/*
* 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 .
*/
/** @file script_config.cpp Implementation of ScriptConfig. */
#include "../stdafx.h"
#include "../settings_type.h"
#include "../core/random_func.hpp"
#include "script_info.hpp"
#include "api/script_object.hpp"
#include "../textfile_gui.h"
#include "../string_func.h"
#include
#include "../safeguards.h"
void ScriptConfig::Change(std::optional name, int version, bool force_exact_match, bool is_random)
{
if (name.has_value()) {
this->name = std::move(name.value());
this->info = this->FindInfo(this->name, version, force_exact_match);
} else {
this->info = nullptr;
}
this->version = (info == nullptr) ? -1 : info->GetVersion();
this->is_random = is_random;
this->config_list.reset();
this->to_load_data.reset();
this->ClearConfigList();
if (_game_mode == GM_NORMAL && this->info != nullptr) {
/* If we're in an existing game and the Script is changed, set all settings
* for the Script that have the random flag to a random value. */
for (const auto &item : *this->info->GetConfigList()) {
if (item.flags & SCRIPTCONFIG_RANDOM) {
this->SetSetting(item.name, ScriptObject::GetRandomizer(OWNER_NONE).Next(item.max_value + 1 - item.min_value) + item.min_value);
}
}
this->AddRandomDeviation();
}
}
ScriptConfig::ScriptConfig(const ScriptConfig *config)
{
this->name = config->name;
this->info = config->info;
this->version = config->version;
this->is_random = config->is_random;
this->to_load_data.reset();
for (const auto &item : config->settings) {
this->settings[item.first] = item.second;
}
/* Virtual functions get called statically in constructors, so make it explicit to remove any confusion. */
this->ScriptConfig::AddRandomDeviation();
}
ScriptConfig::~ScriptConfig()
{
this->ResetSettings();
this->to_load_data.reset();
}
ScriptInfo *ScriptConfig::GetInfo() const
{
return this->info;
}
const ScriptConfigItemList *ScriptConfig::GetConfigList()
{
if (this->info != nullptr) return this->info->GetConfigList();
if (this->config_list == nullptr) {
this->config_list = std::make_unique();
}
return this->config_list.get();
}
void ScriptConfig::ClearConfigList()
{
this->settings.clear();
}
void ScriptConfig::AnchorUnchangeableSettings()
{
for (const auto &item : *this->GetConfigList()) {
if ((item.flags & SCRIPTCONFIG_INGAME) == 0) {
this->SetSetting(item.name, this->GetSetting(item.name));
}
}
}
int ScriptConfig::GetSetting(const std::string &name) const
{
const auto it = this->settings.find(name);
if (it == this->settings.end()) return this->info->GetSettingDefaultValue(name);
return (*it).second;
}
void ScriptConfig::SetSetting(const std::string_view name, int value)
{
/* You can only set Script specific settings if an Script is selected. */
if (this->info == nullptr) return;
const ScriptConfigItem *config_item = this->info->GetConfigItem(name);
if (config_item == nullptr) return;
value = Clamp(value, config_item->min_value, config_item->max_value);
this->settings[std::string{name}] = value;
}
void ScriptConfig::ResetSettings()
{
this->settings.clear();
}
void ScriptConfig::ResetEditableSettings(bool yet_to_start)
{
if (this->info == nullptr) return ResetSettings();
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end();) {
const ScriptConfigItem *config_item = this->info->GetConfigItem(it->first);
assert(config_item != nullptr);
bool editable = yet_to_start || (config_item->flags & SCRIPTCONFIG_INGAME) != 0;
bool visible = _settings_client.gui.ai_developer_tools || (config_item->flags & SCRIPTCONFIG_DEVELOPER) == 0;
if (editable && visible) {
it = this->settings.erase(it);
} else {
it++;
}
}
}
void ScriptConfig::AddRandomDeviation()
{
for (const auto &item : *this->GetConfigList()) {
if (item.random_deviation != 0) {
this->SetSetting(item.name, ScriptObject::GetRandomizer(OWNER_NONE).Next(item.random_deviation * 2 + 1) - item.random_deviation + this->GetSetting(item.name));
}
}
}
bool ScriptConfig::HasScript() const
{
return this->info != nullptr;
}
bool ScriptConfig::IsRandom() const
{
return this->is_random;
}
const std::string &ScriptConfig::GetName() const
{
return this->name;
}
int ScriptConfig::GetVersion() const
{
return this->version;
}
void ScriptConfig::StringToSettings(const std::string &value)
{
std::string_view to_process = value;
for (;;) {
/* Analyze the string ('name=value,name=value\0') */
size_t pos = to_process.find_first_of('=');
if (pos == std::string_view::npos) return;
std::string_view item_name = to_process.substr(0, pos);
to_process.remove_prefix(pos + 1);
pos = to_process.find_first_of(',');
int item_value = 0;
std::from_chars(to_process.data(), to_process.data() + std::min(pos, to_process.size()), item_value);
this->SetSetting(item_name, item_value);
if (pos == std::string_view::npos) return;
to_process.remove_prefix(pos + 1);
}
}
std::string ScriptConfig::SettingsToString() const
{
if (this->settings.empty()) return {};
std::string result;
for (const auto &item : this->settings) {
fmt::format_to(std::back_inserter(result), "{}={},", item.first, item.second);
}
/* Remove the last ','. */
result.resize(result.size() - 1);
return result;
}
std::optional ScriptConfig::GetTextfile(TextfileType type, CompanyID slot) const
{
if (slot == INVALID_COMPANY || this->GetInfo() == nullptr) return std::nullopt;
return ::GetTextfile(type, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR, this->GetInfo()->GetMainScript());
}
void ScriptConfig::SetToLoadData(ScriptInstance::ScriptData *data)
{
this->to_load_data.reset(data);
}
ScriptInstance::ScriptData *ScriptConfig::GetToLoadData()
{
return this->to_load_data.get();
}