mirror of https://github.com/OpenTTD/OpenTTD
(svn r18763) -Feature [FS#3095]: rerandomise AIs on reloading (via the debug window) when they were randomly chosen
parent
7f6016031e
commit
f65f276d10
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@ -45,8 +45,9 @@ public:
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/**
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* Start a new AI company.
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* @param company At which slot the AI company should start.
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* @param rerandomise_ai Whether to rerandomise the configured AI.
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*/
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static void StartNew(CompanyID company);
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static void StartNew(CompanyID company, bool rerandomise_ai = true);
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/**
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* Called every game-tick to let AIs do something.
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@ -16,12 +16,13 @@
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#include "ai.hpp"
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#include "ai_config.hpp"
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void AIConfig::ChangeAI(const char *name, int version)
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void AIConfig::ChangeAI(const char *name, int version, bool is_random_ai)
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{
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free((void *)this->name);
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this->name = (name == NULL) ? NULL : strdup(name);
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this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version);
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this->version = (info == NULL) ? -1 : info->GetVersion();
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this->is_random_ai = is_random_ai;
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if (this->config_list != NULL) delete this->config_list;
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this->config_list = (info == NULL) ? NULL : new AIConfigItemList();
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if (this->config_list != NULL) this->config_list->push_back(_start_date_config);
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@ -56,6 +57,7 @@ AIConfig::AIConfig(const AIConfig *config)
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this->info = config->info;
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this->version = config->version;
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this->config_list = NULL;
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this->is_random_ai = config->is_random_ai;
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for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
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this->settings[strdup((*it).first)] = (*it).second;
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@ -167,6 +169,11 @@ bool AIConfig::HasAI() const
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return this->info != NULL;
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}
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bool AIConfig::IsRandomAI() const
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{
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return this->is_random_ai;
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}
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const char *AIConfig::GetName() const
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{
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return this->name;
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@ -25,7 +25,8 @@ public:
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name(NULL),
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version(-1),
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info(NULL),
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config_list(NULL)
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config_list(NULL),
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is_random_ai(false)
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{}
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AIConfig(const AIConfig *config);
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~AIConfig();
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@ -34,8 +35,9 @@ public:
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* Set another AI to be loaded in this slot.
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* @param name The name of the AI.
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* @param version The version of the AI to load, or -1 of latest.
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* @param is_random Is the AI chosen randomly?
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*/
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void ChangeAI(const char *name, int version = -1);
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void ChangeAI(const char *name, int version = -1, bool is_random = false);
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/**
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* When ever the AI Scanner is reloaded, all infos become invalid. This
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@ -89,6 +91,11 @@ public:
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*/
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bool HasAI() const;
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/**
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* Is the current AI a randomly chosen AI?
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*/
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bool IsRandomAI() const;
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/**
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* Get the name of the AI.
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*/
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@ -117,6 +124,7 @@ private:
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class AIInfo *info;
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SettingValueList settings;
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AIConfigItemList *config_list;
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bool is_random_ai;
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};
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#endif /* AI_CONFIG_HPP */
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@ -32,19 +32,20 @@
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return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
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}
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/* static */ void AI::StartNew(CompanyID company)
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/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
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{
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assert(Company::IsValidID(company));
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/* Clients shouldn't start AIs */
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if (_networking && !_network_server) return;
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AIInfo *info = AIConfig::GetConfig(company)->GetInfo();
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if (info == NULL) {
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AIConfig *config = AIConfig::GetConfig(company);
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AIInfo *info = config->GetInfo();
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if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
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info = AI::ai_scanner->SelectRandomAI();
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assert(info != NULL);
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/* Load default data and store the name in the settings */
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AIConfig::GetConfig(company)->ChangeAI(info->GetName());
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config->ChangeAI(info->GetName(), -1, true);
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}
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_current_company = company;
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@ -22,12 +22,14 @@
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static char _ai_saveload_name[64];
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static int _ai_saveload_version;
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static char _ai_saveload_settings[1024];
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static bool _ai_saveload_is_random;
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static const SaveLoad _ai_company[] = {
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SLEG_STR(_ai_saveload_name, SLE_STRB),
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SLEG_STR(_ai_saveload_settings, SLE_STRB),
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SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
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SLE_END()
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SLEG_STR(_ai_saveload_name, SLE_STRB),
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SLEG_STR(_ai_saveload_settings, SLE_STRB),
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SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
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SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, 136, SL_MAX_VERSION),
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SLE_END()
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};
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static void SaveReal_AIPL(int *index_ptr)
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@ -44,6 +46,7 @@ static void SaveReal_AIPL(int *index_ptr)
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_ai_saveload_version = -1;
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}
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_ai_saveload_is_random = config->IsRandomAI();
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_ai_saveload_settings[0] = '\0';
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config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
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@ -72,13 +75,13 @@ static void Load_AIPL()
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AIConfig *config = AIConfig::GetConfig(index);
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if (StrEmpty(_ai_saveload_name)) {
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/* A random AI. */
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config->ChangeAI(NULL);
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config->ChangeAI(NULL, -1, true);
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} else {
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config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
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config->ChangeAI(_ai_saveload_name, _ai_saveload_version, _ai_saveload_is_random);
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if (!config->HasAI()) {
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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->ChangeAI(_ai_saveload_name, -1);
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config->ChangeAI(_ai_saveload_name, -1, _ai_saveload_is_random);
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if (!config->HasAI()) {
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if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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@ -101,7 +104,7 @@ static void Load_AIPL()
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/* Start the AI directly if it was active in the savegame */
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if (Company::IsValidAiID(index)) {
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AI::StartNew(index);
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AI::StartNew(index, false);
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AI::Load(index, _ai_saveload_version);
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}
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}
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