mirror of https://github.com/OpenTTD/OpenTTD
Change: [Script] Save exact version selected in savegames
parent
dfa5a7eb80
commit
6ee9712d49
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@ -27,18 +27,21 @@ static std::string _ai_saveload_name;
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static int _ai_saveload_version;
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static std::string _ai_saveload_settings;
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static bool _ai_saveload_is_random;
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static bool _ai_saveload_force_exact_match;
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static const SaveLoad _ai_company_desc[] = {
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SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SLV_AI_LOCAL_CONFIG),
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SLEG_CONDVAR("force_exact_match", _ai_saveload_force_exact_match, SLE_BOOL, SLV_SCRIPT_FORCE_EXACT_MATCH, SL_MAX_VERSION),
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};
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static const SaveLoad _ai_running_desc[] = {
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SLEG_CONDSSTR("running_name", _ai_saveload_name, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDSSTR("running_settings", _ai_saveload_settings, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDVAR("running_version", _ai_saveload_version, SLE_UINT32, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDVAR("running_force_exact_match", _ai_saveload_force_exact_match, SLE_BOOL, SLV_SCRIPT_FORCE_EXACT_MATCH, SL_MAX_VERSION),
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};
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static void SaveReal_AIPL(int arg)
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@ -56,6 +59,7 @@ static void SaveReal_AIPL(int arg)
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}
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_ai_saveload_settings = config->SettingsToString();
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_ai_saveload_force_exact_match = config->GetForceExactMatch();
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SlObject(nullptr, _ai_company_desc);
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@ -66,10 +70,10 @@ static void SaveReal_AIPL(int arg)
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_ai_saveload_name = config->GetName();
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_ai_saveload_version = config->GetVersion();
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_ai_saveload_settings = config->SettingsToString();
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_ai_saveload_force_exact_match = config->GetForceExactMatch();
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SlObject(nullptr, _ai_running_desc);
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AI::Save(index);
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}
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struct AIPLChunkHandler : ChunkHandler {
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@ -90,6 +94,7 @@ struct AIPLChunkHandler : ChunkHandler {
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_ai_saveload_is_random = false;
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_ai_saveload_version = -1;
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_ai_saveload_force_exact_match = false;
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SlObject(nullptr, slt);
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if (_game_mode == GM_MENU || (_networking && !_network_server)) {
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@ -105,19 +110,27 @@ struct AIPLChunkHandler : ChunkHandler {
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/* A random AI. */
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config->Change(std::nullopt, -1, false);
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} else {
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (_ai_saveload_force_exact_match) config->Change(_ai_saveload_name, _ai_saveload_version, true);
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if (!config->HasScript()) {
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/* No version of the AI available. Try to configure the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false);
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/* Exact version of the AI is not available. Try to
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* configure the highest compatible version. */
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "Configuration switched to Random AI.");
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/* No version of the AI available. Try to configure the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', {}version {} which is no longer available.", _ai_saveload_name, _ai_saveload_force_exact_match ? "forcing " : "", _ai_saveload_version);
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Debug(script, 0, "Configuration switched to Random AI.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', {}version {} which is no longer available.", _ai_saveload_name, _ai_saveload_force_exact_match ? "forcing " : "", _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been configured instead.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been configured instead");
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} else if (_ai_saveload_force_exact_match) {
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Debug(script, 0, "The savegame has an AI by the name '{}', forcing version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The highest compatible version of that AI has been configured instead.");
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}
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}
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}
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@ -130,26 +143,34 @@ struct AIPLChunkHandler : ChunkHandler {
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Company::Get(index)->ai_config = std::make_unique<AIConfig>();
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config = Company::Get(index)->ai_config.get();
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (_ai_saveload_force_exact_match) config->Change(_ai_saveload_name, _ai_saveload_version, true);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false);
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/* Exact version of the AI is not available. Try to load the highest
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* compatible version of the AI instead that can load the data. */
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', {}version {} which is no longer available.", _ai_saveload_name, _ai_saveload_force_exact_match ? "forcing " : "", _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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}
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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Debug(script, 0, "The savegame has an AI by the name '{}', {}version {} which is no longer available.", _ai_saveload_name, _ai_saveload_force_exact_match ? "forcing " : "", _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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} else if (_ai_saveload_force_exact_match) {
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Debug(script, 0, "The savegame has an AI by the name '{}', forcing version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The highest compatible version of that AI has been loaded instead.");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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config->StringToSettings(_ai_saveload_settings);
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config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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@ -25,11 +25,13 @@
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static std::string _game_saveload_name;
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static int _game_saveload_version;
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static std::string _game_saveload_settings;
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static bool _game_saveload_force_exact_match;
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static const SaveLoad _game_script_desc[] = {
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SLEG_SSTR("name", _game_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _game_saveload_settings, SLE_STR),
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SLEG_VAR("version", _game_saveload_version, SLE_UINT32),
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SLEG_CONDVAR("force_exact_match", _game_saveload_force_exact_match, SLE_BOOL, SLV_SCRIPT_FORCE_EXACT_MATCH, SL_MAX_VERSION),
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};
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static void SaveReal_GSDT(int)
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@ -46,6 +48,7 @@ static void SaveReal_GSDT(int)
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}
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_game_saveload_settings = config->SettingsToString();
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_game_saveload_force_exact_match = config->GetForceExactMatch();
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SlObject(nullptr, _game_script_desc);
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Game::Save();
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@ -64,6 +67,7 @@ struct GSDTChunkHandler : ChunkHandler {
