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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_controller.hpp The controller of the script. */
#ifndef SCRIPT_CONTROLLER_HPP
#define SCRIPT_CONTROLLER_HPP
#include "script_types.hpp"
#include "../../core/string_compare_type.hpp"
#include <map>
/**
* The Controller, the class each Script should extend. It creates the Script,
* makes sure the logic kicks in correctly, and that #GetTick() has a valid
* value.
*
* When starting a new game, or when loading a game, OpenTTD tries to match a
* script that matches to the specified version as close as possible. It tries
* (from first to last, stopping as soon as the attempt succeeds)
*
* - load the latest version of the same script that supports loading data from
* the saved version (the version of saved data must be equal or greater
* than ScriptInfo::MinVersionToLoad),
* - load the latest version of the same script (ignoring version requirements),
* - (for AIs) load a random AI, and finally
* - (for AIs) load the dummy AI.
*
* After determining the script to use, starting it is done as follows
*
* - An instance is constructed of the class derived from ScriptController
* (class name is retrieved from ScriptInfo::CreateInstance).
* - If there is script data available in the loaded game and if the data is
* loadable according to ScriptInfo::MinVersionToLoad, #Load is called with the
* data from the loaded game.
* - Finally, #Start is called to start execution of the script.
*
* See also http://wiki.openttd.org/AI:Save/Load for more details.
*
* @api ai game
*/
class ScriptController {
friend class AIScanner;
friend class ScriptInstance;
public:
/**
* Initializer of the ScriptController.
* @param company The company this Script is normally serving.
*/
ScriptController(CompanyID company);
/**
* Destructor of the ScriptController.
*/
~ScriptController();
/**
* This function is called to start your script. Your script starts here. If you
* return from this function, your script dies, so make sure that doesn't
* happen.
* @note Cannot be called from within your script.
*/
void Start();
#ifdef DOXYGEN_API
/**
* Save the state of the script.
*
* By implementing this function, you can store some data inside the savegame.
* The function should return a table with the information you want to store.
* You can only store:
*
* - integers,
* - strings,
* - arrays (max. 25 levels deep),
* - tables (max. 25 levels deep),
* - booleans, and
* - nulls.
*
* In particular, instances of classes can't be saved including
* ScriptList. Such a list should be converted to an array or table on
* save and converted back on load.
*
* The function is called as soon as the user saves the game,
* independently of other activities of the script. The script is not
* notified of the call. To avoid race-conditions between #Save and the
* other script code, change variables directly after a #Sleep, it is
* very unlikely, to get interrupted at that point in the execution.
* See also http://wiki.openttd.org/AI:Save/Load for more details.
*
* @note No other information is saved than the table returned by #Save.
* For example all pending events are lost as soon as the game is loaded.
*
* @return Data of the script that should be stored in the save game.
*/
SquirrelTable Save();
/**
* Load saved data just before calling #Start.
* The function is only called when there is data to load.
* @param version Version number of the script that created the \a data.
* @param data Data that was saved (return value of #Save).
*/
void Load(int version, SquirrelTable data);
#endif /* DOXYGEN_API */
/**
* Find at which tick your script currently is.
* @return returns the current tick.
*/
static uint GetTick();
/**
* Get the number of operations the script may still execute this tick.
* @return The amount of operations left to execute.
* @note This number can go negative when certain uninteruptable
* operations are executed. The amount of operations that you go
* over the limit will be deducted from the next tick you would
* be allowed to run.
*/
static int GetOpsTillSuspend();
/**
* Get the value of one of your settings you set via info.nut.
* @param name The name of the setting.
* @return the value for the setting, or -1 if the setting is not known.
*/
static int GetSetting(const char *name);
/**
* Get the OpenTTD version of this executable. The version is formatted
* with the bits having the following meaning:
* 28-31 major version
* 24-27 minor version
* 20-23 build
* 19 1 if it is a release, 0 if it is not.
* 0-18 revision number; 0 when the revision is unknown.
* @return The version in newgrf format.
*/
static uint GetVersion();
/**
* Change the minimum amount of time the script should be put in suspend mode
* when you execute a command. Normally in SP this is 1, and in MP it is
* what ever delay the server has been programmed to delay commands
* (normally between 1 and 5). To give a more 'real' effect to your script,
* you can control that number here.
* @param ticks The minimum amount of ticks to wait.
* @pre Ticks should be positive. Too big values will influence performance of the script.
* @note If the number is lower than the MP setting, the MP setting wins.
*/
static void SetCommandDelay(int ticks);
/**
* Sleep for X ticks. The code continues after this line when the X script ticks
* are passed. Mind that an script tick is different from in-game ticks and
* differ per script speed.
* @param ticks the ticks to wait
* @pre ticks > 0.
* @post the value of GetTick() will be changed exactly 'ticks' in value after
* calling this.
*/
static void Sleep(int ticks);
/**
* Break execution of the script when script developer tools are active. For
* other users, nothing will happen when you call this function. To resume
* the script, you have to click on the continue button in the AI debug
* window. It is not recommended to leave calls to this function in scripts
* that you publish or upload to bananas.
* @param message to print in the AI debug window when the break occurs.
* @note gui.ai_developer_tools setting must be enabled or the break is
* ignored.
*/
static void Break(const char* message);
/**
* When Squirrel triggers a print, this function is called.
* Squirrel calls this when 'print' is used, or when the script made an error.
* @param error_msg If true, it is a Squirrel error message.
* @param message The message Squirrel logged.
* @note Use ScriptLog.Info/Warning/Error instead of 'print'.
*/
static void Print(bool error_msg, const char *message);
/**
* Import a library.
* @param library The name of the library to import. The name should be composed as ScriptInfo::GetCategory() + "." +
* ScriptInfo::CreateInstance().
* @param class_name Under which name you want it to be available (or "" if you just want the returning object).
* @param version Which version you want specifically.
* @return The loaded library object. If class_name is set, it is also available (under the scope of the import) under that name.
* @note This command can be called from the global space, and does not need an instance.
*/
static HSQOBJECT Import(const char *library, const char *class_name, int version);
private:
typedef std::map<const char *, const char *, StringCompare> LoadedLibraryList; ///< The type for loaded libraries.
uint ticks; ///< The amount of ticks we're sleeping.
LoadedLibraryList loaded_library; ///< The libraries we loaded.
int loaded_library_count; ///< The amount of libraries.
/**
* Register all classes that are known inside the script API.
*/
void RegisterClasses();
};
#endif /* SCRIPT_CONTROLLER_HPP */
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