944a6e34c
[Not reviewed]
master
0 5 0
rubidium - 15 years ago 2010-01-09 14:41:22
rubidium@openttd.org
(svn r18763) -Feature [FS#3095]: rerandomise AIs on reloading (via the debug window) when they were randomly chosen
5 files changed with 36 insertions and 16 deletions:
0 comments (0 inline, 0 general)
src/ai/ai.hpp
Show inline comments
 
@@ -42,14 +42,15 @@ public:
 
	 */
 
	static bool CanStartNew();
 

	
 
	/**
 
	 * Start a new AI company.
 
	 * @param company At which slot the AI company should start.
 
	 * @param rerandomise_ai Whether to rerandomise the configured AI.
 
	 */
 
	static void StartNew(CompanyID company);
 
	static void StartNew(CompanyID company, bool rerandomise_ai = true);
 

	
 
	/**
 
	 * Called every game-tick to let AIs do something.
 
	 */
 
	static void GameLoop();
 

	
src/ai/ai_config.cpp
Show inline comments
 
@@ -13,18 +13,19 @@
 
#include "../openttd.h"
 
#include "../settings_type.h"
 
#include "../core/random_func.hpp"
 
#include "ai.hpp"
 
#include "ai_config.hpp"
 

	
 
void AIConfig::ChangeAI(const char *name, int version)
 
void AIConfig::ChangeAI(const char *name, int version, bool is_random_ai)
 
{
 
	free((void *)this->name);
 
	this->name = (name == NULL) ? NULL : strdup(name);
 
	this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version);
 
	this->version = (info == NULL) ? -1 : info->GetVersion();
 
	this->is_random_ai = is_random_ai;
 
	if (this->config_list != NULL) delete this->config_list;
 
	this->config_list = (info == NULL) ? NULL : new AIConfigItemList();
 
	if (this->config_list != NULL) this->config_list->push_back(_start_date_config);
 

	
 
	/* The special casing for start_date is here to ensure that the
 
	 *  start_date setting won't change even if you chose another AI. */
 
@@ -53,12 +54,13 @@ void AIConfig::ChangeAI(const char *name
 
AIConfig::AIConfig(const AIConfig *config)
 
{
 
	this->name = (config->name == NULL) ? NULL : strdup(config->name);
 
	this->info = config->info;
 
	this->version = config->version;
 
	this->config_list = NULL;
 
	this->is_random_ai = config->is_random_ai;
 

	
 
	for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
 
		this->settings[strdup((*it).first)] = (*it).second;
 
	}
 
	this->AddRandomDeviation();
 
}
 
@@ -164,12 +166,17 @@ void AIConfig::AddRandomDeviation()
 

	
 
bool AIConfig::HasAI() const
 
{
 
	return this->info != NULL;
 
}
 

	
 
bool AIConfig::IsRandomAI() const
 
{
 
	return this->is_random_ai;
 
}
 

	
 
const char *AIConfig::GetName() const
 
{
 
	return this->name;
 
}
 

	
 
int AIConfig::GetVersion() const
src/ai/ai_config.hpp
Show inline comments
 
@@ -22,23 +22,25 @@ private:
 

	
 
public:
 
	AIConfig() :
 
		name(NULL),
 
		version(-1),
 
		info(NULL),
 
		config_list(NULL)
 
		config_list(NULL),
 
		is_random_ai(false)
 
	{}
 
	AIConfig(const AIConfig *config);
 
	~AIConfig();
 

	
 
	/**
 
	 * Set another AI to be loaded in this slot.
 
	 * @param name The name of the AI.
 
	 * @param version The version of the AI to load, or -1 of latest.
 
	 * @param is_random Is the AI chosen randomly?
 
	 */
 
	void ChangeAI(const char *name, int version = -1);
 
	void ChangeAI(const char *name, int version = -1, bool is_random = false);
 

	
 
	/**
 
	 * When ever the AI Scanner is reloaded, all infos become invalid. This
 
	 *  function tells AIConfig about this.
 
	 * @return True if the reset was successfull, false if the AI was no longer
 
	 *  found.
 
@@ -87,12 +89,17 @@ public:
 
	/**
 
	 * Is this config attached to an AI?
 
	 */
 
	bool HasAI() const;
 

	
 
	/**
 
	 * Is the current AI a randomly chosen AI?
 
	 */
 
	bool IsRandomAI() const;
 

	
 
	/**
 
	 * Get the name of the AI.
 
	 */
 
	const char *GetName() const;
 

	
 
	/**
 
	 * Get the version of the AI.
 