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if (SlIterateArray() == -1) return;
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_game_saveload_version = -1;
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_game_saveload_force_exact_match = false;
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SlObject(nullptr, slt);
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if (_game_mode == GM_MENU || (_networking && !_network_server)) {
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@ -74,26 +78,34 @@ struct GSDTChunkHandler : ChunkHandler {
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GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
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if (!_game_saveload_name.empty()) {
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config->Change(_game_saveload_name, _game_saveload_version, false);
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if (_game_saveload_force_exact_match) config->Change(_game_saveload_name, _game_saveload_version, true);
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if (!config->HasScript()) {
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/* No version of the GameScript available that can load the data. Try to load the
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* latest version of the GameScript instead. */
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config->Change(_game_saveload_name, -1, false);
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/* Exact version of the GameScript is not available. Try to load the highest
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* compatible version of the AI instead that can load the data. */
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config->Change(_game_saveload_name, _game_saveload_version, false);
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if (!config->HasScript()) {
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if (_game_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
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Debug(script, 0, "This game will continue to run without GameScript.");
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/* No version of the GameScript available that can load the data. Try to load the
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* latest version of the GameScript instead. */
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config->Change(_game_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_game_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has a GameScript by the name '{}', {}version {} which is no longer available.", _game_saveload_name, _game_saveload_force_exact_match ? "forcing " : "", _game_saveload_version);
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Debug(script, 0, "This game will continue to run without GameScript.");
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} else {
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Debug(script, 0, "The savegame had no GameScript available at the time of saving.");
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Debug(script, 0, "This game will continue to run without GameScript.");
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}
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} else {
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Debug(script, 0, "The savegame had no GameScript available at the time of saving.");
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Debug(script, 0, "This game will continue to run without GameScript.");
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Debug(script, 0, "The savegame has a GameScript by the name '{}', {}version {} which is no longer available.", _game_saveload_name, _game_saveload_force_exact_match ? "forcing " : "", _game_saveload_version);
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Debug(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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} else {
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Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
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Debug(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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/* Make sure the GameScript doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_game_saveload_version = -1;
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} else if (_game_saveload_force_exact_match) {
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Debug(script, 0, "The savegame has a GameScript by the name '{}', forcing version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
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Debug(script, 0, "The highest compatible version of that GameScript has been loaded instead.");
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}
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/* Make sure the GameScript doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_game_saveload_version = -1;
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}
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}
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@ -403,6 +403,8 @@ enum SaveLoadVersion : uint16_t {
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SLV_FIX_SCC_ENCODED_NEGATIVE, ///< 353 PR#14049 Fix encoding of negative parameters.
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SLV_ORDERS_OWNED_BY_ORDERLIST, ///< 354 PR#13948 Orders stored in OrderList, pool removed.
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SLV_SCRIPT_FORCE_EXACT_MATCH, ///< 355 PR#13565 Store script force exact match in savegames.
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SL_MAX_VERSION, ///< Highest possible saveload version
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};
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@ -29,6 +29,7 @@ void ScriptConfig::Change(std::optional<std::string_view> name, int version, boo
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this->info = nullptr;
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}
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this->version = (info == nullptr) ? -1 : info->GetVersion();
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this->force_exact_match = (info == nullptr) ? false : force_exact_match;
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this->config_list.reset();
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this->to_load_data.reset();
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@ -40,6 +41,7 @@ ScriptConfig::ScriptConfig(const ScriptConfig &config)
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this->name = config.name;
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this->info = config.info;
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this->version = config.version;
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this->force_exact_match = config.force_exact_match;
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this->to_load_data.reset();
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for (const auto &item : config.settings) {
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@ -140,6 +142,11 @@ int ScriptConfig::GetVersion() const
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return this->version;
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}
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bool ScriptConfig::GetForceExactMatch() const
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{
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return this->force_exact_match;
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}
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void ScriptConfig::StringToSettings(std::string_view value)
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{
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std::string_view to_process = value;
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@ -150,6 +150,11 @@ public:
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*/
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int GetVersion() const;
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/**
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* Whether the config is forcing the exact version of the Script?
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*/
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bool GetForceExactMatch() const;
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/**
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* Convert a string which is stored in the config file or savegames to
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* custom settings of this Script.
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@ -176,6 +181,7 @@ public:
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protected:
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std::string name; ///< Name of the Script
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int version; ///< Version of the Script
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bool force_exact_match; ///< Force exact match for the version
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class ScriptInfo *info; ///< ScriptInfo object for related to this Script version
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SettingValueList settings; ///< List with all setting=>value pairs that are configure for this Script
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std::unique_ptr<ScriptConfigItemList> config_list; ///< List with all settings defined by this Script
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