mirror of https://github.com/OpenTTD/OpenTTD
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372e013d39
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372e013d39 | |
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7bb4940ebd | |
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3d8dad2cc6 | |
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7ddbd1643e |
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@ -83,7 +83,7 @@ void AIInstance::Died()
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void AIInstance::LoadDummyScript()
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{
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ScriptAllocatorScope alloc_scope(this->engine);
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ScriptAllocatorScope alloc_scope(this->engine.get());
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Script_CreateDummy(this->engine->GetVM(), STR_ERROR_AI_NO_AI_FOUND, "AI");
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}
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@ -158,4 +158,31 @@ namespace StrongType {
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};
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}
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/**
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* Implementation of std::hash for StrongType::Typedef.
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*
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* This specialization of std::hash allows hashing of StrongType::Typedef instances
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* by leveraging the hash of the base type.
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*
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* Example Usage:
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* using MyType = StrongType::Typedef<int, struct MyTypeTag>;
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* std::unordered_map<MyType, std::string> my_map;
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*
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* @tparam TBaseType The underlying type of the StrongType::Typedef.
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* @tparam TProperties Additional properties for the StrongType::Typedef.
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*/
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template <typename TBaseType, typename... TProperties>
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struct std::hash<StrongType::Typedef<TBaseType, TProperties...>> {
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/**
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* Computes the hash value for a StrongType::Typedef instance.
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*
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* @param t The StrongType::Typedef instance to hash.
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* @return The hash value of the base type of t.
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*/
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std::size_t operator()(const StrongType::Typedef<TBaseType, TProperties...> &t) const noexcept
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{
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return std::hash<TBaseType>()(t.base());
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}
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};
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#endif /* STRONG_TYPEDEF_TYPE_HPP */
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@ -27,7 +27,6 @@
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#include "effectvehicle_func.h"
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#include "landscape_type.h"
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#include "animated_tile_func.h"
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#include "core/flatset_type.hpp"
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#include "core/random_func.hpp"
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#include "object_base.h"
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#include "company_func.h"
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@ -43,6 +42,8 @@
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#include "table/strings.h"
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#include "table/sprites.h"
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#include <unordered_set>
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#include "safeguards.h"
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extern const TileTypeProcs
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@ -1298,28 +1299,26 @@ public:
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*/
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static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint min_river_length)
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{
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uint height_begin = TileHeight(begin);
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if (IsWaterTile(begin)) {
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return { DistanceManhattan(spring, begin) > min_river_length, GetTileZ(begin) == 0 };
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}
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FlatSet<TileIndex> marks;
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int height_begin = TileHeight(begin);
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std::unordered_set<TileIndex> marks;
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marks.insert(begin);
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/* Breadth first search for the closest tile we can flow down to. */
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std::list<TileIndex> queue;
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std::vector<TileIndex> queue;
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queue.push_back(begin);
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/* Breadth first search for the closest tile we can flow down to. */
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bool found = false;
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uint count = 0; // Number of tiles considered; to be used for lake location guessing.
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TileIndex end;
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do {
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end = queue.front();
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queue.pop_front();
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for (size_t i = 0; i != queue.size(); i++) {
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end = queue[i];
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uint height_end = TileHeight(end);
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if (IsTileFlat(end) && (height_end < height_begin || (height_end == height_begin && IsWaterTile(end)))) {
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int height_end;
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if (IsTileFlat(end, &height_end) && (height_end < height_begin || (height_end == height_begin && IsWaterTile(end)))) {
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found = true;
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break;
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}
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@ -1328,31 +1327,29 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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TileIndex t = end + TileOffsByDiagDir(d);
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if (IsValidTile(t) && !marks.contains(t) && FlowsDown(end, t)) {
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marks.insert(t);
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count++;
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queue.push_back(t);
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}
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}
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} while (!queue.empty());
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}
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bool main_river = false;
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if (found) {
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/* Flow further down hill. */
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std::tie(found, main_river) = FlowRiver(spring, end, min_river_length);
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} else if (count > 32) {
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} else if (queue.size() > 32) {
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/* Maybe we can make a lake. Find the Nth of the considered tiles. */
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auto cit = marks.cbegin();
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std::advance(cit, RandomRange(count - 1));
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TileIndex lake_centre = *cit;
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TileIndex lake_centre = queue[RandomRange(static_cast<uint32_t>(queue.size()))];
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int height_lake;
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if (IsValidTile(lake_centre) &&
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/* A river, or lake, can only be built on flat slopes. */
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IsTileFlat(lake_centre) &&
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/* We want the lake to be built at the height of the river. */
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TileHeight(begin) == TileHeight(lake_centre) &&
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/* We don't want the lake at the entry of the valley. */
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lake_centre != begin &&
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/* We don't want lakes in the desert. */
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(_settings_game.game_creation.landscape != LandscapeType::Tropic || GetTropicZone(lake_centre) != TROPICZONE_DESERT) &&
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/* A river, or lake, can only be built on flat slopes. */
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IsTileFlat(lake_centre, &height_lake) &&
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/* We want the lake to be built at the height of the river. */
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height_lake == height_begin &&
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/* We only want a lake if the river is long enough. */
