/* * 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_info_docs.hpp Description of the functions an Script can/must provide in ScriptInfo. */ /* This file exists purely for doxygen purposes. */ /** * 'Abstract' class of the Scripts use to register themselves. * * @note This class is not part of the API. It is purely to document what * Scripts must or can implemented to provide information to OpenTTD to * base configuring/starting/loading the Script on. * * @note The required functions are also needed for Script Libraries, but in * that case you extend ScriptLibrary. As such the information here can * be used for libraries, but the information will not be shown in the * GUI except for error/debug messages. * * @api ai game */ class ScriptInfo { public: /** * Gets the author name to be shown in the 'Available Scripts' window. * * @return The author name of the Script. * @note This function is required. */ string GetAuthor(); /** * Gets the Scripts name. This is shown in the 'Available Scripts' window * and at all other places where the Script is mentioned, like the debug * window or OpenTTD's help message. The name is used to uniquely * identify an Script within OpenTTD and this name is used in savegames * and the configuration file. * * @return The name of the Script. * @note This function is required. * @note This name is not used as library name by ScriptController::Import, * instead the name returned by #CreateInstance is used. */ string GetName(); /** * Gets a 4 ASCII character short name of the Script to uniquely * identify it from other Scripts. The short name is primarily * used as unique identifier for the content system. * The content system uses besides the short name also the * MD5 checksum of all the source files to uniquely identify * a specific version of the Script. * * The short name must consist of precisely four ASCII * characters, or more precisely four non-zero bytes. * * @return The name of the Script. * @note This function is required. */ string GetShortName(); /** * Gets the description to be shown in the 'Available Scripts' window. * * @return The description for the Script. * @note This function is required. */ string GetDescription(); /** * Gets the version of the Script. This is a number to (in theory) * uniquely identify the versions of an Script. Generally the * 'instance' of an Script with the highest version is chosen to * be loaded. * * When OpenTTD finds, during starting, a duplicate Script with the * same version number one is randomly chosen. So it is * important that this number is regularly updated/incremented. * * @return The version number of the Script. * @note This function is required. */ int GetVersion(); /** * Gets the lowest version of the Script that OpenTTD can still load * the savegame of. In other words, from which version until this * version can the Script load the savegames. * * If this function does not exist OpenTTD assumes it can only * load savegames of this version. As such it will not upgrade * to this version upon load. * * @return The lowest version number we load the savegame data. * @note This function is optional. */ int MinVersionToLoad(); /** * Gets the development/release date of the Script. * * The intention of this is to give the user an idea how old the * Script is and whether there might be a newer version. * * @return The development/release date for the Script. * @note This function is required. */ string GetDate(); /** * Can this Script be used as random Script? * * The idea behind this function is to 'forbid' highly * competitive or other special Scripts from running in games unless * the user explicitly selects the Script to be loaded. This to * try to prevent users from complaining that the Script is too * aggressive or does not build profitable routes. * * If this function does not exist OpenTTD assumes the Script can * be used as random Script. As such it will be randomly chosen. * * @return True if the Script can be used as random Script. * @note This function is optional. * * @api -game */ bool UseAsRandomAI(); /** * Can a non-developer select Script for a new game. * * The idea behind this function is to 'forbid' using your script with a new * game if you for example specifically wrote it for a certain scenario. * * @return True if the Script can be selected from the GUI as non-developer. * @note This function is optional. Default is false. * * @api -ai */ bool IsDeveloperOnly(); /** * Gets the name of main class of the Script so OpenTTD knows * what class to instantiate. For libraries, this name is also * used when other scripts import it using ScriptController::Import. * * @return The class name of the Script. * @note This function is required. */ string CreateInstance(); /** * Gets the API version this Script is written for. If this function * does not exist API compatibility with version 0.7 is assumed. * If the function returns something OpenTTD does not understand, * for example a newer version or a string that is not a version, * the