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Location: cpp/openttd-patchpack/source/src/ai/api/ai_gamesettings.hpp

truebrain
(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
/* $Id$ */

/** @file ai_gamesettings.hpp Everything to read game settings. */

#ifndef AI_GAMESETTINGS_HPP
#define AI_GAMESETTINGS_HPP

#include "ai_object.hpp"
#include "ai_vehicle.hpp"

/**
 * Class that handles all game settings related functions.
 *
 * @note AIGameSettings::IsValid and AIGameSettings::GetValue are functions
 *       that rely on the settings as OpenTTD stores them in savegame and
 *       openttd.cfg. No guarantees can be given on the long term validity,
 *       consistency and stability of the names, values and value ranges.
 *       Using these settings can be dangerous and could cause issues in
 *       future versions. To make sure that a setting still exists in the
 *       current version you have to run AIGameSettings::IsValid before
 *       accessing it.
 *
 * @note The names of the setting for AIGameSettings::IsValid and
 *       AIGameSettings::GetValue are the same ones as those that are shown by
 *       the list_patches command in the in-game console. Settings that are
 *       string based are NOT supported and AIGAmeSettings::IsValid will return
 *       false for them. These settings will not be supported either because
 *       they have no relevance for the AI (default client names, server IPs,
 *       etc.).
 */
class AIGameSettings : public AIObject {
public:
	static const char *GetClassName() { return "AIGameSettings"; }

	/**
	 * Is the given game setting a valid setting for this instance of OpenTTD?
	 * @param setting The setting to check for existence.
	 * @warning Results of this function are not governed by the API. This means
	 *          that a setting that previously existed can be gone or has
	 *          changed it's name.
	 * @note Results achieved in the past offer no gurantee for the future.
	 * @return True if and only if the setting is valid.
	 */
	static bool IsValid(const char *setting);

	/**
	 * Gets the value of the game setting.
	 * @param setting The setting to get the value of.
	 * @pre IsValid(setting).
	 * @warning Results of this function are not governed by the API. This means
	 *          that the value of settings may be out of the expected range. It
	 *          also means that a setting that previously existed can be gone or
	 *          has changed it's name/characteristics.
	 * @note Results achieved in the past offer no gurantee for the future.
	 * @return The value for the setting.
	 */
	static int32 GetValue(const char *setting);

	/**
	 * Checks whether the given vehicle-type is disabled for AIs.
	 * @param vehicle_type The vehicle-type to check.
	 * @return True if the vehicle-type is disabled.
	 */
	static bool IsDisabledVehicleType(AIVehicle::VehicleType vehicle_type);
};

#endif /* AI_GAMESETTINGS_HPP */