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DistanceManhattan(spring, lake_centre) > min_river_length) {
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end = lake_centre;
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@ -1362,7 +1359,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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/* Run the loop twice, so artefacts from going circular in one direction get (mostly) hidden. */
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for (uint loops = 0; loops < 2; ++loops) {
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for (auto tile : SpiralTileSequence(lake_centre, diameter)) {
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MakeLake(tile, height_begin);
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MakeLake(tile, height_lake);
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}
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}
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@ -1370,7 +1367,6 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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}
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}
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marks.clear();
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if (found) RiverBuilder::Exec(begin, end, spring, main_river);
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return { found, main_river };
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}
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@ -53,7 +53,7 @@ static ScriptStorage &GetStorage()
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/* static */ ScriptInstance *ScriptObject::ActiveInstance::active = nullptr;
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ScriptObject::ActiveInstance::ActiveInstance(ScriptInstance &instance) : alc_scope(instance.engine)
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ScriptObject::ActiveInstance::ActiveInstance(ScriptInstance &instance) : alc_scope(instance.engine.get())
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{
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this->last_active = ScriptObject::ActiveInstance::active;
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ScriptObject::ActiveInstance::active = &instance;
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@ -230,8 +230,8 @@ ScriptObject::DisableDoCommandScope::DisableDoCommandScope()
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/* static */ bool ScriptObject::CanSuspend()
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{
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Squirrel *squirrel = ScriptObject::GetActiveInstance().engine;
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return GetStorage().allow_do_command && squirrel->CanSuspend();
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Squirrel &squirrel = *ScriptObject::GetActiveInstance().engine;
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return GetStorage().allow_do_command && squirrel.CanSuspend();
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}
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/* static */ ScriptEventQueue &ScriptObject::GetEventQueue()
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@ -50,8 +50,8 @@ static void PrintFunc(bool error_msg, std::string_view message)
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ScriptInstance::ScriptInstance(std::string_view api_name)
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{
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this->storage = new ScriptStorage();
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this->engine = new Squirrel(api_name);
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this->storage = std::make_unique<ScriptStorage>();
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this->engine = std::make_unique<Squirrel>(api_name);
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this->engine->SetPrintFunction(&PrintFunc);
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}
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@ -59,10 +59,10 @@ void ScriptInstance::Initialize(const std::string &main_script, const std::strin
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{
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ScriptObject::ActiveInstance active(*this);
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this->controller = new ScriptController(company);
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this->controller = std::make_unique<ScriptController>(company);
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/* Register the API functions and classes */
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this->engine->SetGlobalPointer(this->engine);
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this->engine->SetGlobalPointer(this->engine.get());
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this->RegisterAPI();
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if (this->IsDead()) {
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/* Failed to register API; a message has already been logged. */
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@ -81,12 +81,11 @@ void ScriptInstance::Initialize(const std::string &main_script, const std::strin
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}
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/* Create the main-class */
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this->instance = new SQObject();
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if (!this->engine->CreateClassInstance(instance_name, this->controller, this->instance)) {
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this->instance = std::make_unique<SQObject>();
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if (!this->engine->CreateClassInstance(instance_name, this->controller.get(), this->instance.get())) {
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/* If CreateClassInstance has returned false instance has not been
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* registered with squirrel, so avoid trying to Release it by clearing it now */
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delete this->instance;
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this->instance = nullptr;
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this->instance.reset();
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this->Died();
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return;
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}
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@ -158,11 +157,10 @@ ScriptInstance::~ScriptInstance()
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ScriptObject::ActiveInstance active(*this);
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this->in_shutdown = true;
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if (instance != nullptr) this->engine->ReleaseObject(this->instance);
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if (engine != nullptr) delete this->engine;
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delete this->storage;
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delete this->controller;
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delete this->instance;
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if (instance != nullptr) this->engine->ReleaseObject(this->instance.get());
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/* Engine must be reset explicitly in scope of the active instance. */
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this->engine.reset();
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}
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void ScriptInstance::Continue()
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@ -179,11 +177,9 @@ void ScriptInstance::Died()
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this->last_allocated_memory = this->GetAllocatedMemory(); // Update cache
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if (this->instance != nullptr) this->engine->ReleaseObject(this->instance);
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delete this->instance;
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delete this->engine;
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this->instance = nullptr;
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this->engine = nullptr;
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if (this->instance != nullptr) this->engine->ReleaseObject(this->instance.get());
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this->engine.reset();
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this->instance.reset();
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}
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void ScriptInstance::GameLoop()
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@ -256,7 +256,7 @@ public:
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void ReleaseSQObject(HSQOBJECT *obj);
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protected:
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class Squirrel *engine = nullptr; ///< A wrapper around the squirrel vm.
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std::unique_ptr<class Squirrel> engine; ///< A wrapper around the squirrel vm.
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std::string api_version{}; ///< Current API used by this script.
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/**
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@ -288,9 +288,9 @@ protected:
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virtual void LoadDummyScript() = 0;
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private:
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class ScriptController *controller = nullptr; ///< The script main class.
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class ScriptStorage *storage = nullptr; ///< Some global information for each running script.
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SQObject *instance = nullptr; ///< Squirrel-pointer to the script main class.
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std::unique_ptr<class ScriptStorage> storage; ///< Some global information for each running script.
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std::unique_ptr<class ScriptController> controller; ///< The script main class.
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std::unique_ptr<SQObject> instance; ///< Squirrel-pointer to the script main class.
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bool is_started = false; ///< Is the scripts constructor executed?
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bool is_dead = false; ///< True if the script has been stopped.
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