@@ -114,9 +121,10 @@ public:
 
private:
 
	const char *name;
 
	int version;
 
	class AIInfo *info;
 
	SettingValueList settings;
 
	AIConfigItemList *config_list;
 
	bool is_random_ai;
 
};
 

	
 
#endif /* AI_CONFIG_HPP */
src/ai/ai_core.cpp
Show inline comments
 
@@ -29,25 +29,26 @@
 
/* static */ bool AI::CanStartNew()
 
{
 
	/* Only allow new AIs on the server and only when that is allowed in multiplayer */
 
	return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
 
}
 

	
 
/* static */ void AI::StartNew(CompanyID company)
 
/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
 
{
 
	assert(Company::IsValidID(company));
 

	
 
	/* Clients shouldn't start AIs */
 
	if (_networking && !_network_server) return;
 

	
 
	AIInfo *info = AIConfig::GetConfig(company)->GetInfo();
 
	if (info == NULL) {
 
	AIConfig *config = AIConfig::GetConfig(company);
 
	AIInfo *info = config->GetInfo();
 
	if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
 
		info = AI::ai_scanner->SelectRandomAI();
 
		assert(info != NULL);
 
		/* Load default data and store the name in the settings */
 
		AIConfig::GetConfig(company)->ChangeAI(info->GetName());
 
		config->ChangeAI(info->GetName(), -1, true);
 
	}
 

	
 
	_current_company = company;
 
	Company *c = Company::Get(company);
 

	
 
	c->ai_info = info;
src/saveload/ai_sl.cpp
Show inline comments
 
@@ -19,18 +19,20 @@
 
#include "../network/network.h"
 
#include "../ai/ai_instance.hpp"
 

	
 
static char _ai_saveload_name[64];
 
static int  _ai_saveload_version;
 
static char _ai_saveload_settings[1024];
 
static bool _ai_saveload_is_random;
 

	
 
static const SaveLoad _ai_company[] = {
 
	SLEG_STR(_ai_saveload_name,        SLE_STRB),
 
	SLEG_STR(_ai_saveload_settings,    SLE_STRB),
 
	SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
 
	SLE_END()
 
	    SLEG_STR(_ai_saveload_name,        SLE_STRB),
 
	    SLEG_STR(_ai_saveload_settings,    SLE_STRB),
 
	SLEG_CONDVAR(_ai_saveload_version,   SLE_UINT32, 108, SL_MAX_VERSION),
 
	SLEG_CONDVAR(_ai_saveload_is_random,   SLE_BOOL, 136, SL_MAX_VERSION),
 
	     SLE_END()
 
};
 

	
 
static void SaveReal_AIPL(int *index_ptr)
 
{
 
	CompanyID index = (CompanyID)*index_ptr;
 
	AIConfig *config = AIConfig::GetConfig(index);
 
@@ -41,12 +43,13 @@ static void SaveReal_AIPL(int *index_ptr
 
	} else {
 
		/* No AI is configured for this so store an empty string as name. */
 
		_ai_saveload_name[0] = '\0';
 
		_ai_saveload_version = -1;
 
	}
 

	
 
	_ai_saveload_is_random = config->IsRandomAI();
 
	_ai_saveload_settings[0] = '\0';
 
	config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
 

	
 
	SlObject(NULL, _ai_company);
 
	/* If the AI was active, store his data too */
 
	if (Company::IsValidAiID(index)) AI::Save(index);
 
@@ -69,19 +72,19 @@ static void Load_AIPL()
 
			continue;
 
		}
 

	
 
		AIConfig *config = AIConfig::GetConfig(index);
 
		if (StrEmpty(_ai_saveload_name)) {
 
			/* A random AI. */
 
			config->ChangeAI(NULL);
 
			config->ChangeAI(NULL, -1, true);
 
		} else {
 
			config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
 
			config->ChangeAI(_ai_saveload_name, _ai_saveload_version, _ai_saveload_is_random);
 
			if (!config->HasAI()) {
 
				/* No version of the AI available that can load the data. Try to load the
 
				 * latest version of the AI instead. */
 
				config->ChangeAI(_ai_saveload_name, -1);
 
				config->ChangeAI(_ai_saveload_name, -1, _ai_saveload_is_random);
 
				if (!config->HasAI()) {
 
					if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
 
						DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
 
						DEBUG(ai, 0, "A random other AI will be loaded in its place.");
 
					} else {
 
						DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
 
@@ -98,13 +101,13 @@ static void Load_AIPL()
 
		}
 

	
 
		config->StringToSettings(_ai_saveload_settings);
 

	
 
		/* Start the AI directly if it was active in the savegame */
 
		if (Company::IsValidAiID(index)) {
 
			AI::StartNew(index);
 
			AI::StartNew(index, false);
 
			AI::Load(index, _ai_saveload_version);
 
		}
 
	}
 
}
 

	
 
static void Save_AIPL()
0 comments (0 inline, 0 general)