Script will not be loaded. * * Although in the future we might need to make a separate * compatibility 'wrapper' for a specific version of OpenTTD, for * example '0.7.1', we will use only the major and minor number * and not the bugfix number as valid return for this function. * * Valid return values are: * - "0.7" (for AI only) * - "1.0" (for AI only) * - "1.1" (for AI only) * - "1.2" (for both AI and GS) * - "1.3" (for both AI and GS) * * @return The version this Script is compatible with. */ string GetAPIVersion(); /** * Gets the URL to be shown in the 'this Script has crashed' message * and in the 'Available Scripts' window. If this function does not * exist no URL will be shown. * * This function purely exists to redirect users of the Script to the * right place on the internet to discuss the Script and report bugs * of this Script. * * @return The URL to show. * @note This function is optional. */ string GetURL(); /** * Gets the settings that OpenTTD shows in the "Script Parameters" window * so the user can customize the Script. This is a special function that * doesn't need to return anything. Instead you can call AddSetting * and AddLabels here. * * @note This function is optional. */ void GetSettings(); /** Miscellaneous flags for Script settings. */ enum ScriptConfigFlags { CONFIG_NONE, ///< Normal setting. CONFIG_BOOLEAN, ///< This value is a boolean (either 0 (false) or 1 (true) ). CONFIG_INGAME, ///< This setting can be changed while the Script is running. CONFIG_DEVELOPER, ///< This setting will only be visible when the Script development tools are active. }; /** * Add a user configurable setting for this Script. You can call this * as many times as you have settings. * @param setting_description A table with all information about a * single setting. The table should have the following name/value pairs: * - name The name of the setting, this is used in openttd.cfg to * store the current configuration of Scripts. Required. * - description A single line describing the setting. Required. * - min_value The minimum value of this setting. Required for integer * settings and not allowed for boolean settings. The value will be * clamped in the range [MIN(int32_t), MAX(int32_t)] (inclusive). * - max_value The maximum value of this setting. Required for integer * settings and not allowed for boolean settings. The value will be * clamped in the range [MIN(int32_t), MAX(int32_t)] (inclusive). * - easy_value The default value if the easy difficulty level * is selected. Required. The value will be clamped in the range * [MIN(int32_t), MAX(int32_t)] (inclusive). * - medium_value The default value if the medium difficulty level * is selected. Required. The value will be clamped in the range * [MIN(int32_t), MAX(int32_t)] (inclusive). * - hard_value The default value if the hard difficulty level * is selected. Required. The value will be clamped in the range * [MIN(int32_t), MAX(int32_t)] (inclusive). * - custom_value The default value if the custom difficulty level * is selected. Required. The value will be clamped in the range * [MIN(int32_t), MAX(int32_t)] (inclusive). * - random_deviation If this property has a nonzero value, then the * actual value of the setting in game will be randomised in the range * [user_configured_value - random_deviation, user_configured_value + random_deviation] (inclusive). * random_deviation sign is ignored and the value is clamped in the range [0, MAX(int32_t)] (inclusive). * The randomisation will happen just before the Script start. * Not allowed if the CONFIG_RANDOM flag is set, otherwise optional. * - step_size The increase/decrease of the value every time the user * clicks one of the up/down arrow buttons. Optional, default is 1. * - flags Bitmask of some flags, see ScriptConfigFlags. Required. * * @note This is a function provided by OpenTTD, you don't have to * include it in your Script but should just call it from GetSettings. */ void AddSetting(table setting_description); /** * Add labels for the values of a setting. Instead of a number the * user will see the corresponding name. * @param setting_name The name of the setting. * @param value_names A table that maps values to names. The first * character of every identifier is ignored, the second character * could be '_' to indicate the value is negative, and the rest should * be an integer of the value you define a name for. The value * is a short description of that value. * To define labels for a setting named "competition_level" you could * for example call it like this: * AddLabels("competition_level", {_0 = "no competition", _1 = "some competition", * _2 = "a lot of competition"}); * Another example, for a setting with a negative value: * AddLabels("amount", {__1 = "less than one", _0 = "none", _1 = "more than one"}); * * @note This is a function provided by OpenTTD, you don't have to * include it in your Script but should just call it from GetSettings. */ void AddLabels(const char *setting_name, table value_names); };